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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DrakeyC</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-08-21T10:51:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tile&amp;diff=212315</id>
		<title>Tile</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tile&amp;diff=212315"/>
		<updated>2025-03-09T17:42:07Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{About|placeable tiles|the area and distance unit|map structure#Tile|caption1=map structure}}&lt;br /&gt;
[[File:Tiles-ExamplePaths.png|thumb|right|400px|An example of using [[refined concrete]] and [[refined hazard concrete]] for aesthetic design and to improve walking speed around a [[mining]] outpost.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;tile&#039;&#039;&#039; is an item that can be placed by the player to modify the &#039;floor&#039; of the game world. Ground tiles are tiles that modify whether terrain can be buildable or walkable. For example, [[landfill]] places a ground tile that converts [[water]] to buildable ground. Path tiles improve walking and driving speeds and can be used for decorative purposes, at the cost of significantly reducing the absorption of [[pollution]].&lt;br /&gt;
&lt;br /&gt;
== List of tiles ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 170px;&amp;quot; | Name || Type || Walking speed modifier || Placement restrictions&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone brick]] || Path || +30% ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Concrete]] || Path || +40% ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Hazard concrete]] || Path || +40% ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Refined concrete]] || Path || +50% ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Refined hazard concrete]] || Path || +50% ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Landfill]] || Ground || N/A || Only on tiles containing [[water]] (shallow or deep)&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificial yumako soil]]{{SA}} || Ground || N/A || Only on yumako wetland on [[Gleba]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Overgrowth yumako soil]]{{SA}} || Ground || N/A || Only in yellow biome tiles on [[Gleba]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artificial jellynut soil]]{{SA}} || Ground || N/A || Only on jellynut wetland tiles on [[Gleba]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Overgrowth jellynut soil]]{{SA}} || Ground || N/A || Only on purple biome tiles on [[Gleba]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice platform]]{{SA}} || Ground || N/A || Only on ammonical sea tiles on [[Aquilo]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Space platform foundation]]{{SA}} || Ground || N/A || Only on [[Space platform]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Foundation]]{{SA}} || Ground || N/A || Only on water, all Gleba marsh and wetland, [[oil ocean]] tiles on [[Fulgora]] or [[lava]] tiles on [[Vulcanus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paths ==&lt;br /&gt;
&lt;br /&gt;
Path tiles apply bonuses to the walking speed of the player and reduce rolling resistances for [[car]]s and [[tank]]s, improving their acceleration and top speed. They do not increase the speed of [[enemies]].  &lt;br /&gt;
&lt;br /&gt;
Paths effectively prevent the absorption of pollution by the underlying terrain, which can lead to an increased number of attacks from enemies.&lt;br /&gt;
&lt;br /&gt;
In addition to the practical benefits to walking and driving speed, paths are often used for decorative purposes and to visually highlight important areas of the base.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
[[File:Tiles-DemoPlaceRemove.gif|thumb|right|400x336px|A demonstration of first placing then removing refined concrete. The building area is adjusted several times.]]&lt;br /&gt;
=== Placing ===&lt;br /&gt;
&lt;br /&gt;
Tiles are placed by holding them in the hand and clicking {{Keybinding|lmb}}. The mouse can be dragged while the button is held to &#039;paint&#039; tiles over a wide area.&lt;br /&gt;
&lt;br /&gt;
The building area for tiles can be increased by pressing {{Keybinding|PAD +}} and reduced again by pressing {{Keybinding|PAD -}}. This allows the player to place a much larger number of tiles at one time, effectively having a larger &#039;brush&#039; with which to apply tiles to the map.&lt;br /&gt;
&lt;br /&gt;
Path tiles can be placed where entities already exist and will appear underneath them. Likewise entities can later be placed on top of constructed tiles, including paths being placed on top of landfill. Landfill can only be placed on water.&lt;br /&gt;
&lt;br /&gt;
=== Removing paths ===&lt;br /&gt;
&lt;br /&gt;
Path tiles can be removed (mined) by holding {{Keybinding|rmb}} while holding any type of tile in the hand. As with placing tiles, the mouse can be dragged over an area and the size of the building area can be increased or decreased to control how many tiles will be removed at a time. Mined path tiles will be placed back in the player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
Landfill cannot be removed once placed.&lt;br /&gt;
&lt;br /&gt;
=== Swapping paths ===&lt;br /&gt;
&lt;br /&gt;
Any path tile can be placed over any other path tile to replace it. The original tiles will be placed back into the player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints, deconstruction planners and construction robots ===&lt;br /&gt;
&lt;br /&gt;
Tiles are not included in a [[blueprint]] unless they are the only eligible object in the selected area, or when the &#039;&#039;&#039;Tiles&#039;&#039;&#039; tick-box is ticked. Within a blueprint it is not currently possible for one tile to exist on top of another; in practice this means that a path tile such as [[stone brick]] or [[concrete]] cannot exist on top of landfill in a blueprint. If a blueprint is taken of a path tile on top of landfill, only the path tile will be stored in the blueprint.&lt;br /&gt;
&lt;br /&gt;
When a filtered [[deconstruction planner]] is used tiles are configured separately from entities, appearing under the &#039;&#039;&#039;Tiles&#039;&#039;&#039; tab.&lt;br /&gt;
&lt;br /&gt;
Tile [[ghost]]s will be constructed by [[construction robot]]s. As construction robots are limited in the number of objects they can hold at once, and given that paths often involve hundreds or thousands of tiles, placing a large area of path or landfill with bots may take a long time and draw a significant amount of [[electric system|electricity]] for bot recharging.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
&lt;br /&gt;
Items that change tiles, such as stone bricks or concrete, can be produced in higher [[quality]] in the same manner as other manufactured items, but when placed on the ground they function identically to the base item regardless of quality, and if removed return the common variant. This is not a bug, but a conscious design choice to ease strain on the game by not keeping track of the quality of each tile of ground.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.10|&lt;br /&gt;
* Landfill is now a separate tile, differentiated from grass-1.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Landfill can now be included in blueprints and placed by construction robots.&lt;br /&gt;
* Tile construction jobs are now handled separately by construction robots, to prevent entity ghosts not being built due to large number of tile ghosts.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.27|&lt;br /&gt;
* Refined concrete and refined hazard concrete introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Landfill introduced.&lt;br /&gt;
* Hazard concrete introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.12.0|&lt;br /&gt;
* Concrete introduced.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.3.0|&lt;br /&gt;
* Stone brick introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Tile}}&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nuclear_fuel&amp;diff=195509</id>
		<title>Nuclear fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nuclear_fuel&amp;diff=195509"/>
		<updated>2023-11-24T14:14:49Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Nuclear fuel}}&lt;br /&gt;
&lt;br /&gt;
Nuclear fuel is a type of [[fuel]]. It has the highest energy density and vehicle bonuses of all the fuel types, providing an acceleration modifier of 250% (compared to [[Rocket fuel|rocket fuel]]&#039;s 180%). The vehicle top speed modifier (115%) is the same as for rocket fuel.&lt;br /&gt;
&lt;br /&gt;
Nuclear fuel is made from rocket fuel and [[uranium-235]], one of each to produce one unit of nuclear fuel.&lt;br /&gt;
&lt;br /&gt;
Compared to rocket fuel, nuclear fuel not only gives a higher acceleration bonus, but also gives more than twelve times the energy output. This compensates for the inability of nuclear fuel to be stacked; a single unit of nuclear fuel provides more energy than a stack of ten rocket fuel.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fuel value of 1.21 GJ is a reference to the &#039;&#039;[[Wikipedia:Back to the Future (franchise)|Back to the Future]]&#039;&#039; franchise, in which the DeLorean uses a nuclear reaction to generate &amp;quot;1.21 Jigawatts&amp;quot; of electricity. Ironically, Emmett Brown specifically refutes the idea that the DeLorean uses nuclear fuel; the energy of the reaction is used to power the flux capacitor that allows time travel, and in &#039;&#039;Part III&#039;&#039; he specifies the DeLorean&#039;s internal combustion engine has always run on ordinary gasoline.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Wall&amp;diff=194511</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Wall&amp;diff=194511"/>
		<updated>2023-10-03T16:14:44Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: merging paragraphs since they touch on the same point&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Wall}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039; are a defensive structure that prevents both the player and [[enemies]] from passing. They can be used to shield [[turret]]s so they will be able to fight enemies longer without being destroyed, and can be used to protect parts of the factory from enemies. Although walls have less health than most defensive structures, their high damage resistance means it will take longer for enemies to destroy them.&lt;br /&gt;
&lt;br /&gt;
[[Gate]]s can be constructed to allow the player to pass through walls. Gates share the same health and resistances as walls and automatically close for enemies if not connected to the [[circuit network]], so no defensive power is lost.&lt;br /&gt;
&lt;br /&gt;
Walls only block melee attacks, projectile attacks go over them. However, [[Enemies#Biters|big and behemoth biters]] can attack 2 tiles away, meaning they can hit structures directly behind a single layer of walls. To prevent this, structures can be moved further back from the walls or a second layer of walls can be added.&lt;br /&gt;
&lt;br /&gt;
Despite their applications as a defensive measure, walls are not considered a [[Military units and structures|military unit and structure]]; this is important for understanding the behavior of enemies regarding walls. If they are attempting to attack something and the wall obstructs their path, they will attack the wall to destroy it and clear the way. However, if they have already been aggro&#039;d by a turret or the player, enemies will more actively pursue their aggressor and not necessarily attack walls between them. This allows the player to stall enemies more efficiently by building walls in a manner that disrupts their pathing without entirely obstructing it. However, if their pathing is disrupted enough, they will still resort to attacking the wall to remove the obstruction, thus long sections of wall that enemies will chew through may be less effective than shorter segments that force them to go around.&lt;br /&gt;
&lt;br /&gt;
Placing walls in four adjacent tiles forming a square will cause the inner space to be filled. This is only a visual property, the health and the rest of the properties of the walls are not affected.&lt;br /&gt;
&lt;br /&gt;
[[File:Wall connections.png]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Doubled stack size of walls, to 100.&lt;br /&gt;
* Walls with gates now can accept any signal type.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.5|&lt;br /&gt;
* Increased the collision box of walls slightly.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.11.17|&lt;br /&gt;
* Now cannot be teleported.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.11.2|&lt;br /&gt;
* Walls and [[gate]]s are now fast replaceable. }}&lt;br /&gt;
&lt;br /&gt;
{{History|0.11.0|&lt;br /&gt;
* Stone walls now need [[Research]] to unlock.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.10.2|&lt;br /&gt;
* Repair speed is twice as fast.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.10.0|&lt;br /&gt;
* Changed collision box logic. It is possible to walk between diagonal walls now, but not when connected.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.7.5|&lt;br /&gt;
* Doubled the stack size of walls.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.7.1|&lt;br /&gt;
* Walls now leave remnants when destroyed.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.7.0|&lt;br /&gt;
* Increased wall health from 200 to 350.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.4.0|&lt;br /&gt;
* Added textures for a single piece of wall.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.3.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Gate]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Wall&amp;diff=187824</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Wall&amp;diff=187824"/>
		<updated>2022-01-12T04:26:21Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Wall}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls&#039;&#039;&#039; are a defensive structure that prevents both the player and [[enemies]] from passing. They are primarily used to shield [[turret]]s so they will be able to fight enemies longer without being destroyed, and can be used to protect parts of the factory from enemies. Although walls have less health than most defensive structures, their high damage resistance means it will take longer for enemies to destroy them.&lt;br /&gt;
&lt;br /&gt;
[[Gate]]s can be constructed to allow the player to pass through walls. Gates share the same health and resistances as walls and automatically close for enemies if not connected to the [[circuit network]], so no defensive power is lost.&lt;br /&gt;
&lt;br /&gt;
Walls only block melee attacks, projectile attacks go over them. However, [[Enemies#Biters|big and behemoth biters]] can attack 2 tiles away, meaning they can hit structures directly behind a single layer of walls. To prevent this, structures can be moved further back from the walls or a second layer of walls can be added.&lt;br /&gt;
&lt;br /&gt;
Despite their applications as a defensive measure, walls are not considered a [[Military units and structures|military unit and structure]]; this is important for understanding the behavior of enemies regarding walls. If they are attempting to attack something and the wall obstructs their path, they will attack the wall to destroy it and clear the way. However, if they have already been aggro&#039;d by a turret or the player, enemies will more actively pursue their aggressor and not necessarily attack walls between them. This allows the player to stall enemies more efficiently by building walls in a manner that disrupts their pathing without entirely obstructing it. A common means to achieve this is a pattern of walls in a cross-shape, arranged so enemies must navigate between them. &lt;br /&gt;
&lt;br /&gt;
Note that this does not mean enemies will entirely ignore walls - if their pathing is disrupted significantly enough, they will simply attack the wall itself. This means that building mazes of walls or long sections of wall with a gap between them will not be effective. Such usage of walls is not a reliable substitute for walling off turrets, and sufficiently large groups of enemies will inevitably get through the network of walls due to sheer numbers.&lt;br /&gt;
&lt;br /&gt;
Placing walls in four adjacent tiles forming a square will cause the inner space to be filled. This is only a visual property, the health and the rest of the properties of the walls are not affected.&lt;br /&gt;
&lt;br /&gt;
[[File:Wall connections.png]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Doubled stack size of walls, to 100.&lt;br /&gt;
* Walls with gates now can accept any signal type.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.5|&lt;br /&gt;
* Increased the collision box of walls slightly.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.11.17|&lt;br /&gt;
* Now cannot be teleported.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.11.2|&lt;br /&gt;
* Walls and [[gate]]s are now fast replaceable. }}&lt;br /&gt;
&lt;br /&gt;
{{History|0.11.0|&lt;br /&gt;
* Stone walls now need [[Research]] to unlock.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.10.2|&lt;br /&gt;
* Repair speed is twice as fast.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.10.0|&lt;br /&gt;
* Changed collision box logic. It is possible to walk between diagonal walls now, but not when connected.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.7.5|&lt;br /&gt;
* Doubled the stack size of walls.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.7.1|&lt;br /&gt;
* Walls now leave remnants when destroyed.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.7.0|&lt;br /&gt;
* Increased wall health from 200 to 350.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.4.0|&lt;br /&gt;
* Added textures for a single piece of wall.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.3.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Gate]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nuclear_fuel&amp;diff=187267</id>
		<title>Nuclear fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nuclear_fuel&amp;diff=187267"/>
		<updated>2021-10-23T18:38:20Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Nuclear fuel}}&lt;br /&gt;
&lt;br /&gt;
Nuclear fuel is a type of [[fuel]]. It has the highest energy density and vehicle bonuses of all the fuel types, providing an acceleration bonus of 250% (compared to [[Rocket fuel|rocket fuel]]&#039;s 180%). The vehicle speed bonus (115%) is the same as for rocket fuel.&lt;br /&gt;
&lt;br /&gt;
Nuclear fuel is made from rocket fuel and [[uranium-235]], one of each to produce one unit of nuclear fuel.&lt;br /&gt;
&lt;br /&gt;
Compared to rocket fuel, nuclear fuel not only gives a higher acceleration bonus, but also gives more than twelve times the energy output (which compensates for the inability of nuclear fuel to be stacked; a single unit of nuclear fuel provides more energy than a stack of ten rocket fuel). As only one rocket fuel is required to manufacture nuclear fuel, this makes nuclear fuel an extremely efficient fuel source. However, it also produces more [[pollution]], requires a long time to manufacture in addition to the manufacturing time for rocket fuel, and needs a steady supply of uranium-235, the rarest resource in the game.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fuel value of 1.21 GJ is a reference to the &#039;&#039;[[Wikipedia:Back to the Future (franchise)|Back to the Future]]&#039;&#039; franchise, in which the DeLorean uses a nuclear reaction to generate &amp;quot;1.21 Jigawatts&amp;quot; of electricity. Ironically, Emmett Brown specifically refutes the idea that the DeLorean uses nuclear fuel; the energy of the reaction powers the flux capacitor that allows time travel, and in &#039;&#039;Part III&#039;&#039; he specifies the DeLorean itself runs on ordinary gasoline.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=187116</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=187116"/>
		<updated>2021-10-07T15:52:25Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: /* Player safety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings when detailed info is on&amp;quot; in the graphics options has to be checked and detailed info has to be turned on.&lt;br /&gt;
&lt;br /&gt;
==Lamp showing chest content condition==&lt;br /&gt;
[[File:LightWiredToChest.png|right]]&lt;br /&gt;
&lt;br /&gt;
This is the simplest possible use of circuit-network. A [[lamp]] is light depending on the number of goods (in this example empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
===Setting up circuit connection===&lt;br /&gt;
* The lamp is connected to the chest.&lt;br /&gt;
* The lamp is set to light if the chest contain less than 10 empty barrels.&lt;br /&gt;
===To set the light condition===&lt;br /&gt;
* Open the lamp (left click on it).&lt;br /&gt;
* Set the input to barrels.&lt;br /&gt;
* Set the operator to &amp;lt; (less than).&lt;br /&gt;
* Set the constant number:&lt;br /&gt;
** Left click on the constant number&lt;br /&gt;
** Move the slider until 10 is shown, or edit the value box directly.&lt;br /&gt;
** Press set.&lt;br /&gt;
&lt;br /&gt;
Depending on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.&lt;br /&gt;
&lt;br /&gt;
The drawback with this scenario is that the lamp has a white light , and is therefore difficult to differentiate from an ordinary lamp at night.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|440px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[pump]] is connected to the [[storage tank]] by a [[red wire]]. &lt;br /&gt;
* The pump has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 20000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|440px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The pump has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 20000&#039;&#039;&#039; .&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|440px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[storage tank]].&lt;br /&gt;
* By setting different conditions on each lamp we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first lamp is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
In this scenario you can connect the storage tank to the lamps directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|440px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect  the the [[lamp]] and the [[Storage tank]] you need:&amp;lt;BR&amp;gt;&lt;br /&gt;
1 Add the arithmetic combinator.&amp;lt;BR&amp;gt;&lt;br /&gt;
2 Connect the [[storage tank]] with the input of the  arithmetic combinator.&amp;lt;BR&amp;gt;&lt;br /&gt;
3 Connect the  output of the [[arithmetic combinator]] with the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
4 Set up the arithmetic combinator:&amp;lt;BR&amp;gt;&lt;br /&gt;
4.1 Setting the input to petroleum Gas + 0 (the constant 0 not the signal 0)&amp;lt;BR&amp;gt;&lt;br /&gt;
4.2 Set the output to the pink signal (on the bottom row of the last tab of signals.)&amp;lt;BR&amp;gt;&lt;br /&gt;
5 Set up the [[lamp]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
5.1  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
5.2 Set the condition to the pink signal, and what value you want (i.e. &amp;gt; 100)&amp;lt;BR&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|430px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator Signs (Words) ===&lt;br /&gt;
* You can use [[constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
* Note that to see these letters, Alt-mode must be on and the Interface setting “Show combinator settings in “Alt-Mode”” must also be enabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:constant_combinator_signs2.png|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator Signs (Managing Belts) ===&lt;br /&gt;
* Somewhat similar to the previous example, constant combinator signals can be used with belts to help indicate what items should be on which belts. This is extremely useful when sharing blueprints, as it&#039;s possible for blueprints to be shared albeit with no indication on which items are meant for which belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the fast inserter hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the fast inserter does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[inserter]] is connected to the [[wooden chest]] using a [[red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up to 3 at once due to stack size bonuses.&lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BalancedChestInsert.png|left|400x400px]]&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
Goal: Load n chests with approximately the same number of items.&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie &amp;amp;minus;n.&lt;br /&gt;
*  Connect all chests to each other and to the input of the combinator using red wire.&lt;br /&gt;
*  Connect all inserters to each other and to the output of the combinator using red wire.&lt;br /&gt;
*  Connect each inserter to the box it inserts into with green wire.&lt;br /&gt;
*  Set the enable condition on each inserter to be Everything (red star) &amp;lt; 0.&lt;br /&gt;
&lt;br /&gt;
The combinator calculates the average number of items in the chests, and makes it negative. Each inserter gets the amount in the chest it is inserting to and adds the negative average, ie it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If a precise count is needed, set the inserter stack size to 1. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[arithmetic combinator]] (left side in the picture) with a [[red wire]]. &lt;br /&gt;
*  Another couple of [[red wire]]s join the output of the [[arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[arithmetic combinator]] &#039;&#039;&#039;multiplies&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;constant combinator&amp;gt; - &amp;lt;storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter for the first item by inventory order. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[solar panel]]s and [[accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiplies&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left|400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearCircuits.jpg|left|400px]]&lt;br /&gt;
==== First example ====&lt;br /&gt;
The above picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note: The GUI in the image above has been altered to make sure all important info fits within the image size.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a few elements in this setup:&lt;br /&gt;
* Storage tank that provides the [[steam]] signal.  You should only read from one storage tank, and it should have pipe connections to all your other steam storage tanks.&lt;br /&gt;
* Chests containing [[uranium fuel cell]]s for the reactor.&lt;br /&gt;
* Output inserters that take [[Used_up_uranium_fuel_cell|empty fuel cells]] from the reactor. This is connected to the storage tank to listen for the steam signal, and to the chests to listen for the uranium fuel cell signal. If the steam level is low and there are uranium fuel cells available, it removes the empty fuel cells from the reactor and sends an empty fuel cell signal (since &amp;quot;Read hand contents&amp;quot; is checked).&lt;br /&gt;
* Input inserters that put uranium fuel cells into the reactor. This is connected to the output inserters and listens for the empty fuel cell signal. The &amp;quot;Override stack size&amp;quot; is set to 1, so that it only inserts 1 fuel cell at a time.&lt;br /&gt;
&lt;br /&gt;
Since this design uses empty fuel cells as a signal to fill the reactor, you need to manually insert 1 uranium fuel cell into the reactor to get it started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearCircuits2.jpg|left|400px]]&lt;br /&gt;
==== Second example ====&lt;br /&gt;
A simpler setup can be made with inserters that drop a single [[uranium fuel cell]] in each reactor when the [[steam]] reaches a certain level.&lt;br /&gt;
&lt;br /&gt;
Here, two inserters feeding two reactors are connected to a steam [[storage tank]] and are set to be turned on when it reaches 2K.&amp;lt;br&amp;gt;&lt;br /&gt;
The only drawback is that two cells are placed in the reactor (one when the steam volume drops to 2K and another when it is back up to that level), but this does not matter, as with only two cells the temperature cannot rise to 1000°C, so no energy is wasted.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Nuclear Fuel Circuit Network.png|left|400px]]&lt;br /&gt;
=== Prioritize usage of uranium towards nuclear fuel production ===&lt;br /&gt;
Because a continuous supply of [[nuclear fuel]] is critical to maintaining a [[nuclear reactor]], the circuit network can be used to set up a system where [[uranium-235]] and [[uranium-238]] are conserved for the production of nuclear fuel before other uses.&lt;br /&gt;
&lt;br /&gt;
Using a [[splitter]], divert the two types of uranium onto two parallel conveyors, with an [[inserter]] positioned to gather uranium from each conveyor (a [[long handed inserter]] will be needed for the far belt). Each of these inserters deposits their load into a container, from which two more inserters deliver the contents to an [[assembly machine]] making nuclear fuel. An inserter delivers the produced fuel to a third container, from which inserter(s) delivers the fuel to your nuclear reactor. Wire the two inserters gathering from the conveyors to the container each of them is delivering to, and to the tile of conveyor immediately after the tile the inserter is gathering from. Set each inserter&#039;s enable condition to &amp;quot;less than or equal to X amount of uranium&amp;quot;, using the appropriate type of uranium the inserter is gathering and X being the number of reserve uranium desired (optimally, one uranium-235 and nineteen uranium-238, the amount needed to produce nuclear fuel; the amount may be increased if a greater stockpile is desired). Set each conveyor&#039;s enable condition to &amp;quot;greater than or equal to X amount of uranium&amp;quot; in the same manner. Finally, connect the inserters delivering uranium to the assembly machine up to the container the assembly machine is delivering nuclear fuel to, and set each of their enable conditions to &amp;quot;nuclear fuel = 0 (the enable condition can be set to &amp;quot;less than or equal to X amount of nuclear fuel&amp;quot; if a larger stockpile is desired).&lt;br /&gt;
&lt;br /&gt;
This set-up accomplishes the following:&lt;br /&gt;
&lt;br /&gt;
* When there is sufficient nuclear fuel and uranium stockpiled, the inserters will deactivate and the conveyors activate, allowing the uranium to continue down the conveyors to other facilities.&lt;br /&gt;
* When the nuclear fuel stockpile hits zero (or decreases below the desired amount), the inserters delivering to the assembly machine will activate and deliver uranium to resume production of nuclear fuel until quota is reached again.&lt;br /&gt;
* When there is not enough uranium stockpiled to produce a batch of nuclear fuel, the inserters gathering uranium will activate and and resume gathering uranium until they reach their quota. The conveyors carrying uranium will stop past the inserters, cutting off other facilities from that type of uranium until its respective inserter reaches quota.&lt;br /&gt;
* The assembly machine will only be provided with uranium when the stockpile of nuclear fuel hits zero (or decreases below the desired amount), preventing over-production of nuclear fuel and thus over-consumption of uranium.&lt;br /&gt;
&lt;br /&gt;
== Railway network ==&lt;br /&gt;
=== Set train routing ===&lt;br /&gt;
The circuit network can be used to allow deeper micromanagement of [[locomotive]]s by disable/enabling [[train stop]]s. By connecting the stop to the storage container(s) unloading from the train and setting the train stop to be disabled when a desired resource in them is above a certain quantity, any train with this stop on their route will ignore it and continue to their next stop. For example, a train stop where [[iron ore]] is delivered can be disabled when the total amount of iron ore in the containers is above 1,000; when the stockpiled ore drops below 1,000, the stop will be enabled and trains will be permitted to stop there. Conversely, train stops where a resource is picked up can be set to be disabled in the same manner, so that trains will ignore the stop until the stop has enough of the specified resource to be delivered.&lt;br /&gt;
&lt;br /&gt;
Together, these can be used to direct multiple trains to the same stops and better optimize their delivery; they will only go to a stop to pick up cargo when there is a certain amount ready, and will only unload at stops which have fallen below a certain amount in their stockpile. Further control over deliveries can be granted by integrating the inserters loading and unloading from the trains and/or the storage containers into the circuit network to enable or disable them depending on the container&#039;s contents, so that specific amounts of resources are picked up or unloaded.&lt;br /&gt;
&lt;br /&gt;
This system also means that if no stop on a train&#039;s route requires the specified resource, the train will wait until needed. This can be useful for supplies like ammunition being delivered to defensive outposts with turrets; if the turrets have a sufficient stockpile of ammunition their stop will be disabled and the train delivering ammunition will not travel there until more ammunition is needed, preventing rail lines from being clogged and fuel from being consumed.&lt;br /&gt;
&lt;br /&gt;
=== Player safety ===&lt;br /&gt;
The circuit network can be used to ensure the player&#039;s safety when crossing train tracks so they do not get hit. Place [[gate]]s at designated crossing areas and connect an adjacent [[wall]] to [[rail signal]]s near the gate. Set the gate to &amp;quot;read sensor&amp;quot; and the signal to &amp;quot;close signal&amp;quot; with the condition being the signal the gate sends out being &amp;quot;1&amp;quot;. This means that when the gate is closed, the signal will be green and trains can pass freely, but when the player approaches the gate and it opens for them, the train signal will be turned red and trains will be stopped until the player clears the area.&lt;br /&gt;
&lt;br /&gt;
Alternatively, this system can be reversed - by setting the gate to &amp;quot;open gate&amp;quot; and the train signal set to &amp;quot;read signal&amp;quot;, the gate will remain open normally and will close when a train is approaching, preventing the player from crossing until it is safe.&lt;br /&gt;
&lt;br /&gt;
In lieu of gates, the player can connect a [[programmable speaker]] to the train signals to broadcast a warning siren when a train is approaching the area.&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
=== RS latch - single decider version ===&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=14556 This discussion] on the Factorio forums starts with the common 2 decider RS latch version, but the thread [https://forums.factorio.com/viewtopic.php?p=160896#p160896 goes on to explain] why this single decider version is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.&lt;br /&gt;
==== Backup steam example ====&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on). &lt;br /&gt;
[[File:SR-01-Layout.png|850px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{BlueprintString|bp-string=0eNrFVk1vozAQ/SuVz1ABCaRBq5WqXntKjqsKOTBJR8IGGTtpFPHfd+w0HyU0G6pVewkxnnmemfdmzI4tSgO1QqlZumOYV7Jh6Z8da3AleWnf6W0NLGVrVNrQG49JLuyLvYU/Z63HUBbwxtKw9QZ4zs48o15P1CBObgXkWIDy80osUHJdqTOAUfviMZAaNcI+A7fYZtKIBSiK7YgjoEAjfCgh1wpzv65KoFPqqiHnStrzCdAPA49t6Rm1NrYOWjQY7QrY6FQZwcvyX1jJFajxEYrnuRGmdGW6DCe+jx1KcB9TDYl1raoyW8ArXyM5kFVldG10djObj6zdI0kKHp2Mdiy0PysFIM8pwYKldHyOKjeo3TI8y8Wup93tl7Yv3fiaOC6zjt6z9uk4VqDaR+rY7CvBO2ZGewUec1qiaobVxaE3mtseiwK7EjVXLsaU/SKPobWe7zHrLYVmpM6WqhIZSsJg6ZKXDQyiYkzF9Vhk9xUU3d3kNiaSQUwEB/l9Hw+uZg1YjGzYiPpA1+/vpKuHjk7fRNf7JrJTsZf05MLwoIFbzLvtOvlEFZNjKepqQ5poNqjz10s9jA6N+fk8Ohx/FMFXNXDqxeCC20F901vCJxN07UjVG9K4+x9YQp5M2LUZfbTpq+XDKRsNnG4cuULZcz089HZWD+D0a8Pz52bnNPgPzTj76dlJAnDfNenZp5fHSr4ACp/NZ3fPnHrkDt64qN31vwbVuFIn43GUjCdxHIVt+xcL2lBp}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png|21px]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png|21px]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png|21px]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
&lt;br /&gt;
==== RS Latch configuration ====&lt;br /&gt;
&#039;&#039;&#039;The central decider and green feedback wire is the actual RS Latch.&#039;&#039;&#039;&lt;br /&gt;
It latches the Set signal [[File:Signal-S.png|21px]] until the Reset signal [[File:Signal-R.png|21px]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png|21px]] &amp;amp; [[File:Signal-R.png|21px]] must be 0 or 1) - this is why the previous two deciders are required.&amp;lt;br /&amp;gt;&lt;br /&gt;
When both inputs are true, the reset signal takes priority and the latch resets. This means it is an RS latch instead of an SR latch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-05-PowerSwitch.png|left]]The Power switch isolates the generator from the rest of the factory until [[File:Signal-S.png|21px]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== RS latch ===&lt;br /&gt;
[[File:SRLatch.png|left|430px]]&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Usage of RS latch ===&lt;br /&gt;
[[File:SRlatchinaction.png|left|430px]]&lt;br /&gt;
* Here is an example of how you could use an RS latch.&lt;br /&gt;
* The two extra [[decider combinator]]s provide the set and reset conditions. &lt;br /&gt;
* Petroleum gas &amp;lt; 50 and petroleum gas &amp;gt; 100. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
[[File:BeltLatch.png|left|430px]]&lt;br /&gt;
* To make it work, &#039;&#039;&#039;3&#039;&#039;&#039; pieces of raw wood must be placed on the inside lane of the belt.&lt;br /&gt;
* It will have higher latency than the combinator version, but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[green wire]], that wire holds 15 signals, one for each lamp used in the digit.&lt;br /&gt;
* [[constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: red, green, blue, yellow, pink, cyan, white.  &lt;br /&gt;
* We have a [[red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=187115</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=187115"/>
		<updated>2021-10-07T15:50:11Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings when detailed info is on&amp;quot; in the graphics options has to be checked and detailed info has to be turned on.&lt;br /&gt;
&lt;br /&gt;
==Lamp showing chest content condition==&lt;br /&gt;
[[File:LightWiredToChest.png|right]]&lt;br /&gt;
&lt;br /&gt;
This is the simplest possible use of circuit-network. A [[lamp]] is light depending on the number of goods (in this example empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
===Setting up circuit connection===&lt;br /&gt;
* The lamp is connected to the chest.&lt;br /&gt;
* The lamp is set to light if the chest contain less than 10 empty barrels.&lt;br /&gt;
===To set the light condition===&lt;br /&gt;
* Open the lamp (left click on it).&lt;br /&gt;
* Set the input to barrels.&lt;br /&gt;
* Set the operator to &amp;lt; (less than).&lt;br /&gt;
* Set the constant number:&lt;br /&gt;
** Left click on the constant number&lt;br /&gt;
** Move the slider until 10 is shown, or edit the value box directly.&lt;br /&gt;
** Press set.&lt;br /&gt;
&lt;br /&gt;
Depending on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.&lt;br /&gt;
&lt;br /&gt;
The drawback with this scenario is that the lamp has a white light , and is therefore difficult to differentiate from an ordinary lamp at night.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|440px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[pump]] is connected to the [[storage tank]] by a [[red wire]]. &lt;br /&gt;
* The pump has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 20000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|440px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The pump has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 20000&#039;&#039;&#039; .&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|440px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[storage tank]].&lt;br /&gt;
* By setting different conditions on each lamp we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first lamp is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
In this scenario you can connect the storage tank to the lamps directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|440px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect  the the [[lamp]] and the [[Storage tank]] you need:&amp;lt;BR&amp;gt;&lt;br /&gt;
1 Add the arithmetic combinator.&amp;lt;BR&amp;gt;&lt;br /&gt;
2 Connect the [[storage tank]] with the input of the  arithmetic combinator.&amp;lt;BR&amp;gt;&lt;br /&gt;
3 Connect the  output of the [[arithmetic combinator]] with the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
4 Set up the arithmetic combinator:&amp;lt;BR&amp;gt;&lt;br /&gt;
4.1 Setting the input to petroleum Gas + 0 (the constant 0 not the signal 0)&amp;lt;BR&amp;gt;&lt;br /&gt;
4.2 Set the output to the pink signal (on the bottom row of the last tab of signals.)&amp;lt;BR&amp;gt;&lt;br /&gt;
5 Set up the [[lamp]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
5.1  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
5.2 Set the condition to the pink signal, and what value you want (i.e. &amp;gt; 100)&amp;lt;BR&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|430px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator Signs (Words) ===&lt;br /&gt;
* You can use [[constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
* Note that to see these letters, Alt-mode must be on and the Interface setting “Show combinator settings in “Alt-Mode”” must also be enabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:constant_combinator_signs2.png|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator Signs (Managing Belts) ===&lt;br /&gt;
* Somewhat similar to the previous example, constant combinator signals can be used with belts to help indicate what items should be on which belts. This is extremely useful when sharing blueprints, as it&#039;s possible for blueprints to be shared albeit with no indication on which items are meant for which belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the fast inserter hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the fast inserter does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[inserter]] is connected to the [[wooden chest]] using a [[red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up to 3 at once due to stack size bonuses.&lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BalancedChestInsert.png|left|400x400px]]&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
Goal: Load n chests with approximately the same number of items.&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie &amp;amp;minus;n.&lt;br /&gt;
*  Connect all chests to each other and to the input of the combinator using red wire.&lt;br /&gt;
*  Connect all inserters to each other and to the output of the combinator using red wire.&lt;br /&gt;
*  Connect each inserter to the box it inserts into with green wire.&lt;br /&gt;
*  Set the enable condition on each inserter to be Everything (red star) &amp;lt; 0.&lt;br /&gt;
&lt;br /&gt;
The combinator calculates the average number of items in the chests, and makes it negative. Each inserter gets the amount in the chest it is inserting to and adds the negative average, ie it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If a precise count is needed, set the inserter stack size to 1. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[arithmetic combinator]] (left side in the picture) with a [[red wire]]. &lt;br /&gt;
*  Another couple of [[red wire]]s join the output of the [[arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[arithmetic combinator]] &#039;&#039;&#039;multiplies&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;constant combinator&amp;gt; - &amp;lt;storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter for the first item by inventory order. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[solar panel]]s and [[accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiplies&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left|400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearCircuits.jpg|left|400px]]&lt;br /&gt;
==== First example ====&lt;br /&gt;
The above picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note: The GUI in the image above has been altered to make sure all important info fits within the image size.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a few elements in this setup:&lt;br /&gt;
* Storage tank that provides the [[steam]] signal.  You should only read from one storage tank, and it should have pipe connections to all your other steam storage tanks.&lt;br /&gt;
* Chests containing [[uranium fuel cell]]s for the reactor.&lt;br /&gt;
* Output inserters that take [[Used_up_uranium_fuel_cell|empty fuel cells]] from the reactor. This is connected to the storage tank to listen for the steam signal, and to the chests to listen for the uranium fuel cell signal. If the steam level is low and there are uranium fuel cells available, it removes the empty fuel cells from the reactor and sends an empty fuel cell signal (since &amp;quot;Read hand contents&amp;quot; is checked).&lt;br /&gt;
* Input inserters that put uranium fuel cells into the reactor. This is connected to the output inserters and listens for the empty fuel cell signal. The &amp;quot;Override stack size&amp;quot; is set to 1, so that it only inserts 1 fuel cell at a time.&lt;br /&gt;
&lt;br /&gt;
Since this design uses empty fuel cells as a signal to fill the reactor, you need to manually insert 1 uranium fuel cell into the reactor to get it started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearCircuits2.jpg|left|400px]]&lt;br /&gt;
==== Second example ====&lt;br /&gt;
A simpler setup can be made with inserters that drop a single [[uranium fuel cell]] in each reactor when the [[steam]] reaches a certain level.&lt;br /&gt;
&lt;br /&gt;
Here, two inserters feeding two reactors are connected to a steam [[storage tank]] and are set to be turned on when it reaches 2K.&amp;lt;br&amp;gt;&lt;br /&gt;
The only drawback is that two cells are placed in the reactor (one when the steam volume drops to 2K and another when it is back up to that level), but this does not matter, as with only two cells the temperature cannot rise to 1000°C, so no energy is wasted.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Nuclear Fuel Circuit Network.png|left|400px]]&lt;br /&gt;
=== Prioritize usage of uranium towards nuclear fuel production ===&lt;br /&gt;
Because a continuous supply of [[nuclear fuel]] is critical to maintaining a [[nuclear reactor]], the circuit network can be used to set up a system where [[uranium-235]] and [[uranium-238]] are conserved for the production of nuclear fuel before other uses.&lt;br /&gt;
&lt;br /&gt;
Using a [[splitter]], divert the two types of uranium onto two parallel conveyors, with an [[inserter]] positioned to gather uranium from each conveyor (a [[long handed inserter]] will be needed for the far belt). Each of these inserters deposits their load into a container, from which two more inserters deliver the contents to an [[assembly machine]] making nuclear fuel. An inserter delivers the produced fuel to a third container, from which inserter(s) delivers the fuel to your nuclear reactor. Wire the two inserters gathering from the conveyors to the container each of them is delivering to, and to the tile of conveyor immediately after the tile the inserter is gathering from. Set each inserter&#039;s enable condition to &amp;quot;less than or equal to X amount of uranium&amp;quot;, using the appropriate type of uranium the inserter is gathering and X being the number of reserve uranium desired (optimally, one uranium-235 and nineteen uranium-238, the amount needed to produce nuclear fuel; the amount may be increased if a greater stockpile is desired). Set each conveyor&#039;s enable condition to &amp;quot;greater than or equal to X amount of uranium&amp;quot; in the same manner. Finally, connect the inserters delivering uranium to the assembly machine up to the container the assembly machine is delivering nuclear fuel to, and set each of their enable conditions to &amp;quot;nuclear fuel = 0 (the enable condition can be set to &amp;quot;less than or equal to X amount of nuclear fuel&amp;quot; if a larger stockpile is desired).&lt;br /&gt;
&lt;br /&gt;
This set-up accomplishes the following:&lt;br /&gt;
&lt;br /&gt;
* When there is sufficient nuclear fuel and uranium stockpiled, the inserters will deactivate and the conveyors activate, allowing the uranium to continue down the conveyors to other facilities.&lt;br /&gt;
* When the nuclear fuel stockpile hits zero (or decreases below the desired amount), the inserters delivering to the assembly machine will activate and deliver uranium to resume production of nuclear fuel until quota is reached again.&lt;br /&gt;
* When there is not enough uranium stockpiled to produce a batch of nuclear fuel, the inserters gathering uranium will activate and and resume gathering uranium until they reach their quota. The conveyors carrying uranium will stop past the inserters, cutting off other facilities from that type of uranium until its respective inserter reaches quota.&lt;br /&gt;
* The assembly machine will only be provided with uranium when the stockpile of nuclear fuel hits zero (or decreases below the desired amount), preventing over-production of nuclear fuel and thus over-consumption of uranium.&lt;br /&gt;
&lt;br /&gt;
== Railway network ==&lt;br /&gt;
=== Set train routing ===&lt;br /&gt;
The circuit network can be used to allow deeper micromanagement of [[locomotive]]s by disable/enabling [[train stop]]s. By connecting the stop to the storage container(s) unloading from the train and setting the train stop to be disabled when a desired resource in them is above a certain quantity, any train with this stop on their route will ignore it and continue to their next stop. For example, a train stop where [[iron ore]] is delivered can be disabled when the total amount of iron ore in the containers is above 1,000; when the stockpiled ore drops below 1,000, the stop will be enabled and trains will be permitted to stop there. Conversely, train stops where a resource is picked up can be set to be disabled in the same manner, so that trains will ignore the stop until the stop has enough of the specified resource to be delivered.&lt;br /&gt;
&lt;br /&gt;
Together, these can be used to direct multiple trains to the same stops and better optimize their delivery; they will only go to a stop to pick up cargo when there is a certain amount ready, and will only unload at stops which have fallen below a certain amount in their stockpile. Further control over deliveries can be granted by integrating the inserters loading and unloading from the trains and/or the storage containers into the circuit network to enable or disable them depending on the container&#039;s contents, so that specific amounts of resources are picked up or unloaded.&lt;br /&gt;
&lt;br /&gt;
This system also means that if no stop on a train&#039;s route requires the specified resource, the train will wait until needed. This can be useful for supplies like ammunition being delivered to defensive outposts with turrets; if the turrets have a sufficient stockpile of ammunition their stop will be disabled and the train delivering ammunition will not travel there until more ammunition is needed, preventing rail lines from being clogged and fuel from being consumed.&lt;br /&gt;
&lt;br /&gt;
=== Player safety ===&lt;br /&gt;
The circuit network can be used to ensure the player&#039;s safety when crossing train tracks so they do not get hit. Place [[gate]]s at designated crossing areas and connect an adjacent [[wall]] to a [[rail]] signal near the gate. Set the gate to &amp;quot;read sensor&amp;quot; and the signal to &amp;quot;close signal&amp;quot; with the condition being the signal the gate sends out being &amp;quot;1&amp;quot;. This means that when the gate is closed, the signal will be green and trains can pass freely, but when the player approaches the gate and it opens for them, the train signal will be turned red and trains will be stopped until the player clears the area.&lt;br /&gt;
&lt;br /&gt;
Alternatively, this system can be reversed - by setting the gate to &amp;quot;open gate&amp;quot; and the train signal set to &amp;quot;read signal&amp;quot;, the gate will remain open normally and will close when a train is approaching, preventing the player from crossing until it is safe.&lt;br /&gt;
&lt;br /&gt;
In lieu of gates, the player can connect a [[programmable speaker]] to the train signals to broadcast a warning siren when a train is approaching the area.&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
=== RS latch - single decider version ===&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=14556 This discussion] on the Factorio forums starts with the common 2 decider RS latch version, but the thread [https://forums.factorio.com/viewtopic.php?p=160896#p160896 goes on to explain] why this single decider version is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.&lt;br /&gt;
==== Backup steam example ====&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on). &lt;br /&gt;
[[File:SR-01-Layout.png|850px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{BlueprintString|bp-string=0eNrFVk1vozAQ/SuVz1ABCaRBq5WqXntKjqsKOTBJR8IGGTtpFPHfd+w0HyU0G6pVewkxnnmemfdmzI4tSgO1QqlZumOYV7Jh6Z8da3AleWnf6W0NLGVrVNrQG49JLuyLvYU/Z63HUBbwxtKw9QZ4zs48o15P1CBObgXkWIDy80osUHJdqTOAUfviMZAaNcI+A7fYZtKIBSiK7YgjoEAjfCgh1wpzv65KoFPqqiHnStrzCdAPA49t6Rm1NrYOWjQY7QrY6FQZwcvyX1jJFajxEYrnuRGmdGW6DCe+jx1KcB9TDYl1raoyW8ArXyM5kFVldG10djObj6zdI0kKHp2Mdiy0PysFIM8pwYKldHyOKjeo3TI8y8Wup93tl7Yv3fiaOC6zjt6z9uk4VqDaR+rY7CvBO2ZGewUec1qiaobVxaE3mtseiwK7EjVXLsaU/SKPobWe7zHrLYVmpM6WqhIZSsJg6ZKXDQyiYkzF9Vhk9xUU3d3kNiaSQUwEB/l9Hw+uZg1YjGzYiPpA1+/vpKuHjk7fRNf7JrJTsZf05MLwoIFbzLvtOvlEFZNjKepqQ5poNqjz10s9jA6N+fk8Ohx/FMFXNXDqxeCC20F901vCJxN07UjVG9K4+x9YQp5M2LUZfbTpq+XDKRsNnG4cuULZcz089HZWD+D0a8Pz52bnNPgPzTj76dlJAnDfNenZp5fHSr4ACp/NZ3fPnHrkDt64qN31vwbVuFIn43GUjCdxHIVt+xcL2lBp}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png|21px]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png|21px]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png|21px]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
&lt;br /&gt;
==== RS Latch configuration ====&lt;br /&gt;
&#039;&#039;&#039;The central decider and green feedback wire is the actual RS Latch.&#039;&#039;&#039;&lt;br /&gt;
It latches the Set signal [[File:Signal-S.png|21px]] until the Reset signal [[File:Signal-R.png|21px]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png|21px]] &amp;amp; [[File:Signal-R.png|21px]] must be 0 or 1) - this is why the previous two deciders are required.&amp;lt;br /&amp;gt;&lt;br /&gt;
When both inputs are true, the reset signal takes priority and the latch resets. This means it is an RS latch instead of an SR latch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-05-PowerSwitch.png|left]]The Power switch isolates the generator from the rest of the factory until [[File:Signal-S.png|21px]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== RS latch ===&lt;br /&gt;
[[File:SRLatch.png|left|430px]]&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Usage of RS latch ===&lt;br /&gt;
[[File:SRlatchinaction.png|left|430px]]&lt;br /&gt;
* Here is an example of how you could use an RS latch.&lt;br /&gt;
* The two extra [[decider combinator]]s provide the set and reset conditions. &lt;br /&gt;
* Petroleum gas &amp;lt; 50 and petroleum gas &amp;gt; 100. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
[[File:BeltLatch.png|left|430px]]&lt;br /&gt;
* To make it work, &#039;&#039;&#039;3&#039;&#039;&#039; pieces of raw wood must be placed on the inside lane of the belt.&lt;br /&gt;
* It will have higher latency than the combinator version, but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[green wire]], that wire holds 15 signals, one for each lamp used in the digit.&lt;br /&gt;
* [[constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: red, green, blue, yellow, pink, cyan, white.  &lt;br /&gt;
* We have a [[red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=186107</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=186107"/>
		<updated>2021-05-11T17:19:55Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: /* Coal Liquefaction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Oil processing&#039;&#039;&#039; is a large part of Factorio. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are various recipes that can be used to process [[crude oil]] into its fractions. Its fraction ([[heavy oil]], [[light oil]] and [[petroleum gas]]) can also be cracked into each other. Their recipes and technology requirements can be seen below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Machine !! Required technology !! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Basic oil processing||}} Basic oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} || {{Icon|Petroleum gas|45}} || {{Icon|Oil refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]] || basic-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced oil processing||}} Advanced oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} + {{icon|water|50}} || {{Icon|Heavy oil|25}} + {{Icon|Light oil|45}} + {{Icon|Petroleum gas|55}} || {{Icon|Oil refinery}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || advanced-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heavy oil cracking||}} Heavy oil cracking || {{icon|time|2}} + {{Icon|Heavy oil|40}} + {{icon|water|30}} || {{Icon|Light oil|30}} || {{Icon|Chemical plant}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || heavy-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Light oil cracking||}} Light oil cracking || {{icon|time|2}} + {{Icon|Light oil|30}} + {{icon|water|30}} || {{Icon|Petroleum gas|20}} || {{Icon|Chemical plant}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || light-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Coal liquefaction||}} Coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{Icon|Heavy oil|25}} + {{icon|steam|50}} || {{Icon|Heavy oil|90}} + {{Icon|Light oil|20}} + {{Icon|Petroleum gas|10}} || {{Icon|Oil refinery}} || {{icontech|coal liquefaction|}} [[Coal liquefaction (research)|Coal liquefaction]] || coal-liquefaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setting up oil processing ==&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel.&lt;br /&gt;
&lt;br /&gt;
Crude oil must be refined in an [[oil refinery]]. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and &amp;quot;alt-mode&amp;quot; is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated.&lt;br /&gt;
&lt;br /&gt;
Advanced oil processing and coal liquefaction produce multiple fluids: [[heavy oil]], [[light oil]] and [[petroleum gas]]. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a [[storage tank]]. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a [[chemical plant]] (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* The [[circuit network]] can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the [[Tutorial:Circuit network cookbook#Oil_Setups|circuit-network cookbook]].&lt;br /&gt;
* If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.&lt;br /&gt;
* [[Solid fuel]] is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.&lt;br /&gt;
&lt;br /&gt;
===Coal Liquefaction===&lt;br /&gt;
Once coal liquefaction is researched, the player can manufacture oil products anywhere without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an [[assembling machine]] and [[barrel]]s to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all out output fluids are being consumed or stored somehow.&lt;br /&gt;
&lt;br /&gt;
While a single refinery using this set-up this will not produce a large amount of oil product overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil product, saving the need to transport oil over large distances by pipes or trains. Such uses could include: &lt;br /&gt;
&lt;br /&gt;
* A refueling outpost that produces [[solid fuel]] and/or [[rocket fuel]].&lt;br /&gt;
* A defensive outpost that uses the oil to fuel [[flamethrower turret]]s.&lt;br /&gt;
* With a supply of [[iron ore]], this set-up can produce [[sulfuric acid]], allowing the mining of [[uranium ore]].&lt;br /&gt;
* A supply of iron ore also allows the manufacture of munitions: [[cluster grenade]]s, [[land mine]]s, and [[cannon shell]]s. &lt;br /&gt;
* With a supply of both iron ore and [[copper ore]], [[rocket]]s and [[artillery shell]]s can be manufactured, as well as all [[capsules]].&lt;br /&gt;
&lt;br /&gt;
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil product to run the player&#039;s factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil product to function. The downsides of relying entirely on coal liquefaction are an overall slightly lower output of oil product compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.&lt;br /&gt;
&lt;br /&gt;
=== Transporting fluids ===&lt;br /&gt;
There are many ways to move fluids in Factorio, they are listed below:&lt;br /&gt;
&lt;br /&gt;
* [[Pipe]]s&lt;br /&gt;
* [[Fluid wagon]]s&lt;br /&gt;
* Loading the fluids into [[Barrel]]s and transporting them by [[Railway]], [[Transport belts]], or the [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
== Optimal Ratios ==&lt;br /&gt;
The optimal ratio is the ratio of production that ensures no waste of time or materials.&lt;br /&gt;
&lt;br /&gt;
=== Petroleum gas production ===&lt;br /&gt;
&lt;br /&gt;
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.&lt;br /&gt;
&lt;br /&gt;
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).&lt;br /&gt;
&lt;br /&gt;
The refining can be sped up with [[module]]s; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using [[productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; |Petroleum production output with modules&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 230px; text-align: left;&amp;quot; |Module configuration&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |None&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 1 (*)&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 2&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Units &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Oil refinery&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crude oil consumption&lt;br /&gt;
| 100 || 100 || 100 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 50 || 50 || 50 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 5 || 5 || 5 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil output&lt;br /&gt;
| 25 || 25 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 45 || 45 || 45 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 55 || 55 || 55 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 855% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Crude oil consumption&lt;br /&gt;
| 20 || 91 || 171 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 10 || 45.5 || 85.5 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil output&lt;br /&gt;
| 5 || 29.575 || 55.575 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 9 || 53.235 || 100.035 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 11 || 65.065 || 122.265 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Heavy oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil consumption&lt;br /&gt;
| 40 || 40 || 40 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil consumption&lt;br /&gt;
| 20 || 91 || 131 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 15 || 88.725 || 127.725 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Light oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 20 || 20 || 20 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 10 || 59.15 || 85.15 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ratio&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil cracking&lt;br /&gt;
| 0.25 || 0.325 || 0.424 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil cracking&lt;br /&gt;
| 0.85 || 1.2025 || 1.57 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum gas output&lt;br /&gt;
| 19.5 || 136.193 || 255.923 || per second&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;width: 600px; text-align: left;&amp;quot; | &#039;&#039;&#039;* Notes to table:&#039;&#039;&#039; &#039;&#039;Config 1&#039;&#039; is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building. &#039;&#039;Config 2&#039;&#039; is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it&#039;s 52400:22230:82251.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.60|&lt;br /&gt;
* Basic oil processing produces only petroleum gas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added coal liquefaction oil processing recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Added heavy oil cracking and light oil cracking.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
**Basic oil processing&lt;br /&gt;
**Advanced oil processing}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
* [[Barrel]]&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=186106</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=186106"/>
		<updated>2021-05-11T17:18:52Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: /* Coal Liquefaction */ on a second look, the cracking part is redundant, any oil outpost would probably do that, or not&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Oil processing&#039;&#039;&#039; is a large part of Factorio. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are various recipes that can be used to process [[crude oil]] into its fractions. Its fraction ([[heavy oil]], [[light oil]] and [[petroleum gas]]) can also be cracked into each other. Their recipes and technology requirements can be seen below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Machine !! Required technology !! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Basic oil processing||}} Basic oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} || {{Icon|Petroleum gas|45}} || {{Icon|Oil refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]] || basic-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced oil processing||}} Advanced oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} + {{icon|water|50}} || {{Icon|Heavy oil|25}} + {{Icon|Light oil|45}} + {{Icon|Petroleum gas|55}} || {{Icon|Oil refinery}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || advanced-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heavy oil cracking||}} Heavy oil cracking || {{icon|time|2}} + {{Icon|Heavy oil|40}} + {{icon|water|30}} || {{Icon|Light oil|30}} || {{Icon|Chemical plant}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || heavy-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Light oil cracking||}} Light oil cracking || {{icon|time|2}} + {{Icon|Light oil|30}} + {{icon|water|30}} || {{Icon|Petroleum gas|20}} || {{Icon|Chemical plant}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || light-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Coal liquefaction||}} Coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{Icon|Heavy oil|25}} + {{icon|steam|50}} || {{Icon|Heavy oil|90}} + {{Icon|Light oil|20}} + {{Icon|Petroleum gas|10}} || {{Icon|Oil refinery}} || {{icontech|coal liquefaction|}} [[Coal liquefaction (research)|Coal liquefaction]] || coal-liquefaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setting up oil processing ==&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel.&lt;br /&gt;
&lt;br /&gt;
Crude oil must be refined in an [[oil refinery]]. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and &amp;quot;alt-mode&amp;quot; is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated.&lt;br /&gt;
&lt;br /&gt;
Advanced oil processing and coal liquefaction produce multiple fluids: [[heavy oil]], [[light oil]] and [[petroleum gas]]. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a [[storage tank]]. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a [[chemical plant]] (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* The [[circuit network]] can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the [[Tutorial:Circuit network cookbook#Oil_Setups|circuit-network cookbook]].&lt;br /&gt;
* If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.&lt;br /&gt;
* [[Solid fuel]] is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.&lt;br /&gt;
&lt;br /&gt;
===Coal Liquefaction===&lt;br /&gt;
Once coal liquefaction is researched, the player can initiate production of oil products without a need for crude oil: the player can set up an oil refinery to utilize coal liquefaction and use an [[assembling machine]] and [[barrel]]s to manually insert a small amount of heavy oil into the system to initiate production. As long as the heavy oil output is routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all out output fluids are being consumed or stored somehow.&lt;br /&gt;
&lt;br /&gt;
While a single refinery using this set-up this will not produce a large amount of oil product overall, the fact it does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil product, saving the need to transport oil over large distances by pipes or trains. Such uses could include: &lt;br /&gt;
&lt;br /&gt;
* A refueling outpost that produces [[solid fuel]] and/or [[rocket fuel]].&lt;br /&gt;
* A defensive outpost that uses the oil to fuel [[flamethrower turret]]s.&lt;br /&gt;
* With a supply of [[iron ore]], this set-up can produce [[sulfuric acid]], allowing the mining of [[uranium ore]].&lt;br /&gt;
* A supply of iron ore also allows the manufacture of munitions: [[cluster grenade]]s, [[land mine]]s, and [[cannon shell]]s. &lt;br /&gt;
* With a supply of both iron ore and [[copper ore]], [[rocket]]s and [[artillery shell]]s can be manufactured, as well as all [[capsules]].&lt;br /&gt;
&lt;br /&gt;
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil product to run the player&#039;s factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil product to function. The downsides of relying entirely on coal liquefaction are an overall slightly lower output of oil product compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out.&lt;br /&gt;
&lt;br /&gt;
=== Transporting fluids ===&lt;br /&gt;
There are many ways to move fluids in Factorio, they are listed below:&lt;br /&gt;
&lt;br /&gt;
* [[Pipe]]s&lt;br /&gt;
* [[Fluid wagon]]s&lt;br /&gt;
* Loading the fluids into [[Barrel]]s and transporting them by [[Railway]], [[Transport belts]], or the [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
== Optimal Ratios ==&lt;br /&gt;
The optimal ratio is the ratio of production that ensures no waste of time or materials.&lt;br /&gt;
&lt;br /&gt;
=== Petroleum gas production ===&lt;br /&gt;
&lt;br /&gt;
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.&lt;br /&gt;
&lt;br /&gt;
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).&lt;br /&gt;
&lt;br /&gt;
The refining can be sped up with [[module]]s; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using [[productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; |Petroleum production output with modules&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 230px; text-align: left;&amp;quot; |Module configuration&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |None&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 1 (*)&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 2&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Units &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Oil refinery&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crude oil consumption&lt;br /&gt;
| 100 || 100 || 100 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 50 || 50 || 50 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 5 || 5 || 5 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil output&lt;br /&gt;
| 25 || 25 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 45 || 45 || 45 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 55 || 55 || 55 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 855% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Crude oil consumption&lt;br /&gt;
| 20 || 91 || 171 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 10 || 45.5 || 85.5 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil output&lt;br /&gt;
| 5 || 29.575 || 55.575 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 9 || 53.235 || 100.035 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 11 || 65.065 || 122.265 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Heavy oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil consumption&lt;br /&gt;
| 40 || 40 || 40 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil consumption&lt;br /&gt;
| 20 || 91 || 131 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 15 || 88.725 || 127.725 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Light oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 20 || 20 || 20 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 10 || 59.15 || 85.15 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ratio&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil cracking&lt;br /&gt;
| 0.25 || 0.325 || 0.424 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil cracking&lt;br /&gt;
| 0.85 || 1.2025 || 1.57 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum gas output&lt;br /&gt;
| 19.5 || 136.193 || 255.923 || per second&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;width: 600px; text-align: left;&amp;quot; | &#039;&#039;&#039;* Notes to table:&#039;&#039;&#039; &#039;&#039;Config 1&#039;&#039; is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building. &#039;&#039;Config 2&#039;&#039; is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it&#039;s 52400:22230:82251.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.60|&lt;br /&gt;
* Basic oil processing produces only petroleum gas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added coal liquefaction oil processing recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Added heavy oil cracking and light oil cracking.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
**Basic oil processing&lt;br /&gt;
**Advanced oil processing}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
* [[Barrel]]&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=186082</id>
		<title>Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_processing&amp;diff=186082"/>
		<updated>2021-05-09T15:38:21Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: /* Setting up oil processing */ I feel this is a significant enough to warrant a subsection - the fact that coal liquefaction eliminates the need for crude oil, if handled properly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Oil processing&#039;&#039;&#039; is a large part of Factorio. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or the overall workings of oil.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are various recipes that can be used to process [[crude oil]] into its fractions. Its fraction ([[heavy oil]], [[light oil]] and [[petroleum gas]]) can also be cracked into each other. Their recipes and technology requirements can be seen below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output !! Machine !! Required technology !! Internal name&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Basic oil processing||}} Basic oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} || {{Icon|Petroleum gas|45}} || {{Icon|Oil refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]] || basic-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Advanced oil processing||}} Advanced oil processing || {{icon|time|5}} + {{Icon|Crude oil|100}} + {{icon|water|50}} || {{Icon|Heavy oil|25}} + {{Icon|Light oil|45}} + {{Icon|Petroleum gas|55}} || {{Icon|Oil refinery}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || advanced-oil-processing&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Heavy oil cracking||}} Heavy oil cracking || {{icon|time|2}} + {{Icon|Heavy oil|40}} + {{icon|water|30}} || {{Icon|Light oil|30}} || {{Icon|Chemical plant}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || heavy-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Light oil cracking||}} Light oil cracking || {{icon|time|2}} + {{Icon|Light oil|30}} + {{icon|water|30}} || {{Icon|Petroleum gas|20}} || {{Icon|Chemical plant}} || {{icontech|Advanced oil processing (research)|}} [[Advanced oil processing (research)|Advanced oil processing]] || light-oil-cracking&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Coal liquefaction||}} Coal liquefaction || {{icon|time|5}} + {{icon|coal|10}} + {{Icon|Heavy oil|25}} + {{icon|steam|50}} || {{Icon|Heavy oil|90}} + {{Icon|Light oil|20}} + {{Icon|Petroleum gas|10}} || {{Icon|Oil refinery}} || {{icontech|coal liquefaction|}} [[Coal liquefaction (research)|Coal liquefaction]] || coal-liquefaction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setting up oil processing ==&lt;br /&gt;
[[Pumpjack]]s need to be placed on top of the middle of the oil well, which is highlighted with a green box when the pumpjack is held. Pumpjacks produce a certain amount of [[Crude oil]] per second, shown on the right, at the bottom of the information panel.&lt;br /&gt;
&lt;br /&gt;
Crude oil must be refined in an [[oil refinery]]. The oil refinery needs to have a recipe set (see above for available recipes). Once it is set and &amp;quot;alt-mode&amp;quot; is active, the input and output locations and the expected fluids are shown. The locations of these cannot be changed, only the entire machine can be rotated.&lt;br /&gt;
&lt;br /&gt;
Advanced oil processing and coal liquefaction produce multiple fluids: [[heavy oil]], [[light oil]] and [[petroleum gas]]. The refinery will stop production of all products if one product output is full, so it should be ensured that the products are transported out of the refinery; any products that cannot be used should be (temporarily) stored in a [[storage tank]]. Furthermore, both heavy oil and light oil can be cracked to the next lower type in a [[chemical plant]] (recipe above). This is useful if the player has an abundance of one product, but is lacking another (a common problem).&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
* The [[circuit network]] can be used to easily control how much fluid gets used for each recipe, to ensure that the player always has enough. For examples on how to do this, see the [[Tutorial:Circuit network cookbook#Oil_Setups|circuit-network cookbook]].&lt;br /&gt;
* If you run your heavy oil pipe from the refineries past a lubricant-making chemical plant before sending it to the cracking chemical plants, you can be sure that the lubricant production will have priority over cracking.&lt;br /&gt;
* [[Solid fuel]] is most efficient when created from light oil. If the player has too much heavy oil, cracking it to light oil then making it into fuel is more efficient than making heavy oil into fuel directly.&lt;br /&gt;
&lt;br /&gt;
===Coal Liquefaction===&lt;br /&gt;
Once coal liquefaction is researched, the player can initiate production of oil products without a need for crude oil. The player can set up an oil refinery to utilize coal liquefaction and use an [[assembling machine]] and [[barrel]]s to manually insert a small amount of heavy oil into the system to initiate production, and use chemical plants to crack the output as needed. As long as the layout of the output pipes ensures the heavy oil will be routed back into the refinery before being sent anywhere else, the refinery will be self-sustaining in terms of heavy oil, only requiring steam and coal to run. To prevent fluid back-up, the player will need to ensure all out output fluids are being consumed somehow, either by cracking them or by using them for some manner of production.&lt;br /&gt;
&lt;br /&gt;
While a single refinery using this set-up this will not produce a large amount of oil product overall, the fact is does not require crude oil to run means it can be placed anywhere the player needs a small, steady supply of oil product, saving the need to transport oil over large distances by pipes or trains. Such uses could include: &lt;br /&gt;
&lt;br /&gt;
* A refueling outpost that produces [[solid fuel]] and/or [[rocket fuel]].&lt;br /&gt;
* A defensive outpost that uses the oil to fuel [[flamethrower turret]]s.&lt;br /&gt;
* With a supply of [[iron ore]], this set-up can produce [[sulfuric acid]], allowing the mining of [[uranium ore]].&lt;br /&gt;
* A supply of iron ore also allows the manufacture of munitions: [[cluster grenade]]s, [[land mine]]s, and [[cannon shell]]s. &lt;br /&gt;
* With a supply of both iron ore and [[copper ore]], [[rocket]]s and [[artillery shell]]s can be manufactured, as well as all [[capsules]].&lt;br /&gt;
&lt;br /&gt;
More broadly, a sufficiently large network of refineries utilizing coal liquefaction could produce enough oil product to run the player&#039;s factory without a need for crude oil anymore, allowing much more flexibility in the layout and placement of facilities that require oil product to function. The downsides of relying entirely on coal liquefaction are an overall slightly lower output of oil product compared to advanced oil processing, a need for more chemical plants to crack the large amounts of heavy oil produced, and the system will shut down entirely if its supply of coal or steam runs out. However, the former two issues can be resolved by upscaling production, and the third is not a major concern as coal is one of the most plentiful resources in the game.&lt;br /&gt;
&lt;br /&gt;
=== Transporting fluids ===&lt;br /&gt;
There are many ways to move fluids in Factorio, they are listed below:&lt;br /&gt;
&lt;br /&gt;
* [[Pipe]]s&lt;br /&gt;
* [[Fluid wagon]]s&lt;br /&gt;
* Loading the fluids into [[Barrel]]s and transporting them by [[Railway]], [[Transport belts]], or the [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
== Optimal Ratios ==&lt;br /&gt;
The optimal ratio is the ratio of production that ensures no waste of time or materials.&lt;br /&gt;
&lt;br /&gt;
=== Petroleum gas production ===&lt;br /&gt;
&lt;br /&gt;
For producing petroleum gas, the optimal advanced oil processing ratio is 20:5:17 (advanced oil processing : heavy oil cracking : light oil cracking), and 8:2:7 is close enough. Using coal liquefaction, the ratio is 60:39:55 (coal liquefaction : heavy oil cracking : light oil cracking), and 12:8:11 is close enough.&lt;br /&gt;
&lt;br /&gt;
One refinery running basic oil processing produces 9 petroleum gas per second. One refinery running advanced oil processing combined with one of each oil cracking chemical plant produces 19.5 petroleum gas per second in total. One refinery running coal liquefaction combined with one of each oil cracking chemical plant produces close to 11.2 petroleum gas per second in total (taking into consideration the recycling of the heavy oil).&lt;br /&gt;
&lt;br /&gt;
The refining can be sped up with [[module]]s; to prevent jams or inactive buildings it is recommended to speed everything up evenly. When slowing the process down (by using [[productivity module]]s) you are better off experimenting on altering the ratio or the speed on certain buildings, since the default ratios given above only hold if all the structures involved run at the same speed and have 100% productivity (in other words, no bonuses).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; |Petroleum production output with modules&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 230px; text-align: left;&amp;quot; |Module configuration&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |None&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 1 (*)&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 75px;&amp;quot; |Config 2&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot; |Units &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Oil refinery&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crude oil consumption&lt;br /&gt;
| 100 || 100 || 100 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 50 || 50 || 50 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 5 || 5 || 5 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil output&lt;br /&gt;
| 25 || 25 || 25 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 45 || 45 || 45 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 55 || 55 || 55 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 855% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Crude oil consumption&lt;br /&gt;
| 20 || 91 || 171 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 10 || 45.5 || 85.5 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil output&lt;br /&gt;
| 5 || 29.575 || 55.575 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 9 || 53.235 || 100.035 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 11 || 65.065 || 122.265 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Heavy oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil consumption&lt;br /&gt;
| 40 || 40 || 40 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil output&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Heavy oil consumption&lt;br /&gt;
| 20 || 91 || 131 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil output&lt;br /&gt;
| 15 || 88.725 || 127.725 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Light oil cracking&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Water consumption&lt;br /&gt;
| 30 || 30 || 30 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed&lt;br /&gt;
| 2 || 2 || 2 || s / final item&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum output&lt;br /&gt;
| 20 || 20 || 20 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Base machine crafting speed&lt;br /&gt;
| 1 || 1 || 1 || crafts / s&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Crafting speed multiplier&lt;br /&gt;
| 100% || 455% || 655% || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Output multiplier&lt;br /&gt;
| 100% || 130% || 130% || final items&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Light oil consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Water consumption&lt;br /&gt;
| 15 || 68.25 || 98.25 || per second&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Total Petroleum output&lt;br /&gt;
| 10 || 59.15 || 85.15 || per second&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ratio&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Heavy oil cracking&lt;br /&gt;
| 0.25 || 0.325 || 0.424 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Light oil cracking&lt;br /&gt;
| 0.85 || 1.2025 || 1.57 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Petroleum gas output&lt;br /&gt;
| 19.5 || 136.193 || 255.923 || per second&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;width: 600px; text-align: left;&amp;quot; | &#039;&#039;&#039;* Notes to table:&#039;&#039;&#039; &#039;&#039;Config 1&#039;&#039; is 3 Productivity modules 3 in each production building and 8 Beacons with 2 Speed modules 3 each in range of each production building. &#039;&#039;Config 2&#039;&#039; is 3 Productivity modules 3 in each production building and the highest achievable number of Beacons (16 for Refinery, 12 for Chemical plant) with 2 Speed modules 3 each in range of each prod. building.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For config 2 in the above (possibly collapsed) table, a good enough ratio is 7:3:11, and the next ratio that is better is 165:70:259. The optimal ratio involves over 50000 refineries, and so is practically useless. But, for reference, it&#039;s 52400:22230:82251.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.60|&lt;br /&gt;
* Basic oil processing produces only petroleum gas.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Coal liquefaction now produces 90 heavy oil, 20 light oil and 10 petroleum gas, consuming 25 heavy oil, 10 coal and 50 steam.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added coal liquefaction oil processing recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Added heavy oil cracking and light oil cracking.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
**Basic oil processing&lt;br /&gt;
**Advanced oil processing}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Crude oil]]&lt;br /&gt;
* [[Barrel]]&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Oil_processing&amp;diff=185839</id>
		<title>Talk:Oil processing</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Oil_processing&amp;diff=185839"/>
		<updated>2021-05-04T16:38:50Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: /* New Icon */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should the Steam engine impromptu use as a flare stack be noted on this page? Is it as inappropriate as commenting that picking up any sort of fluid vessel empties it? I know it&#039;s really wasteful and should not be done most of the time but it has it&#039;s uses.--[[User:Emp.justine|Emp.justine]] ([[User talk:Emp.justine|talk]]) 03:49, 3 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Icon ==&lt;br /&gt;
&lt;br /&gt;
Not sure where to put this and I&#039;m not sure how to rip it from the game myself, but the Coal Liquefaction icon changed at some point, so that new image would need to be uploaded. [[User:DrakeyC|DrakeyC]] ([[User talk:DrakeyC|talk]]) 16:38, 4 May 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nuclear_fuel&amp;diff=184132</id>
		<title>Nuclear fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nuclear_fuel&amp;diff=184132"/>
		<updated>2020-12-31T13:22:36Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Nuclear fuel}}&lt;br /&gt;
&lt;br /&gt;
Nuclear fuel is a type of [[fuel]]. It has the highest energy density and vehicle bonuses of all the fuel types, providing an acceleration bonus of 250% (compared to [[Rocket fuel|rocket fuel]]&#039;s 180%). The vehicle speed bonus (115%) is the same as for rocket fuel.&lt;br /&gt;
&lt;br /&gt;
Nuclear fuel is made from rocket fuel and [[uranium-235]], one of each to produce one unit of nuclear fuel.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fuel value of 1.21 GJ is a reference to the &#039;&#039;[[Wikipedia:Back to the Future (franchise)|Back to the Future]]&#039;&#039; franchise, in which the DeLorean uses a nuclear reaction to generate &amp;quot;1.21 Jigawatts&amp;quot; of electricity. Ironically, Emmett Brown specifically refutes the idea that the DeLorean uses nuclear fuel; the energy of the reaction powers the flux capacitor that allows time travel, and in &#039;&#039;Part III&#039;&#039; he specifies the DeLorean itself runs on ordinary gasoline.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nuclear_fuel&amp;diff=182277</id>
		<title>Nuclear fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nuclear_fuel&amp;diff=182277"/>
		<updated>2020-09-10T20:39:19Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Nuclear fuel}}&lt;br /&gt;
&lt;br /&gt;
Nuclear fuel is a type of [[fuel]]. It has the highest energy density and vehicle bonuses of all the fuel types, providing an acceleration bonus of 250% (compared to [[Rocket fuel|rocket fuel]]&#039;s 180%). The vehicle speed bonus (115%) is the same as for rocket fuel.&lt;br /&gt;
&lt;br /&gt;
Nuclear fuel is made from rocket fuel and [[uranium-235]], one of each to produce one unit of nuclear fuel.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The fuel value of 1.21 GJ is a reference to the movie &#039;&#039;[[Wikipedia:Back to the Future|Back to the Future]]&#039;&#039;, in which the flux capacitor requires &amp;quot;1.21 Jigawatts&amp;quot; to function, generated by a nuclear reaction. Ironically, in the scene in question Emmett Brown specifically refutes that the DeLorean uses nuclear fuel, just the flux capacitor; the DeLorean runs on ordinary gasoline.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Relative fuel value of nuclear fuel doubled.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=182183</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=182183"/>
		<updated>2020-09-07T19:29:37Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: /* Optimal usage of fuel for nuclear power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings when detailed info is on&amp;quot; in the graphics options has to be checked and detailed info has to be turned on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Many of the images are outdated, and do not reflect the current version of the game.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lamp showing chest content condition==&lt;br /&gt;
[[File:LightWiredToChest.png|right]]&lt;br /&gt;
&lt;br /&gt;
This is the simplest possible use of circuit-network. A [[lamp]] is light depending on the number of goods (in this example empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
===Setting up circuit connection===&lt;br /&gt;
* The lamp is connected to the chest.&lt;br /&gt;
* The lamp is set to light if the chest contain less than 10 empty barrels.&lt;br /&gt;
===To set the light condition===&lt;br /&gt;
* Open the lamp (left click on it).&lt;br /&gt;
* Set the input to barrels.&lt;br /&gt;
* Set the operator to &amp;lt; (less than).&lt;br /&gt;
* Set the constant number:&lt;br /&gt;
** Left click on the constant number&lt;br /&gt;
** Move the slider until 10 is shown, or edit the value box directly.&lt;br /&gt;
** Press set.&lt;br /&gt;
&lt;br /&gt;
Depending on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.&lt;br /&gt;
&lt;br /&gt;
The drawback with this scenario is that the lamp has a white light , and is therefore difficult to differentiate from an ordinary lamp at night.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|440px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[pump]] is connected to the [[storage tank]] by a [[red wire]]. &lt;br /&gt;
* The pump has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 20000&#039;&#039;&#039; (nb image is out of date).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|440px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The pump has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 20000&#039;&#039;&#039; (nb image is out of date).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|440px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[storage tank]].&lt;br /&gt;
* By setting different conditions on each lamp we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first lamp is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
In this scenario you can connect the storage tank to the lamps directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|440px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect  the the [[lamp]] and the [[Storage tank]] you need:&amp;lt;BR&amp;gt;&lt;br /&gt;
1 Add the arithmetic combinator.&amp;lt;BR&amp;gt;&lt;br /&gt;
2 Connect the [[storage tank]] with the input of the  arithmetic combinator.&amp;lt;BR&amp;gt;&lt;br /&gt;
3 Connect the  output of the [[arithmetic combinator]] with the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
4 Set up the arithmetic combinator:&amp;lt;BR&amp;gt;&lt;br /&gt;
4.1 Setting the input to petroleum Gas + 0 (the constant 0 not the signal 0)&amp;lt;BR&amp;gt;&lt;br /&gt;
4.2 Set the output to the pink signal (on the bottom row of the last tab of signals.)&amp;lt;BR&amp;gt;&lt;br /&gt;
5 Set up the [[lamp]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
5.1  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
5.2 Set the condition to the pink signal, and what value you want (i.e. &amp;gt; 100)&amp;lt;BR&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|430px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator Signs (Words) ===&lt;br /&gt;
* You can use [[constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
* Note that to see these letters, Alt-mode must be on and the Interface setting “Show combinator settings in “Alt-Mode”” must also be enabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:constant_combinator_signs2.png|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator Signs (Managing Belts) ===&lt;br /&gt;
* Somewhat similar to the previous example, constant combinator signals can be used with belts to help indicate what items should be on which belts. This is extremely useful when sharing blueprints, as it&#039;s possible for blueprints to be shared albeit with no indication on which items are meant for which belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the fast inserter hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the fast inserter does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[Inserter]] is connected to the [[Wooden chest]] using a [[Red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up to 3 at once due to stack size bonuses.&lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
Goal: Load n chests with approximately the same number of items.&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[Arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie &amp;amp;minus;n.&lt;br /&gt;
*  Connect all chests to each other and to the input of the combinator using red wire.&lt;br /&gt;
*  Connect all inserters to each other and to the output of the combinator using red wire.&lt;br /&gt;
*  Connect each inserter to the box it inserts into with green wire.&lt;br /&gt;
*  Set the enable condition on each inserter to be Everything (red star) &amp;lt; 0.&lt;br /&gt;
&lt;br /&gt;
The combinator calculates the average number of items in the chests, and makes it negative. Each inserter gets the amount in the chest it is inserting to and adds the negative average, ie it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If a precise count is needed, set the inserter stack size to 1. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[Storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[Arithmetic combinator]] (left side in the picture) with a [[Red wire]]. &lt;br /&gt;
*  Another couple of [[Red wire]]s join the output of the [[Arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[Arithmetic combinator]] &#039;&#039;&#039;multiplies&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter for the first item by inventory order. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[Solar panel]]s and [[Accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[Arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiplies&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[Arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400x400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[Red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left|400x400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[Arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[Arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[Arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400x400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[Power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearCircuits.jpg]]&lt;br /&gt;
&lt;br /&gt;
The above picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low.&lt;br /&gt;
&lt;br /&gt;
There are a few elements in this setup:&lt;br /&gt;
&lt;br /&gt;
* Storage tank that provides the [[Steam]] signal.  You should only read from one storage tank, and it should have pipe connections to all your other steam storage tanks.&lt;br /&gt;
* Chests containing [[Uranium_fuel_cell|Uranium fuel cells]] for the reactor.&lt;br /&gt;
* Output inserters that take [[Used_up_uranium_fuel_cell|Empty fuel cells]] from the reactor. This is connected to the storage tank to listen for the steam signal, and to the chests to listen for the uranium fuel cell signal. If the steam level is low and there are uranium fuel cells available, it removes the empty fuel cells from the reactor and sends an empty fuel cell signal (since &amp;quot;Read hand contents&amp;quot; is checked).&lt;br /&gt;
* Input inserters that put uranium fuel cells into the reactor. This is connected to the output inserters and listens for the empty fuel cell signal. The &amp;quot;Override stack size&amp;quot; is set to 1, so that it only inserts 1 fuel cell at a time.&lt;br /&gt;
&lt;br /&gt;
Since this design uses empty fuel cells as a signal to fill the reactor, you need to manually insert 1 uranium fuel cell into the reactor to get it started.&lt;br /&gt;
&lt;br /&gt;
=== Prioritize usage of uranium towards nuclear fuel production ===&lt;br /&gt;
[[File:Nuclear Fuel Circuit Network.png|right|600px]]&lt;br /&gt;
Because a continuous supply of [[nuclear fuel]] is critical to maintaining a [[nuclear reactor]], the circuit network can be used to set up a system where [[uranium-235]] and [[uranium-238]] are conserved for the production of nuclear fuel before other uses.&lt;br /&gt;
&lt;br /&gt;
Using a [[splitter]], divert the two types of uranium onto two parallel conveyors, with an [[inserter]] positioned to gather uranium from each conveyor (a [[long handed inserter]] will be needed for the far belt). Each of these inserters deposits their load into a container, from which two more inserters deliver the contents to an [[assembly machine]] making nuclear fuel. An inserter delivers the produced fuel to a third container, from which inserter(s) delivers the fuel to your nuclear reactor. Wire the two inserters gathering from the conveyors to the container each of them is delivering to, and to the tile of conveyor immediately after the tile the inserter is gathering from. Set each inserter&#039;s enable condition to &amp;quot;less than or equal to X amount of uranium&amp;quot;, using the appropriate type of uranium the inserter is gathering and X being the number of reserve uranium desired (optimally, one uranium-235 and nineteen uranium-238, the amount needed to produce nuclear fuel; the amount may be increased if a greater stockpile is desired). Set each conveyor&#039;s enable condition to &amp;quot;greater than or equal to X amount of uranium&amp;quot; in the same manner. Finally, connect the inserters delivering uranium to the assembly machine up to the container the assembly machine is delivering nuclear fuel to, and set each of their enable conditions to &amp;quot;nuclear fuel = 0 (the enable condition can be set to &amp;quot;less than or equal to X amount of nuclear fuel&amp;quot; if a larger stockpile is desired).&lt;br /&gt;
&lt;br /&gt;
This set-up accomplishes the following:&lt;br /&gt;
&lt;br /&gt;
* When there is sufficient nuclear fuel and uranium stockpiled, the inserters will deactivate and the conveyors activate, allowing the uranium to continue down the conveyors to other facilities.&lt;br /&gt;
* When the nuclear fuel stockpile hits zero (or decreases below the desired amount), the inserters delivering to the assembly machine will activate and deliver uranium to resume production of nuclear fuel until quota is reached again.&lt;br /&gt;
* When there is not enough uranium stockpiled to produce a batch of nuclear fuel, the inserters gathering uranium will activate and and resume gathering uranium until they reach their quota. The conveyors carrying uranium will stop past the inserters, cutting off other facilities from that type of uranium until its respective inserter reaches quota.&lt;br /&gt;
* The assembly machine will only be provided with uranium when the stockpile of nuclear fuel hits zero (or decreases below the desired amount), preventing over-production of nuclear fuel and thus over-consumption of uranium.&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
=== RS latch - single decider version ===&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=14556 This discussion] on the Factorio forums starts with the common 2 decider RS latch version, but the thread [https://forums.factorio.com/viewtopic.php?p=160896#p160896 goes on to explain] why this single decider version is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.&lt;br /&gt;
==== Backup steam example ====&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on). &lt;br /&gt;
[[File:SR-01-Layout.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{BlueprintString|bp-string=0eNrFVk1vozAQ/SuVz1ABCaRBq5WqXntKjqsKOTBJR8IGGTtpFPHfd+w0HyU0G6pVewkxnnmemfdmzI4tSgO1QqlZumOYV7Jh6Z8da3AleWnf6W0NLGVrVNrQG49JLuyLvYU/Z63HUBbwxtKw9QZ4zs48o15P1CBObgXkWIDy80osUHJdqTOAUfviMZAaNcI+A7fYZtKIBSiK7YgjoEAjfCgh1wpzv65KoFPqqiHnStrzCdAPA49t6Rm1NrYOWjQY7QrY6FQZwcvyX1jJFajxEYrnuRGmdGW6DCe+jx1KcB9TDYl1raoyW8ArXyM5kFVldG10djObj6zdI0kKHp2Mdiy0PysFIM8pwYKldHyOKjeo3TI8y8Wup93tl7Yv3fiaOC6zjt6z9uk4VqDaR+rY7CvBO2ZGewUec1qiaobVxaE3mtseiwK7EjVXLsaU/SKPobWe7zHrLYVmpM6WqhIZSsJg6ZKXDQyiYkzF9Vhk9xUU3d3kNiaSQUwEB/l9Hw+uZg1YjGzYiPpA1+/vpKuHjk7fRNf7JrJTsZf05MLwoIFbzLvtOvlEFZNjKepqQ5poNqjz10s9jA6N+fk8Ohx/FMFXNXDqxeCC20F901vCJxN07UjVG9K4+x9YQp5M2LUZfbTpq+XDKRsNnG4cuULZcz089HZWD+D0a8Pz52bnNPgPzTj76dlJAnDfNenZp5fHSr4ACp/NZ3fPnHrkDt64qN31vwbVuFIn43GUjCdxHIVt+xcL2lBp}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png|21px]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png|21px]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png|21px]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
==== RS Latch configuration ====&lt;br /&gt;
&#039;&#039;&#039;The central decider and green feedback wire is the actual RS Latch.&#039;&#039;&#039;&lt;br /&gt;
It latches the Set signal [[File:Signal-S.png|21px]] until the Reset signal [[File:Signal-R.png|21px]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png|21px]] &amp;amp; [[File:Signal-R.png|21px]] must be 0 or 1) - this is why the previous two deciders are required.&amp;lt;br /&amp;gt;&lt;br /&gt;
When both inputs are true, the reset signal takes priority and the latch resets. This means it is an RS latch instead of an SR latch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-05-PowerSwitch.png|left]]The Power switch isolates the generator from the rest of the factory until [[File:Signal-S.png|21px]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== RS latch ===&lt;br /&gt;
[[File:SRLatch.png|left|400x400px]]&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Usage of RS latch ===&lt;br /&gt;
* Here is an example of how you could use an RS latch.&lt;br /&gt;
* The two extra [[Decider combinator]]s provide the set and reset conditions. &lt;br /&gt;
* Petroleum gas &amp;lt; 50 and petroleum gas &amp;gt; 100. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
* To make it work, &#039;&#039;&#039;3&#039;&#039;&#039; pieces of raw wood must be placed on the inside lane of the belt.&lt;br /&gt;
* It will have higher latency than the combinator version, but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[Green wire]], that wire holds 15 signals, one for each lamp used in the digit.&lt;br /&gt;
* [[Constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[Red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.  &lt;br /&gt;
* We have a [[Red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[Arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Nuclear_Fuel_Circuit_Network.png&amp;diff=182179</id>
		<title>File:Nuclear Fuel Circuit Network.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Nuclear_Fuel_Circuit_Network.png&amp;diff=182179"/>
		<updated>2020-09-07T19:10:58Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: {{Screenshot}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Screenshot}}&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Circuit_network_cookbook&amp;diff=182145</id>
		<title>Tutorial talk:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Circuit_network_cookbook&amp;diff=182145"/>
		<updated>2020-09-07T17:15:57Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m uncertain as to editing practices on this wiki, but wanted to mention something I feel could be worthy of note, a circuit network recipe for controlling usage of uranium-235 and uranium-238 between nuclear fuel and other usages to ensure there is always fuel for the reactor.&lt;br /&gt;
&lt;br /&gt;
Set up a conveyor with a splitter to create two conveyors, one for uranium-235 and one for uranium-238. Have these two conveyors run by two inserters that each feed a container, each container feeds an inserter delivering its contents to an assembly machine making nuclear fuel. Hook the first two containers up to the inserters feeding them from the conveyor, as well as the tile of conveyor after the tile the inserters are drawing from. Set both the inserters to disable when the amount of uranium (235 or 238, whichever either is taking) in the container reaches X amount, and the conveyors to disable when the amount of uranium is below the same amount. Have the assembly machine deliver its product to a third container, and connect that container to the inserters feeding the assembly machine from the uranium containers, with the enable condition nuclear fuel = 0. This container will be the one that feeds your nuclear reactors.&lt;br /&gt;
&lt;br /&gt;
With this set-up, the first two inserters will grab uranium until they reach quota, and until they do the conveyors are disabled to ensure the uranium will not pass by them by. Once quota is met the conveyors enable and the inserters disable, allowing excess uranium to continue down the conveyors to other machines. Meanwhile that stored uranium will not be consumed to produce nuclear fuel until you have none left in reserve, at which time the inserters passing the uranium to the assembly machine activate, in turn activating the first two inserters to get more uranium from the conveyor.&lt;br /&gt;
&lt;br /&gt;
Thus, you always have a stockpile of nuclear fuel and uranium, and when you run out the consumption of uranium by other machines is halted to prioritize production of nuclear fuel. [[User:DrakeyC|DrakeyC]] ([[User talk:DrakeyC|talk]]) 21:33, 1 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This page is mostly maintained by the community. So please feel free to add your circuit with images ofc. If you have any more questions about this page then feel free to contact me (I am on discord / reddit under the same username) [[User:Stevetrov|Stevetrov]] ([[User talk:Stevetrov|talk]]) 14:42, 3 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Sounds good, I&#039;ll see what I can do shortly. [[User:DrakeyC|DrakeyC]] ([[User talk:DrakeyC|talk]]) 17:15, 7 September 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Circuit_network_cookbook&amp;diff=182047</id>
		<title>Tutorial talk:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Circuit_network_cookbook&amp;diff=182047"/>
		<updated>2020-09-01T21:33:39Z</updated>

		<summary type="html">&lt;p&gt;DrakeyC: Created page with &amp;quot;I&amp;#039;m uncertain as to editing practices on this wiki, but wanted to mention something I feel could be worthy of note, a circuit network recipe for controlling usage of uranium-2...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m uncertain as to editing practices on this wiki, but wanted to mention something I feel could be worthy of note, a circuit network recipe for controlling usage of uranium-235 and uranium-238 between nuclear fuel and other usages to ensure there is always fuel for the reactor.&lt;br /&gt;
&lt;br /&gt;
Set up a conveyor with a splitter to create two conveyors, one for uranium-235 and one for uranium-238. Have these two conveyors run by two inserters that each feed a container, each container feeds an inserter delivering its contents to an assembly machine making nuclear fuel. Hook the first two containers up to the inserters feeding them from the conveyor, as well as the tile of conveyor after the tile the inserters are drawing from. Set both the inserters to disable when the amount of uranium (235 or 238, whichever either is taking) in the container reaches X amount, and the conveyors to disable when the amount of uranium is below the same amount. Have the assembly machine deliver its product to a third container, and connect that container to the inserters feeding the assembly machine from the uranium containers, with the enable condition nuclear fuel = 0. This container will be the one that feeds your nuclear reactors.&lt;br /&gt;
&lt;br /&gt;
With this set-up, the first two inserters will grab uranium until they reach quota, and until they do the conveyors are disabled to ensure the uranium will not pass by them by. Once quota is met the conveyors enable and the inserters disable, allowing excess uranium to continue down the conveyors to other machines. Meanwhile that stored uranium will not be consumed to produce nuclear fuel until you have none left in reserve, at which time the inserters passing the uranium to the assembly machine activate, in turn activating the first two inserters to get more uranium from the conveyor.&lt;br /&gt;
&lt;br /&gt;
Thus, you always have a stockpile of nuclear fuel and uranium, and when you run out the consumption of uranium by other machines is halted to prioritize production of nuclear fuel. [[User:DrakeyC|DrakeyC]] ([[User talk:DrakeyC|talk]]) 21:33, 1 September 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>DrakeyC</name></author>
	</entry>
</feed>