<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EmptyR%C3%B8v</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EmptyR%C3%B8v"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/EmptyR%C3%B8v"/>
	<updated>2026-05-17T18:35:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module&amp;diff=133016</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module&amp;diff=133016"/>
		<updated>2016-11-21T21:49:35Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: Calculation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research and are produced slowly, but can eventually greatly improve the efficiency of a factory. In addition to improving the efficiency of the factory, modules are also used in many late- and endgame recipes such as modular armor and its equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quick lookup sheet:&lt;br /&gt;
*If you want more products per second, use a speed module.&lt;br /&gt;
*If you want more products per input resource, use a productivity module.&lt;br /&gt;
*If you want more products per watt of energy, use an efficiency module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Required research ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{icontech|module||Modules}} [[Modules]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|effectivity-module||Efficiency module (research)}} [[Efficiency module (research)|Efficiency module]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|productivity-module||Productivity module (research)}} [[Productivity module (research)|Productivity module]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|speed-module||Speed module (research)}} [[Speed module (research)|Speed module]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
Tier one modules:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|advanced-circuit|5|Advanced circuit}} + {{icon|electronic-circuit|5|Electronic circuit}} + {{icon|time icon|15|time}} =&amp;gt; {{icon|speed-module|1|Speed module 1}} or {{icon|productivity-module|1|Productivity module 1}} or {{icon|effectivity-module|1|Efficiency module 1}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|32.5|Copper plate}} {{icon|iron-plate|15|Iron plate}} {{icon|plastic-bar|10|Plastic bar}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Tier two modules:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|advanced-circuit|5|Advanced circuit}} {{icon|processing-unit|5|Processing Unit}} + ({{icon|speed-module|4|Speed module 1}} or {{icon|productivity-module|4|Productivity module 1}} or {{icon|effectivity-module|4|Efficiency module 1}}) + {{icon|time icon|30|time}} =&amp;gt; {{icon|speed-module-2|1|Speed module 2}} or {{icon|productivity-module-2|1|Productivity module 2}} or {{icon|effectivity-module-2|1|Efficiency module 2}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|355|Copper plate}} {{icon|iron-plate|190|Iron plate}} {{icon|plastic-bar|70|Plastic bar}} {{icon|sulfuric-acid|2.5|Sulfuric Acid}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Tier three modules:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|advanced-circuit|5|Advanced circuit}} {{icon|processing-unit|5|Processing Unit}} + {{icon|speed-module-2|4|Speed module 2}} + {{icon|alien-artifact|1|Alien artifact}} + {{icon|time icon|60|time}} =&amp;gt; {{icon|speed-module-3|1|Speed module 3}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|1645|Copper plate}} {{icon|iron-plate|890|Iron plate}}  {{icon|plastic-bar|310|Plastic bar}} {{icon|sulfuric-acid|12.5|Sulfuric Acid}} {{icon|alien-artifact|1|Alien artifact}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|advanced-circuit|5|Advanced circuit}} {{icon|processing-unit|5|Processing Unit}} + ( {{icon|productivity-module-2|5|Productivity module 2}} or {{icon|effectivity-module-2|5|Efficiency module 2}} ) + {{icon|alien-artifact|1|Alien artifact}} + {{icon|time icon|60|time}} =&amp;gt; {{icon|productivity-module-3|1|Productivity module 3}} or {{icon|effectivity-module-3|1|Efficiency module 3}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|2000|Copper plate}} {{icon|iron-plate|1080|Iron plate}}  {{icon|plastic-bar|380|Plastic bar}} {{icon|sulfuric-acid|15|Sulfuric Acid}} {{icon|alien-artifact|1|Alien artifact}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Types of modules ==&lt;br /&gt;
&lt;br /&gt;
There are three types of modules in factorio, each with 3 tiers of effect. Crafting higher tiers requires lower tiers to be made.&lt;br /&gt;
&lt;br /&gt;
=== Speed Module ===&lt;br /&gt;
Used in many [[Modular armor]] recipes. Increases the speed and energy consumption of a machine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Speed bonus !! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module||Speed module 1}} || +20% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-2||Speed module 2}} || +30% || +60%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-3||Speed module 3}} || +50% || +70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Increases speed of machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated due to energy consumption being higher. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Productivity Module ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Productivity !! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption !! Speed !! [[Pollution]]&amp;lt;br/&amp;gt; multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module||Productivity module 1}} || +4% || +40% || -15% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-2||Productivity module 2}} || +6% || +60% || -15% || +7.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3||Productivity  module 3}} || +10% || +80% || -15% || +10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Productivity modules add a second purple &amp;quot;production bar&amp;quot; at item producing buildings and labs. It fills at the speed of (production - 100%). When it reaches 100%, an extra item (or items, in recipes that result in more than one) is produced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Productivity modules can only be used to make [[Items#Intermediate products|intermediate products]]. These are products that cannot directly be placed, but are used in other recipes. Examples include circuits, science packs and engine units.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Creates an additional free item occasionally. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Slows the machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Efficiency Module ===&lt;br /&gt;
The efficiency module reduces the cost of electricity to run the machine. Note that minimal energy usage is 20% of base energy usage, to prevent the machine&#039;s running being free.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module!! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module||Efficiency module 1}} || -30%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-2||Efficiency module 2}} || -40%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-3||Efficiency module 3}} || -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Reduces energy cost per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* No downsides&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
&lt;br /&gt;
More modules of the same type in one device will give diminishing returns, as the negative attributes, such as bonus power consumption, will pile up and nullify the good effect. Because of that, it is generally more effective to add &#039;&#039;&#039;efficiency modules with speed and/or productivity modules&#039;&#039;&#039; to get more bonuses over the crafting cascade (assembly lines), especially when assembling machines are part of logistics network. This applies to situations where resources are plentiful but finite.&lt;br /&gt;
&lt;br /&gt;
This is has been [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 calculated through in this discussion].&lt;br /&gt;
&lt;br /&gt;
Filling the device with &#039;&#039;&#039;speed modules&#039;&#039;&#039; is useful when a resource is infinite but the amount of resource pools is low. The best example would be &#039;&#039;&#039;oil deposits&#039;&#039;&#039;. Another good place to use speed modules would be for assembly machines which make products that take a long time to make. Examples would be engine units. Using speed modules allows for compaction of setups, because one machine can provide materials to more consumers than normal.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;productivity modules&#039;&#039;&#039; is recommended when resources are scarce. Example would be &#039;&#039;&#039;alien artifact&#039;&#039;&#039; processing. It will take longer and more energy, but the overall produced products will be higher.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;efficiency modules&#039;&#039;&#039; is recommended for electric furnaces as these use a lot of power. Efficiency modules also completely lack downsides, so filling all unnecessary module slots with Efficiency modules if possible is recommended.&lt;br /&gt;
&lt;br /&gt;
Modules are also able to control [[Pollution]], as &#039;&#039;&#039;pollution depends also on [[Electric system|Energy]] usage&#039;&#039;&#039;. So reducing a machines energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa!&lt;br /&gt;
&lt;br /&gt;
=== Productivity modules and speed modules ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! In Assembly !! In Beacon !! Productivity !! [[Electric system|Electricity]]&amp;lt;br/&amp;gt; consumption !! Speed !! Energy/&amp;lt;br/&amp;gt;Unit !! Units/&amp;lt;br/&amp;gt;time&lt;br /&gt;
|-&lt;br /&gt;
|  ||  || 100% ||  100% || 100%  || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|1|Productivity module 3}} ||  || 110% ||  180% || 85%  || 193% || 93.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|2|Productivity module 3}} ||  || 120% ||  260% || 70%  || 310% || 84%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|3|Productivity module 3}} ||  || 130% ||  340% || 55%  || 476% || 71.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} ||  || 140% ||  420% || 40%  || &#039;&#039;&#039;750%&#039;&#039;&#039; || &#039;&#039;&#039;56%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|1|Speed module 3}} || 140% || 455% || 65%  || 500% || 91%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|2|Speed module 3}} || 140% || 490% || 90%  || 389% || 126%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|3|Speed module 3}} || 140% || 525% || 115% || 326% || 161%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|4|Speed module 3}} || 140% || 560% || 140% || 286% || 196%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|5|Speed module 3}} || 140% || 595% || 165% || 258% || 231%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|6|Speed module 3}} || 140% || 630% || 190% || 237% || 266%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|7|Speed module 3}} || 140% || 665% || 215% || 221% || 301%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|8|Speed module 3}} || 140% || 700% || 240% || 209% || 336%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the effects are biggest with the version 3 chips, this stacking effect is also very noticeable with version 2 chips. Or if the final 10% productivity doesn&#039;t matter that much, consider putting a speed chip in there too.&lt;br /&gt;
&lt;br /&gt;
=== Examples of usage ===&lt;br /&gt;
[[Electric furnace]]s are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (-30%) - almost a [[Solar panel]] worth of power.&lt;br /&gt;
&lt;br /&gt;
[[Electric mining drill]]s create 9 units of [[Pollution]] with no efficiency modules and 1.8 with 3 basic ones.&lt;br /&gt;
&lt;br /&gt;
Same [[Electric mining drill]] with 3 Productivity modules 3 would create 76.5 units of [[Pollution]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 Productivity Module Math]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Assembling machine 1]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Basic beacon]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7985 Do Efficiency Modules Reduce Pollution?]&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Productivity_module&amp;diff=133015</id>
		<title>Productivity module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Productivity_module&amp;diff=133015"/>
		<updated>2016-11-21T21:31:44Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Productivity module/infobox}}&lt;br /&gt;
&lt;br /&gt;
Productivity modules add a second purple &amp;quot;production bar&amp;quot; at item producing buildings and labs. It fills at the speed of (production - 100%). When it reaches 100%, an extra item (or items, in recipes that result in more than one) is produced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Productivity modules can only be used to make [[Items#Intermediate products|intermediate products]]. These are products that cannot directly be placed, but are used in other recipes. Examples include circuits, science packs and engine units.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Creates an additional free item occasionally. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Slows the machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Speed module]]&lt;br /&gt;
* [[Productivity module 2]]&lt;br /&gt;
* [[Productivity module 3]]&lt;br /&gt;
* [[Efficiency module]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Efficiency_module&amp;diff=133014</id>
		<title>Efficiency module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Efficiency_module&amp;diff=133014"/>
		<updated>2016-11-21T21:29:22Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Efficiency module/infobox}}&lt;br /&gt;
&lt;br /&gt;
The efficiency module reduces the cost of electricity to run the machine. Note that minimal energy usage is 20% of base energy usage, to prevent the machine&#039;s running being free.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module!! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module||Efficiency module 1}} || -30%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-2||Efficiency module 2}} || -40%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-3||Efficiency module 3}} || -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Reduces energy cost per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* No downsides&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Speed module]]&lt;br /&gt;
* [[Productivity module]]&lt;br /&gt;
* [[Efficiency module 2]]&lt;br /&gt;
* [[Efficiency module 3]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Speed_module&amp;diff=133012</id>
		<title>Speed module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Speed_module&amp;diff=133012"/>
		<updated>2016-11-21T21:27:32Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Speed module/infobox}}&lt;br /&gt;
&lt;br /&gt;
Used in many [[Modular armor]] recipes. Increases the speed and energy consumption of a machine. This is the level one version.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Speed bonus !! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module||Speed module 1}} || +20% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-2||Speed module 2}} || +30% || +60%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-3||Speed module 3}} || +50% || +70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Increases speed of machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated due to energy consumption being higher. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Speed module 2]]&lt;br /&gt;
* [[Speed module 3]]&lt;br /&gt;
* [[Productivity module]]&lt;br /&gt;
* [[Efficiency module]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=132820</id>
		<title>Pumpjack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pumpjack&amp;diff=132820"/>
		<updated>2016-11-20T09:00:43Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Pumpjack/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pumpjacks&#039;&#039;&#039; extract [[Crude Oil|crude oil]] from [[Oil field|oil fields]]. Each oil field can be covered by only one pumpjack at a fixed spot. The pumpjack will then output an amount of crude oil per cycle equal to 1.0 multiplied by the field&#039;s yield (e.g. 5.4 crude oil for 538% yield) per second. Without speed modules one pumpjack cycle takes one second to complete. &lt;br /&gt;
&lt;br /&gt;
Extracting oil lowers the field&#039;s yield by 1% per 75 pumpjack cycles to a minimum of 10%, or 0.1 oil units per sec.&lt;br /&gt;
&lt;br /&gt;
Pumpjacks are limited to an maximum output of 10.0 crude oil per cycle, achieved by an oil field with more than 999% yield. However, such a high yield is fairly rare.&lt;br /&gt;
&lt;br /&gt;
Pumpjacks output tile location is fixed relative to its orientation.&lt;br /&gt;
&lt;br /&gt;
Pumpjacks cannot be placed on a non-oilfield tile.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
If oil fields are depleted ( to the minimum of 10% ) speed [[Module]]s are a good option to raise the pumpjacks output. With two [[Speed module 3]]&#039;s the output doubles from 0.1 to 0.2 crude oil per second and even more when using additional [[Basic beacon]]s ( + another 0.05 oil per beacon per second ). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The formula to determine the modified output is:&lt;br /&gt;
&lt;br /&gt;
Output of unmodified oil field * ( Number of modules in pumpjack * bonus from module ) + output of unmodified oil field * ( number of Beacons * ( number of modules * distribution efficiency ) * bonus from module + 1 )&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Example&lt;br /&gt;
|-&lt;br /&gt;
|For 1 pumpjack on a depleted oil field with two lvl 3 speed modules and 6 beacons with each two lvl 3 speed modules:&lt;br /&gt;
|0,1 * ( 2 * 0,5 ) + 0,1 * ( 6 * ( 2 * 0,5 ) 0,5 + 1 ) = 0,5 Crude oil per 1 second. &lt;br /&gt;
|-&lt;br /&gt;
|Assuming that there will be always 2 modules equipped in pumpjack and beacons, formula can be shortened :&lt;br /&gt;
|0,1  + 0,1 * ( 6 * 0,5 + 1 ) = 0,5 Crude oil per 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=132819</id>
		<title>Offshore pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=132819"/>
		<updated>2016-11-20T09:00:02Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Offshore pump/infobox}}&lt;br /&gt;
The &#039;&#039;&#039;offshore pump&#039;&#039;&#039; is the only source of water. It is commonly used to provide steam to [[Steam engine|steam engines]] for power generation. The offshore pump itself requires no power to operate. (This is because, otherwise the game might fall into a serious deadlock: No coal, no electricity, no water...)&lt;br /&gt;
&lt;br /&gt;
Each offshore pump will produce a flow of 60 units of water per second, this is equal to the consumption of 10 steam engines per second. Thus if you wish to supply water to more than 10 steam engines at full output, you will need to use 2 or more offshore pumps per pipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is explained more in [[Power_production/Optimal_ratios#Hot_liquids|optimal ratios]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Copy paste now works on pump.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Connectible to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Now specifies the liquid it will produce.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=132818</id>
		<title>Electric mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_mining_drill&amp;diff=132818"/>
		<updated>2016-11-20T08:58:37Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Electric mining drill/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric mining drill&#039;&#039;&#039; mines out [[Iron ore]], [[Copper ore]], [[Stone]] and/or [[Coal]], and places it in front of the output tile, on a conveyor or in a machine/chest that covers the output tile.&lt;br /&gt;
&lt;br /&gt;
The machine is 3x3, but mines in a 5x5 area, extending 1 tile away on each side.&lt;br /&gt;
Mines copper, iron and coal at a rate of 0.525/s and stone at a rate of 0.65/s&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Mining drill now ignores resources that can&#039;t be mined because of the higher hardness.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player starts with one burner mining drill and one furnace in the freeplay.&lt;br /&gt;
* Increased mining speed of burner mining drill.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Shows area of effect when highlighted.&lt;br /&gt;
* Mining drill evenly mines from every tile in it&#039;s area.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added support for modules to Electric mining drills.&lt;br /&gt;
* Mining drills deactivate when out of resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Show output arrows when alt mode is on.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Shows count of available resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
{{C|Electric network}}&lt;br /&gt;
{{C|Crafting network}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_mining_drill&amp;diff=132817</id>
		<title>Burner mining drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_mining_drill&amp;diff=132817"/>
		<updated>2016-11-20T08:57:41Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Burner mining drill/infobox}}&lt;br /&gt;
&lt;br /&gt;
Mines about 7 resources per single unit of coal used to fuel it. Covers and mines in a 2x2 area. Mines 0.28/s of copper, coal or iron and .3675/s of stone. Burner miners create a lot of pollution per resource.&lt;br /&gt;
==Interface==&lt;br /&gt;
[[File:Interface_of_Burner-Mining-Drill.png|upright=2]]&lt;br /&gt;
# Amount of [[Fuel]] in the Mining Drill&lt;br /&gt;
# Depletion of 1 Unit of [[Fuel]]&lt;br /&gt;
# Progress of Mining&lt;br /&gt;
# Product&lt;br /&gt;
==Self-Sustaining Coal Mines==&lt;br /&gt;
Both methods require no electricity.&lt;br /&gt;
=== Method 1 ===&lt;br /&gt;
Two burner mining drills can refuel each other when placed next to each other on a coal deposit as long as they&#039;re facing each other. Each drill fuels the other and coal gradually accumulates in their [[Storage/Stack]]s, so you have effectively a storage of 100 coal (2 stack, 50 coal, one in each burner miner, together 100). You can do this also for 4 or any other even number of miners.&lt;br /&gt;
&lt;br /&gt;
[[File:Early_coal_mining_1.jpg‎|upright=2]]&lt;br /&gt;
&lt;br /&gt;
=== Method 2 ===&lt;br /&gt;
This method can be used for any number of burner mining drills in a coal deposit. Place a burner mining drill, then place at least three [[Transport belt]]s from the output in a mirrored &amp;quot;L&amp;quot; like shape so that the third belt has a gap between it and the miner. Fill the gap with a [[Burner inserter]] in a way that the inserter can insert coal to the miner.&lt;br /&gt;
&lt;br /&gt;
[[File:Early_coal_mining_3.jpg‎|400x400px|upright=2]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Mining drill now ignores resources that can&#039;t be mined because of the higher hardness.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Player starts with one burner mining drill and one furnace in the freeplay.&lt;br /&gt;
* Increased mining speed of burner mining drill.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Shows area of effect when highlighted.&lt;br /&gt;
* Mining drill evenly mines from every tile in it&#039;s area.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Added support for modules to Electric mining drills.&lt;br /&gt;
* Mining drills deactivate when out of resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Show output arrows when alt mode is on.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New Graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Shows count of available resources.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Mining drills]]&lt;br /&gt;
* [[Coal]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Crafting network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=132816</id>
		<title>Accumulator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=132816"/>
		<updated>2016-11-20T08:56:51Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Accumulator/infobox}}&lt;br /&gt;
&lt;br /&gt;
The [[Basic accumulator]] stores a limited amount of energy when available production exceeds demand, and releases it in the opposite case. The basic accumulator stores up to 5 MJ of energy. Charge/Discharge rate is 300 kW maximum. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 5MJ of stored energy take approximately 17s to fully charge/discharge at the maximum rate of 300kW. Read [[Game-second]] for further time related calculations.&lt;br /&gt;
* When discharged above maximum speed by multiple unconnected poles, will distribute energy unequally (some may get 100% demand, others 0%)&lt;br /&gt;
* May be used to provide limited amount of power (multiples of maximum charge rate) to a section of the grid&lt;br /&gt;
* Produces light when charging and discharging&lt;br /&gt;
* Can act as a emergency backup for your base in case of blackout, until main power supply is restored&lt;br /&gt;
* Can be used to power the base at night if it relies heavily on [[solar panel]]s&lt;br /&gt;
* Can act as a &amp;quot;surge protector&amp;quot; (if power usage of one device exceeds production for a few seconds or so, the basic accumulator will compensate for this and provide power to the grid until said device shuts down or requires a lesser power requirement)&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
&lt;br /&gt;
=== Isolation of Power Networks ===&lt;br /&gt;
&lt;br /&gt;
[[Electric network#Storage|Accumulator]]s can be used to isolate two separate power networks, which has a number of uses. Since accumulators have a lower delivery priority than any other entity, this guarantees that they only receive energy when you have enough left over after powering all other entities in a network. At the same time, accumulators can also be used to deliver energy in another electrical network, and can charge and discharge at the same time. Consider the following example:&lt;br /&gt;
&lt;br /&gt;
[[File:Accumulator_Network_Isolation.png]]&lt;br /&gt;
&lt;br /&gt;
The two power networks A and B are not directly connected to each other: They are connected only through the accumulators, which are shared by both networks. This is accomplished by setting up electric poles for each network connected to the accumulators, then ensuring the sets of poles are not connected to each other (which can be done by crafting a copper wire then dragging it between two connected poles to sever the connection, exactly as is done for disconnecting circuit wires). &lt;br /&gt;
&lt;br /&gt;
In the above example:&lt;br /&gt;
&lt;br /&gt;
* The accumulators will only charge if extra power is being produced by network A or B.&lt;br /&gt;
* The accumulators will discharge as needed into either network if one is not producing enough power.&lt;br /&gt;
* Since the maximum input/output rate of an accumulator is 300kW, power flow between the two networks will be limited to 300kW times the number of accumulators (1.5MW in the example).&lt;br /&gt;
* Note that this isolation is bidirectional: Either network can charge the accumulators, and the accumulators can discharge into either network.&lt;br /&gt;
&lt;br /&gt;
This technique can be used whenever this type of isolation is desired.&lt;br /&gt;
&lt;br /&gt;
==== Reduce Energy Consumption in Critical Situations ====&lt;br /&gt;
&lt;br /&gt;
In particular, one good use for the above technique is to limit electricity consumption in low power situations by isolating non-critical parts of your factory (such as [[Radar]], [[Lab]]s, [[Electric furnace]]s, [[Electric mining drill|electric miner]]s, [[Beacon]]s, etc.) from critical parts (such as lasers, ammo production, or whatever your priorities are).&lt;br /&gt;
&lt;br /&gt;
To do this, place your main generators and critical components on one network and place your non-critical components on another network, isolating the two as above. Now, two things will happen:&lt;br /&gt;
&lt;br /&gt;
* Power will &#039;&#039;only&#039;&#039; flow to the non-critical network when you are generating a surplus on the main network, and&lt;br /&gt;
* The rate will always be limited to 300kW per accumulator.&lt;br /&gt;
&lt;br /&gt;
Because the accumulators will only receive power if you have a surplus on the main network, this will in effect deactivate the low-priority network when electricity is in short supply. This will also limit power consumption by the low priority network if its usage becomes high, for example if you have two factories on a low priority network and usually only one of them runs at a time, if both happen to run they won&#039;t consume more than the total limit, they&#039;ll just slow down.&lt;br /&gt;
&lt;br /&gt;
Essentially you are saying &amp;quot;only deliver power to these systems if I have enough to spare, and even then don&#039;t exceed this delivery rate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In general this is a technique which works well when you&#039;ve just researched accumulators and solar panels, but don&#039;t have enough resources to build big solar farms and accumulator farms yet.&lt;br /&gt;
&lt;br /&gt;
=== Minimizing need for Steam power ===&lt;br /&gt;
&lt;br /&gt;
See http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5585.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
[[File:electrical-network-example-2.png|frame|384px|High density accumulator array consisting of 48 basic accumulators and a [[Substation]] providing 240 MJ capacity.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.3|&lt;br /&gt;
* Reduced collision box of [[big electric pole]] to allow squeezing between it and an accumulator.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Now connectible to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Heavy optimisations by merging them into groups.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Drastically slowed crafting to 10 secs.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capacity doubled, increase I/O to 300 watts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Added charging animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Solar panel]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=132815</id>
		<title>Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=132815"/>
		<updated>2016-11-20T08:55:34Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Solar panel/infobox}}&lt;br /&gt;
&lt;br /&gt;
Solar panels are an infinite source of free energy while producing no pollution. During daylight hours every panel provides the maximum power level, 60kW. Generated power will increase/decrease linearly during dusk and dawn, and no power is produced at night. When placed, the Solar Panel takes up 9 spaces, in a 3x3 area.&lt;br /&gt;
&lt;br /&gt;
[[Basic accumulator]]s can be charged up during the day to power the base at night.&lt;br /&gt;
&lt;br /&gt;
[[File:Solar-Panel-0.9.8.png|thumb|350px|8 Solar Panels]]&lt;br /&gt;
&lt;br /&gt;
[[File:SolarPanelSetUp.png|350px|thumb|An efficient solar panel set up.]]&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Solar panels are directly connected to the following achievements:&lt;br /&gt;
; Solaris&lt;br /&gt;
: Produce more than 10 GJ energy per hour without the usage of [[steam engine]].&lt;br /&gt;
; Steam all the way&lt;br /&gt;
: Win the game without using a solar panel.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Changed tech requirement from Adv. Electronics to Electronics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Energy of the solar panel is now fractioned between all the networks it&#039;s connected to.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Massive optimisations to solar panel logic.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Significantly slowed crafting speed to 10 secs from 0.5 sec.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Made solar panels pre-science pack 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Unplugged icon shown when not connected to any power transfer device.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New solar panel graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Priority of power consumption changed to consume from solar panel first.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Basic accumulator]]&lt;br /&gt;
* [https://wiki.factorio.com/index.php?title=Power_production#Optimal_ratio Calculating the optimal ratio of accumulators to solar panels]&lt;br /&gt;
* A [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=9314 Solar Power Excel sheet]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8949 (Forum topic) The way I solar]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lamp&amp;diff=132814</id>
		<title>Lamp</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lamp&amp;diff=132814"/>
		<updated>2016-11-20T08:54:12Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Lamp/infobox}}&lt;br /&gt;
&lt;br /&gt;
[[File:lamp-example-1.png|thumb|256px]]&lt;br /&gt;
The lamp is a basic electric device providing light to a small area at night.&lt;br /&gt;
&lt;br /&gt;
== Color ==&lt;br /&gt;
&lt;br /&gt;
Lamp colors can be changed. The way it&#039;s done is by sending a color signal to the lamp. When the condition inside the lamp passes, instead of lighting up white, it will use that color.&lt;br /&gt;
&lt;br /&gt;
Available colors: red, green, blue, yellow, magenta, cyan, white, gray*, black*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(*) not implemented yet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam_engine&amp;diff=132813</id>
		<title>Steam engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam_engine&amp;diff=132813"/>
		<updated>2016-11-20T08:26:17Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Steam engine/infobox}}&lt;br /&gt;
&lt;br /&gt;
Steam engines are used to produce electricity.  They do this by taking in hot water and converting it into electricity.  The hotter the water the more electricity can be produced.  If there is an overabundance of electricity then steam engines will reduce their production to match consumption.&lt;br /&gt;
&lt;br /&gt;
Hovering the mouse over a steam engine will display information for that particular steam engine: current production as well as maximum productivity.&lt;br /&gt;
&lt;br /&gt;
It is possible to chain multiple steam engines together as water will pass through them.  The current optimal ratio is 1 [[offshore pump]] : 14 [[boiler]]s : 10 [[steam engine]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam engines themselves don&#039;t produce any pollution.&#039;&#039;&#039; ([[Boiler]]s do!)&lt;br /&gt;
&lt;br /&gt;
== Using other liquids ==&lt;br /&gt;
&lt;br /&gt;
The steam engine can use any type of liquid to generate electricity. This can be used to get rid of unused oil-products. Just fill unusable oil products into a steam engine and it will destroy the liquids (cold liquids will be destroyed at a rate of [https://forums.factorio.com/viewtopic.php?p=144748#p144748 6.0 fluid / second]). It works the same as for cold water; you don&#039;t need to warm it. If you heat the liquid before that, the hot oil will produce electrical power, just like with hot water.&lt;br /&gt;
&lt;br /&gt;
By default, water is 15°C and oils are 25°C. The steam engine happens to work with water from 15°C and oils from above 25°C (a complete coincidence). An oil temperature of 25.22°C will get you about 1.3KW of power. Heating up water or oils makes no difference: heating one liter of water from 15 to 16 degrees takes just as much energy as heating one liter of oil from 25 to 26 degrees[http://because.a.tweet.doesnt.fit.lucb1e.com/?text=1.4k+water+15%B0C-%3E17.73%B0C+and+1.4k+light+oil+25%B0C-%3E27.82%B0C%2C+both+using+1+coal+in+a+boiler%2C+filling+an+empty+tank+from+a+full+tank+until+the+coal+boiler+runs+out.+I+stopped+a+bit+early+on+the+water+one+and+the+difference+seems+negligible. (OC)]. It was not tested how much energy the steam engine produces with 16°C water versus 26°C oil, but it probably does not warrant using oils instead of water.&lt;br /&gt;
&lt;br /&gt;
In general you should convert the unusable oil products into useables, instead of just making electricity out of it!&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Steam engines are directly connected to the following achievement:&lt;br /&gt;
; Solaris&lt;br /&gt;
: Produce more than 10 GJ energy per hour without the usage of steam engine.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Made bounding box smaller.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.&lt;br /&gt;
* New sounds.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
** [[Power Production]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Boiler&amp;diff=132812</id>
		<title>Boiler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Boiler&amp;diff=132812"/>
		<updated>2016-11-20T08:24:05Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{:Boiler/infobox}}&lt;br /&gt;
&lt;br /&gt;
[[File:boiler-example-1.png|thumb|256px]]&lt;br /&gt;
The boiler is used to heat [[Liquid]]s (mainly water). When [[Fuel|fueled]] it raises the temperature of water flowing through it. The resulting temperature depends on the speed of the liquid flow. In other words: The longer the water can stay in the boiler, the hotter it will become.&lt;br /&gt;
&lt;br /&gt;
Boilers are the main source of pollution in the early and midgame.&lt;br /&gt;
&lt;br /&gt;
== Inserter can take from boiler ==&lt;br /&gt;
&lt;br /&gt;
You can insert into boilers, but also take fuel out. See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;start=30#p64343 this post] and follow ups.&lt;br /&gt;
&lt;br /&gt;
This can be also used to create an early filter-device, which filters only fuel items: One inserter inserts into a boiler (not connected to water) another take the fuel out.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New fire graphics for boilers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Enabled the [[inserter]] to take [[fuel]] out of boilers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Flickering light added to [[furnace]]s and boilers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.1|&lt;br /&gt;
* Boilers show their fuel inventory in the entity info.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Boilers are now fast-replaceable with pipes.&lt;br /&gt;
* New boiler graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;br /&gt;
[[Category:Transport network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Boiler&amp;diff=132811</id>
		<title>Boiler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Boiler&amp;diff=132811"/>
		<updated>2016-11-20T08:21:11Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{:Boiler/infobox}}&lt;br /&gt;
&lt;br /&gt;
[[File:boiler-example-1.png|thumb|256px]]&lt;br /&gt;
The boiler is used to heat [[Liquid]]s (mainly water). When [[Fuel|fueled]] it raises the temperature of water flowing through it. The resulting temperature depends on the speed of the liquid flow. In other words: The longer the water can stay in the boiler, the hotter it will become.&lt;br /&gt;
&lt;br /&gt;
Boilers are the main source of pollution in the early and midgame.&lt;br /&gt;
&lt;br /&gt;
== Inserter can take from boiler ==&lt;br /&gt;
&lt;br /&gt;
You can insert into boilers, but also take fuel out. See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;start=30#p64343 this post] and follow ups.&lt;br /&gt;
&lt;br /&gt;
This can be also used to create an early filter-device, which filters only fuel items: One inserter inserts into a boiler (not connected to water) another take the fuel out.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New fire graphics for boilers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Enabled the [[inserter]] to take [[fuel]] out of boilers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Flickering light added to [[furnace]]s and boilers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.1|&lt;br /&gt;
* Boilers show their fuel inventory in the entity info.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Boilers are now fast-replaceable with pipes.&lt;br /&gt;
* New boiler graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;br /&gt;
[[Category:Transport network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint_book&amp;diff=132746</id>
		<title>Blueprint book</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint_book&amp;diff=132746"/>
		<updated>2016-11-19T09:17:28Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Blueprint book/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Blueprint book&#039;&#039; is an item that can be used to store [[Blueprint]]s easily, taking up only one inventory space. Blueprints can be used directly from the book item, and the currently active blueprint can be changed with {{Keybinding|shift|mwu}} and {{Keybinding|shift|mwd}}. Multiple books can be held on one player, and can be named. &lt;br /&gt;
&lt;br /&gt;
[[File:BlueprintBookGUI.jpg|thumb|right|The blueprint book GUI, which can be opened by right clicking the book in the inventory/toolbar. The name of the book can be set with the edit label button, and blueprints can be stored in the inventory slots.]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=132745</id>
		<title>Deconstruction planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Deconstruction_planner&amp;diff=132745"/>
		<updated>2016-11-19T09:16:27Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Deconstruction planner/infobox}}&lt;br /&gt;
&lt;br /&gt;
Deconstruction planner is an item which allows the player to mark entities for removal. Marked entities will be removed by [[construction robot]]s in construction network range and stored in [[storage chest]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can use the deconstruction planner to &#039;&#039;&#039;cancel deconstruction&#039;&#039;&#039; &amp;lt;sup&amp;gt;&amp;lt;i&amp;gt;(since v0.11)&amp;lt;/i&amp;gt;&amp;lt;/sup&amp;gt;. First, click the deconstruction planner to pick it up. Then, shift+click and highlight the area marked for deconstruction to cancel it.&lt;br /&gt;
&lt;br /&gt;
The deconstruction planner can also be used to order [[construction robot|robots]] to pick up items off the ground, useful for harvesting [[Alien artifact]]s.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The deconstruction planner is directly connected to the following achievement:&lt;br /&gt;
; Automated cleanup&lt;br /&gt;
: De-construct 100 objects with the [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Blueprint]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=132744</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=132744"/>
		<updated>2016-11-19T09:15:18Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Blueprint/infobox}}&lt;br /&gt;
&lt;br /&gt;
Blueprints are a smart way to &#039;copy &amp;amp; paste&#039; parts of a factory with help of [[Construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Blueprints are directly connected to the following achievements:&lt;br /&gt;
; Automated construction&lt;br /&gt;
: Construct 100 machines using robots.&lt;br /&gt;
; You are doing it right!&lt;br /&gt;
: Construct more machines using robots than manually.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted in the crafting menu in the top row of the production tab. The blank blueprint can now be used to &#039;copy&#039; a set of buildings.&lt;br /&gt;
&lt;br /&gt;
For example, copying this small laser defense setup: &lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-01.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create a blueprint ===&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select the blueprint item out of the toolbar or the inventory. With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed. All buildings which will be included in the blueprint will be highlighted with a green square. Once everything to &#039;copy&#039; is inside the drag box, release the mouse button, and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Blueprint icon setup ===&lt;br /&gt;
&lt;br /&gt;
On the top left of the &#039;Blueprint icon setup&amp;quot; menu there are four icon slots. The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included. This can be changed by simply clicking on the icons to choose the desired ones. &lt;br /&gt;
&lt;br /&gt;
On the top right there are two icons to &#039;create blueprint&#039; and &#039;cancel blueprint&#039;. The &#039;create blueprint&#039; icon will also show a preview of how the blueprint icon will look after creation. The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom the &#039;Total&#039; number of buildings included in the blueprint is shown.&lt;br /&gt;
&lt;br /&gt;
Finally, create the blueprint if everything is fine or cancel it. Cancelling does not consume the blueprint item. The created blueprint will be in the toolbelt or the inventory (or dropped to the ground if no toolbelt/inventory slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Placing the blueprint ===&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from the toolbelt or inventory. The whole building setup of the blueprint will be shown at your mouse cursor. It is possible to place it rotated, press the default key &amp;quot;R&amp;quot; to rotate. The blueprint can be placed anywhere inside the green (or orange) 100x100 area of a [[Roboport]], or within range of a [[personal roboport]] installed in [[basic modular armor|modular armor]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings. [[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings. The required items need to be in the network in an [[Active Provider chest]], a [[Passive Provider chest]] or a [[Storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Viewing and clearing a blueprint ===&lt;br /&gt;
&lt;br /&gt;
Right clicking on a blueprint allows you to can view and clear it. By clearing it, it will become blank can be set again. Clearing no longer requires an [[Electronic circuit]] since 0.13.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it can be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings you can hold shift to place the things that aren&#039;t blocked.&lt;br /&gt;
* Buildings marked for destruction will not block placing a blueprint. The building cannot be placed until a construction bot can remove it. This can cause an item outside the construction zone to block construction of a 2x2 building on the edge of the zone.&lt;br /&gt;
* It is unknown if there is a limit for the size of a blueprint. But it is at least bigger then one screen, even when zoomed out all the way.&lt;br /&gt;
* Placing very large blueprints can be problematic when parts of it are out of the roboport construction area. If roboports are part of the blueprint and are placed inside the construction area they will extend the logistics zone as soon as it is powered up.&lt;br /&gt;
* Since 0.13, blueprints can be stored in a [[Blueprint book]]. This can store many blueprints while taking only one inventory spot.&lt;br /&gt;
* Editing a blueprint is not possible, it always has to be re-created after clearing.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Repair_pack&amp;diff=132743</id>
		<title>Repair pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Repair_pack&amp;diff=132743"/>
		<updated>2016-11-19T09:09:04Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Repair pack/infobox}}&lt;br /&gt;
&lt;br /&gt;
Repair packs are used to repair items. They can be used by the character with left click or by [[Construction robot]]s. Each repair pack repairs 200 health to a building.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Durability increased from 100 to 200.&lt;br /&gt;
* Stack size increased from 50 to 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.6|&lt;br /&gt;
* Updated icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Player]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6758 Construction Robots not doing repairs]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7452&amp;amp;p=59160#p59139 Distributing repair packs]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Steel_axe&amp;diff=132742</id>
		<title>Archive:Steel axe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Steel_axe&amp;diff=132742"/>
		<updated>2016-11-19T09:08:23Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Steel axe/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steel axes&#039;&#039;&#039; are tools used for the manual mining of resources, for cutting trees, and for collecting items deployed on the ground (so they be placed elsewhere). They can also be used for melee fighting when the player is out of ammo.&lt;br /&gt;
&lt;br /&gt;
They are used throughout the game after [[Steel processing]] becomes available, primarily to move deployed items, since automatic mining of resources with drills is far easier and trees tend to be cleared in the early part of the game. &lt;br /&gt;
&lt;br /&gt;
It is possible to stack multiple Steel axes in the tool slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Iron axe]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Iron_axe&amp;diff=132741</id>
		<title>Archive:Iron axe</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Iron_axe&amp;diff=132741"/>
		<updated>2016-11-19T09:07:35Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Iron axe/infobox}}&lt;br /&gt;
&lt;br /&gt;
The Iron axe is a tool used for the manual mining of resources, for cutting trees, and for collecting items deployed on the ground (so they be placed elsewhere). They can also be used for melee fighting when the player is out of ammo.&lt;br /&gt;
&lt;br /&gt;
They are mostly used in the beginning of the game where the player has no resources to set up drills to automatically mine, and when the better [[Steel axe]] cannot yet be made. It is possible to stack multiple Iron axes in the tool slot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* Update icon}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Steel axe]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Template:CombatNav&amp;diff=132531</id>
		<title>Template:CombatNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Template:CombatNav&amp;diff=132531"/>
		<updated>2016-11-17T01:13:48Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: Changed Batery (intermediate) to Batery MK1 (equipment)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|title  = {{Translation|Combat items}}&lt;br /&gt;
&lt;br /&gt;
|titlestyle = background:#5C8DC4;color:white&lt;br /&gt;
|groupstyle = background:#bbb&lt;br /&gt;
|liststyle  = background:#ddd&lt;br /&gt;
&lt;br /&gt;
|group1 = {{Translation|Weapons}}&lt;br /&gt;
|list1  =&lt;br /&gt;
* {{NavboxIconLink|Pistol}}&lt;br /&gt;
* {{NavboxIconLink|Submachine gun}}&lt;br /&gt;
* {{NavboxIconLink|Shotgun}}&lt;br /&gt;
* {{NavboxIconLink|Combat shotgun}}&lt;br /&gt;
* {{NavboxIconLink|Rocket launcher}}&lt;br /&gt;
* {{NavboxIconLink|Flamethrower}}&lt;br /&gt;
* {{NavboxIconLink|Land mine}}&lt;br /&gt;
&lt;br /&gt;
|group2 = {{Translation|Ammo}}&lt;br /&gt;
|list2  = &lt;br /&gt;
* {{NavboxIconLink|Firearm magazine}}&lt;br /&gt;
* {{NavboxIconLink|Piercing rounds magazine}}&lt;br /&gt;
* {{NavboxIconLink|Shotgun shells}}&lt;br /&gt;
* {{NavboxIconLink|Piercing shotgun shells}}&lt;br /&gt;
* {{NavboxIconLink|Cannon shell}}&lt;br /&gt;
* {{NavboxIconLink|Explosive cannon shell}}&lt;br /&gt;
* {{NavboxIconLink|Rocket}}&lt;br /&gt;
* {{NavboxIconLink|Explosive rocket}}&lt;br /&gt;
* {{NavboxIconLink|Flamethrower ammo}}&lt;br /&gt;
&lt;br /&gt;
|group3 = {{Translation|Capsules}}&lt;br /&gt;
|list3  =  &lt;br /&gt;
* {{NavboxIconLink|Grenade}} &lt;br /&gt;
* {{NavboxIconLink|Cluster grenade}} &lt;br /&gt;
* {{NavboxIconLink|Poison capsule}} &lt;br /&gt;
* {{NavboxIconLink|Slowdown capsule}} &lt;br /&gt;
* {{NavboxIconLink|Defender capsule}} &lt;br /&gt;
* {{NavboxIconLink|Distractor capsule}} &lt;br /&gt;
* {{NavboxIconLink|Destroyer capsule}} &lt;br /&gt;
* {{NavboxIconLink|Discharge defense remote}} &lt;br /&gt;
&lt;br /&gt;
|group4 = {{Translation|Armor}}&lt;br /&gt;
|list4  =  &lt;br /&gt;
* {{NavboxIconLink|Light armor}} &lt;br /&gt;
* {{NavboxIconLink|Heavy armor}} &lt;br /&gt;
* {{NavboxIconLink|Modular armor}} &lt;br /&gt;
* {{NavboxIconLink|Power armor}} &lt;br /&gt;
* {{NavboxIconLink|Power armor MK2}} &lt;br /&gt;
&lt;br /&gt;
|group6 = {{Translation|Armor modules}}&lt;br /&gt;
|list6  =  &lt;br /&gt;
* {{NavboxIconLink|Portable solar panel}} &lt;br /&gt;
* {{NavboxIconLink|Portable fusion reactor}} &lt;br /&gt;
* {{NavboxIconLink|Energy shield}} &lt;br /&gt;
* {{NavboxIconLink|Energy shield MK2}} &lt;br /&gt;
* {{NavboxIconLink|Battery MK1}} &lt;br /&gt;
* {{NavboxIconLink|Battery MK2}} &lt;br /&gt;
* {{NavboxIconLink|Personal laser defense}} &lt;br /&gt;
* {{NavboxIconLink|Discharge defense}} &lt;br /&gt;
* {{NavboxIconLink|Exoskeleton}} &lt;br /&gt;
* {{NavboxIconLink|Personal roboport}} &lt;br /&gt;
* {{NavboxIconLink|Nightvision}} &lt;br /&gt;
&lt;br /&gt;
|group7 = {{Translation|Defense}}&lt;br /&gt;
|list7  =  &lt;br /&gt;
* {{NavboxIconLink|Stone wall}} &lt;br /&gt;
* {{NavboxIconLink|Gate}} &lt;br /&gt;
* {{NavboxIconLink|Flamethrower turret}}&lt;br /&gt;
* {{NavboxIconLink|Gun turret}}&lt;br /&gt;
* {{NavboxIconLink|Laser turret}} &lt;br /&gt;
* {{NavboxIconLink|Radar}} &lt;br /&gt;
* {{NavboxIconLink|Rocket silo}} &lt;br /&gt;
&lt;br /&gt;
|group8 = {{TransLink|Factorio:Navigation|Navigation}}&lt;br /&gt;
|list8  =  &lt;br /&gt;
* [[Template:LogisticsNav|{{Translation|Logistics}}]] &lt;br /&gt;
* [[Template:ProductionNav|{{Translation|Production}}]] &lt;br /&gt;
* [[Template:TechNav|{{Translation|Technology}}]] &lt;br /&gt;
* [[Template:IntermediateNav|{{Translation|Intermediate products}}]] &lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Landfill&amp;diff=132530</id>
		<title>Landfill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Landfill&amp;diff=132530"/>
		<updated>2016-11-17T00:58:00Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Landfill/infobox}}&lt;br /&gt;
&#039;&#039;&#039;Landfill&#039;&#039;&#039; can be used to fill in water with grass. Once water has been filled it cannot be changed back to water.&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Hazard_concrete&amp;diff=132529</id>
		<title>Hazard concrete</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Hazard_concrete&amp;diff=132529"/>
		<updated>2016-11-17T00:56:50Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Hazard concrete/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hazard Concrete&#039;&#039;&#039; is used to build paths that increase walking speed and effect the friction modifier on vehicles. Hazard concrete can remove any type of path.  Hazard concrete is different from regular concrete in that it has a yellow and black diagonal pattern.&lt;br /&gt;
&lt;br /&gt;
Apart from the walking speed bonus (140% faster), vehicles move fastest over concrete paths. Each vehicle type has a modifier of how much is it affected by the terrain, so while the car speed is affected a lot, the tank speed is almost the same on sand as on concrete (80% terrain slowdown reduction).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Concrete]]&lt;br /&gt;
* [[Stone brick]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Concrete&amp;diff=132528</id>
		<title>Concrete</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Concrete&amp;diff=132528"/>
		<updated>2016-11-17T00:55:30Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Concrete/infobox}}&lt;br /&gt;
Concrete is used to build paths that increase walking speed and effect the friction modifier on vehicles. Concrete can remove any type of path.&lt;br /&gt;
&lt;br /&gt;
Apart from the walking speed bonus (140% faster), vehicles move fastest over Concrete paths. Each vehicle type has a modifier of how much is it affected by the terrain, so while the car speed is affected a lot, the tank speed is almost the same on sand as on concrete (80% terrain slowdown reduction).&lt;br /&gt;
&lt;br /&gt;
Concrete is also required in construction of the [[Rocket Silo]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Hazard concrete]]&lt;br /&gt;
* [[Stone Brick]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Stone_brick&amp;diff=132527</id>
		<title>Stone brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Stone_brick&amp;diff=132527"/>
		<updated>2016-11-17T00:54:37Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Stone brick/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone bricks&#039;&#039;&#039; are items used to create stone paths, which are tiles that increase player walking and vehicle speed. &lt;br /&gt;
&lt;br /&gt;
They are also used in the construction of:&lt;br /&gt;
&lt;br /&gt;
*[[Steel Furnace|Steel]] and [[Electric Furnace]]s&lt;br /&gt;
*[[Concrete]]&lt;br /&gt;
*[[Stone walls]]&lt;br /&gt;
*[[Oil refinery|Oil Refineries]]&lt;br /&gt;
&lt;br /&gt;
They can also be used to remove any type of path.&lt;br /&gt;
&lt;br /&gt;
Stone paths are ideal for the construction of highways, as well as padding the ground of your base. They increase walking speed by 30% and reduce vehicle friction/drag (though to a lesser extent than [[Concrete]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Concrete]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Power_switch&amp;diff=132526</id>
		<title>Power switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Power_switch&amp;diff=132526"/>
		<updated>2016-11-17T00:53:20Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{stub|Note: Needs deeper explanations, pictures}}&lt;br /&gt;
&lt;br /&gt;
{{:Power switch/infobox}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New in version 0.13, the power switch is a machine that can be used to toggle sections of a power grid off and on. This can be used for control of machines by dynamically shutting off and enabling power flow. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
The power switch allows unlimited amounts of electricity to flow through it when active. It can be connected to the [[circuit network]] to toggle it enabled and disabled. &lt;br /&gt;
&lt;br /&gt;
However, it must be manually connected between two networks in order to function. To do this, find two poles that bridge the two networks. Then, &amp;lt;code&amp;gt;Shift+Left click&amp;lt;/code&amp;gt; the two poles to detach the copper wires from them. Connect one network to one side of the switch with [[copper cable]], then connect the other network on the other side of the switch. Reconnect the two poles to their networks. Ensure there is no other bridge between the two networks, other than the switch.&lt;br /&gt;
&lt;br /&gt;
When enabled and working, the sprite will show sparks emitting from the machine.&lt;br /&gt;
&lt;br /&gt;
[https://wiki.factorio.com/images/Power_switch_toggle.gif An example gif of the power switch in action]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Small electric pole]]&lt;br /&gt;
* [[Big electric pole]]&lt;br /&gt;
* [[Substation]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-115 Friday Facts 115: The power switch]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Constant_combinator&amp;diff=132525</id>
		<title>Constant combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Constant_combinator&amp;diff=132525"/>
		<updated>2016-11-17T00:52:23Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Constant combinator/infobox}}&lt;br /&gt;
&lt;br /&gt;
The constant combinator is part of the circuit network and one of three types of combinators available in the game. It constantly outputs the selected signal(s) to all connected wire networks, and can be turned on/off in the GUI manually.  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected wires are highlighted when hovering over a combinator connected to the [[circuit network]].&lt;br /&gt;
* Combinators show input and output in alt mode.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* Decider combinator &amp;quot;input count&amp;quot; option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition.&lt;br /&gt;
* New combinator graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Combinators now emit light.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Combinators no longer turn off when no wires are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Decider Combinator]]&lt;br /&gt;
* [[Combinator Tutorial]]&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=132524</id>
		<title>Decider combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=132524"/>
		<updated>2016-11-17T00:51:47Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Decider combinator/infobox}}&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is part of the circuit network and one of three types of combinators available in the game. It is used to make comparisons of signals on the network. Signals can be compared using &amp;quot;is greater than&amp;quot; (&amp;gt;), &amp;quot;is less than&amp;quot; (&amp;lt;) or &amp;quot;is equal to&amp;quot; (=).&lt;br /&gt;
Input contacts are to the left in the above picture, outputs on the right.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The internal logic process has three steps:&lt;br /&gt;
&lt;br /&gt;
1) Values for each individual input signal(s) (items of the same name) on the red and green wires are summed within the combinator.&lt;br /&gt;
&lt;br /&gt;
2) The Decider combinator GUI specifies a &amp;quot;first&amp;quot; input signal, a comparison (&amp;gt;, &amp;lt;, =), and a &amp;quot;second&amp;quot; input signal or constant.&lt;br /&gt;
&lt;br /&gt;
3) If the comparison returns true, the output is a new signal (any name) with either the input value of the selected signal, or 1.&lt;br /&gt;
&lt;br /&gt;
4) Using the Everything output with input -&amp;gt; output will pass all nonzero input values to the output as long as the condition is true. Using the Everything output with &amp;quot;1&amp;quot; will output 1 ONLY for all non-zero inputs.&lt;br /&gt;
&lt;br /&gt;
5) The Each input will re-apply the comparison for each input signal individually, and will pass the selected output for each input that passes the conditional.&lt;br /&gt;
&lt;br /&gt;
6) The Everything input functions as a logical AND, and will return true only if ALL non-zero inputs pass the conditional.&lt;br /&gt;
&lt;br /&gt;
7) The Anything input functions as a logical OR, and will return true if ANY non-zero input passes the conditional.&lt;br /&gt;
&lt;br /&gt;
The decider combinator can handle [[Automatic control/Virtual signals#Special signals|special signals]].&lt;br /&gt;
&lt;br /&gt;
With both the Arithmetic and Decider combinator, there is one tick (60th of a second) of latency before the output signal is ready to be used as an input into a circuit network.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected wires are highlighted when hovering over a combinator connected to the [[circuit network]].&lt;br /&gt;
* Combinators show input and output in alt mode.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* Decider combinator &amp;quot;input count&amp;quot; option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition.&lt;br /&gt;
* New combinator graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Combinators now emit light.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Combinators no longer turn off when no wires are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant Combinator]]&lt;br /&gt;
* [[Combinator Tutorial]]  &amp;lt;-- Description of Combinator Logic Gates&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Arithmetic_combinator&amp;diff=132523</id>
		<title>Arithmetic combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Arithmetic_combinator&amp;diff=132523"/>
		<updated>2016-11-17T00:51:03Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Arithmetic combinator/infobox}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The arithmetic combinator is part of the circuit network and one of three types of combinators available in the game. It is used to perform simple mathematical operations on signals, capable of addition, subtraction, multiplication, or division. The arithmetic combinator accepts two input connections (red and green wires), and sends its output to both output connections. The input wires connect to the nubs on the left side of the above sprite, while the output is on the opposite side.&lt;br /&gt;
&lt;br /&gt;
==Function==&lt;br /&gt;
The internal logic process has three steps:&lt;br /&gt;
&lt;br /&gt;
1) All input signals on the red and green wires are summed within the combinator.&lt;br /&gt;
&lt;br /&gt;
2) The specified operation (+, -, *, or /) is performed on the selected signal(s).&lt;br /&gt;
&lt;br /&gt;
3) The result of this operation is output as the selected output signal.&lt;br /&gt;
&lt;br /&gt;
The arithmetic combinator can handle [[Automatic control/Virtual signals#Each|special signals]]. Notice that when using division as operation the result is truncated.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected wires are highlighted when hovering over a combinator connected to the [[circuit network]].&lt;br /&gt;
* Combinators show input and output in alt mode.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* Decider combinator &amp;quot;input count&amp;quot; option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition.&lt;br /&gt;
* New combinator graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Combinators now emit light.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Combinators no longer turn off when no wires are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Decider Combinator]]&lt;br /&gt;
*[[Constant Combinator]]&lt;br /&gt;
*[[Combinator Tutorial]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Green_wire&amp;diff=132522</id>
		<title>Green wire</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Green_wire&amp;diff=132522"/>
		<updated>2016-11-17T00:48:04Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Green wire/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green wire&#039;&#039;&#039; is used to connect &amp;quot;smart&amp;quot; devices to a &#039;&#039;&#039;green&#039;&#039;&#039; [[Circuit network]].&lt;br /&gt;
&lt;br /&gt;
Select the green wire from your inventory, then left click to connect it to an item capable of using a Circuit network.  You can also string wire on [[Electric network#Distribution|Electric pole]]s by clicking on the base of the pole. You will need one unit of green wire for each connection between two points.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Red wire]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Circuit network]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Red_wire&amp;diff=132521</id>
		<title>Red wire</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Red_wire&amp;diff=132521"/>
		<updated>2016-11-17T00:47:14Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Red wire/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red wire&#039;&#039;&#039; is used to connect &amp;quot;smart&amp;quot; devices to a &#039;&#039;&#039;red&#039;&#039;&#039; [[Circuit network]].&lt;br /&gt;
&lt;br /&gt;
Select the red wire from your inventory, then left click to connect it to an item capable of using a Circuit network.  You can also string wire on [[Electric network#Distribution|Electric pole]]s by clicking on the base of the pole. You will need one unit of red wire for each connection between two points.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Green wire]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Circuit network]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roboport&amp;diff=132503</id>
		<title>Roboport</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roboport&amp;diff=132503"/>
		<updated>2016-11-13T15:39:32Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Roboport/infobox}}&lt;br /&gt;
&lt;br /&gt;
The Roboport is the resting place for all [[Robots]]. It also emits an area of 50x50 tiles, in which logistic robots can interact with logistic network entities, such as [[Storage chest]]s, or [[Requester chest]]s. Additionally, a 100x100 tile area is created for construction robots to function. This can be seen by hovering the mouse on a roboport, or logistics chest.&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;span style=&amp;quot;color:#E88A0C&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt; square represents the reach of the logistics network where logistics robots can move. &lt;br /&gt;
* The &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;green&amp;lt;/span&amp;gt; square represents the extent of the construction network where construction robots can repair, construct or remove structures. Note that construction robots can function inside of the logistics square, it is not exclusive to logistics robots. &lt;br /&gt;
&lt;br /&gt;
Robots placed into the air from the player&#039;s inventory inside of a roboport&#039;s coverage will seek out the nearest roboport to charge and rest.&lt;br /&gt;
&lt;br /&gt;
Two or more roboports can connect to form a [[Robotic network|robotic network]], if the borders of the orange logistic areas touch. This is shown by a dotted line running between the two ports. An example of this can be seen on the bottom-right. Non-connected roboports will not share robots.&lt;br /&gt;
&lt;br /&gt;
[[File:roboport_connection.jpg|300x300px|thumb|Two roboports connecting to form a logistic network. Notice the yellow dotted line indicating a successful bond.]]&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
A Roboport contains 7 [[Storages/Stack|slots]] reserved for [[robots]], and another 7 for [[repair pack]]s. Robots and repair packs can be inserted into the roboport with an [[inserter]]. While seemingly useful, a repair pack inside a roboport is reserved for the construction robots inside the roboport only. Repair packs are better stored inside a [[Storage Chest|logistics storage chest]] or a [[passive provider chest]] where they can be used by all robots in the logistics network. Construction bots, when provided with repair packs, will automatically repair all damaged structures inside of a roboport&#039;s coverage area.&lt;br /&gt;
&lt;br /&gt;
If a roboport is full of robots, robots attempting to rest will find a different roboport.&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
The Roboport needs ~200 kW of energy when idle, but can use up to ~2 MW when charging bots. Ensure the power grid can meet the demand when making large requests of the robot system. &lt;br /&gt;
&lt;br /&gt;
Roboports have 4 chargers, which are used to recharge the flying bots. More roboports in a small area will allow for greater charging throughput, if a lot of robots need charging. Robots waiting to be charged will float in place near the roboport and wait their turn.&lt;br /&gt;
&lt;br /&gt;
Robots will not enter a roboport to rest unless they have full charge. Robots with low/no charge can still fly, but will move extremely slowly.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6005 How exactly do RoboPorts work with each other?]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=7993 Splitting up roboport functions]: &lt;br /&gt;
** Recharge bots&lt;br /&gt;
** Store unused bots&lt;br /&gt;
** Create a construction network&lt;br /&gt;
** Create a logistics network&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
{{C|Logistic network}}&lt;br /&gt;
{{C|Repair}}&lt;br /&gt;
{{C|Robots}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_chest&amp;diff=132502</id>
		<title>Storage chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_chest&amp;diff=132502"/>
		<updated>2016-11-13T15:32:05Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization and removed inactive reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Storage chest/infobox}}&lt;br /&gt;
&lt;br /&gt;
Large advanced storage item. [[Logistic robot]]s store items picked up from [[Active Provider chest]]s here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Logistic robots will pick up items in the following priority: [[active provider chest]]s &amp;gt; storage chests &amp;gt; [[passive provider chest]]s&lt;br /&gt;
* Logistic robots will begin to fill storage chests from active provider chests if there are no other tasks available.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Chests]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Logistic network]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Requester_chest&amp;diff=132501</id>
		<title>Requester chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Requester_chest&amp;diff=132501"/>
		<updated>2016-11-13T15:30:53Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Requester chest/infobox}}&lt;br /&gt;
&lt;br /&gt;
Large advanced storage item. [[Logistic robot]]s will bring the configured item amounts from [[Provider chest]]s or [[Storage chest]]s.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Requester chests are directly connected to the following achievement:&lt;br /&gt;
; [[Logistic network]] embargo&lt;br /&gt;
: Win the game without building [[active provider chest]] and requester chest.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Chests]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Logistic network]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Passive_provider_chest&amp;diff=132500</id>
		<title>Passive provider chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Passive_provider_chest&amp;diff=132500"/>
		<updated>2016-11-13T15:30:26Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization and removed old reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Passive provider chest/infobox}}&lt;br /&gt;
&lt;br /&gt;
Large advanced storage item. [[Logistic robot]]s will pick up items from this box to move them to [[Requester chest]]s or the player &#039;&#039;&#039;only&#039;&#039;&#039;. If you want to have the items placed also in the [[Storage chest]]s, then use [[Active Provider chest]]. Logistics robots will not empty passive provider chests if requested items are available in active provider chests and/or storage chests.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Chests]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Logistic network]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=132499</id>
		<title>Active provider chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Active_provider_chest&amp;diff=132499"/>
		<updated>2016-11-13T15:29:56Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization and removed old reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Active provider chest/infobox}}&lt;br /&gt;
&lt;br /&gt;
Large advanced storage item. [[Logistic robot]]s will pick up items from this box to move them to [[Requester chest]]s or [[Storage chest]]s. If you don&#039;t want the items stored in [[Storage chest]]s, then use the [[Passive Provider chest]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Active provider chests are directly connected to the following achievement:&lt;br /&gt;
; [[Logistic network]] embargo&lt;br /&gt;
: Win the game without building active provider chest and [[requester chest]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Chests]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Logistic network]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Construction_robot&amp;diff=132498</id>
		<title>Construction robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Construction_robot&amp;diff=132498"/>
		<updated>2016-11-13T15:27:58Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Construction robot/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction robots&#039;&#039;&#039; are autonomous floating devices capable of repairing or building in several ways:&lt;br /&gt;
* They repair broken entities using [[Repair pack]]s.&lt;br /&gt;
* They replace destroyed entities as long as they are available in a [[Provider chest]] or [[Storage chest]].&lt;br /&gt;
* They remove entities marked with [[deconstruction planner]]. Removed entities are transported into storage chests.&lt;br /&gt;
* They add entities marked with [[Blueprint]] as long as these entities are available.&lt;br /&gt;
&lt;br /&gt;
Construction robots are priority targets of [[Biter]]s, meaning Biters will engage them even if there are [[Pollution]]-producing buildings around. Construction robots have no means of defending themselves and do not run when they encounter enemies.  Because they often operate at the &amp;quot;front&amp;quot;, they are in high danger to be destroyed.&lt;br /&gt;
&lt;br /&gt;
[[Logistic robot cargo|More cargo]] or [[logistic robot speed|more speed]] for the logistic bots are also valid for the construction robots.&lt;br /&gt;
&lt;br /&gt;
They are slightly faster than Logistic bots at repairing.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Construction robots are directly connected to the following achievements:&lt;br /&gt;
; Automated construction&lt;br /&gt;
: Construct 100 machines using robots.&lt;br /&gt;
; Automated cleanup&lt;br /&gt;
: De-construct 100 objects with the construction robots.&lt;br /&gt;
; You are doing it right!&lt;br /&gt;
: Construct more machines using robots than manually.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Repair pack]]&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Logistic robotics (research)]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Robots]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=132497</id>
		<title>Logistic robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_robot&amp;diff=132497"/>
		<updated>2016-11-13T15:27:14Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Logistic robot/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logistic robots&#039;&#039;&#039; are autonomous floating devices capable of transporting resources in a [[Logistic network]].&lt;br /&gt;
&lt;br /&gt;
Logistic robots are higher priority targets for [[Biter]]s than [[Pollution]]-producing buildings. Logistic robots have no means of defending themselves and do not run when they encounter enemies, so [[Turret|Turrets]] should be used to protect them.&lt;br /&gt;
&lt;br /&gt;
The following upgrades affect Logistic robots:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Capacity:&#039;&#039;&#039; || Increased by 1 for every level of [[Logistic robot cargo size (research)|Logistic robot cargo size]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Stack Size (pickup speed):&#039;&#039;&#039; || Increased by 1 for every level of [[Inserter item stack size bonus (research)|Inserter item stack size bonus]] &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement speed:&#039;&#039;&#039; || Increased by up to 240% with [[Logistic robot speed (research)|Logistic robot speed]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Logistic robots are directly connected to the following achievements:&lt;br /&gt;
; You&#039;ve got a package&lt;br /&gt;
: Supply the player by logistic robot.&lt;br /&gt;
; Delivery service&lt;br /&gt;
: Supply the player with 10k items delivered with logistic robots&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Logistic robotics (research)]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]]&lt;br /&gt;
[[Category: Logistic network]]&lt;br /&gt;
[[Category: Robots]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tank&amp;diff=132496</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tank&amp;diff=132496"/>
		<updated>2016-11-13T09:50:25Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Tank/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tank&#039;&#039;&#039; is a heavy armored fighting [[vehicle]] added to the game in [[Changes in v0.11|Alpha 0.11]]. It is a mid-game weapon with two guns; an integrated [[Submachine gun]] and a powerful cannon that uses [[cannon shells]].&lt;br /&gt;
&lt;br /&gt;
Since Engine units can only be built in Assembling machines, Tanks (like [[Car]]s) may not be built from by hand from their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The tank is directly connected to the following achievement:&lt;br /&gt;
; Steamrolled&lt;br /&gt;
: Destroy 10 spawners by impact.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
The tank is a strong fighting vehicle due to its large health pool and the very high damage of its main weapon, the cannon. Additionally, due to the ability to employ drones within the vehicle, it can be used as a form of drone or capsule transport vehicle, with the player simply using capsules to fight their battles. The tank particularly shines in battle against [[Worms]], as their unavoidable projectiles are much less of a problem for an entity with a high health pool.&lt;br /&gt;
&lt;br /&gt;
The tank lags behind in speed, however, compared to the player and the car. As a result, it may not perform as well in combat against melee enemies or enemies with shorter range than the player, as it has more difficulty dodging enemies. This may result in the tank being destroyed quickly, leaving the player in a tight spot.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
The tank is very robust, and unlike the car can move through and destroy [[Tree|trees]] with near impunity, though forward momentum is required to do so. This can also be employed as a weapon against [[Enemies]], although certain enemies and structures (nests in particular) will deal high damage to the tank in the process.&lt;br /&gt;
&lt;br /&gt;
The tank is slower than the car, but the freedom of being able to traverse tree-filled areas easily makes it a preferred vehicle among many players for exploring lands abroad.&lt;br /&gt;
&lt;br /&gt;
==Capsules and Bots integration==&lt;br /&gt;
&lt;br /&gt;
[[Player#Capsules|Capsules]] can be used while inside the tank, including combat robots.  [[Construction robot]]s, including those from a [[personal roboport]] within range of the tank will repair damage if [[repair pack]]s are available. Also, [[Logistic robot]]s can still refill the player&#039;s inventory.  This can be very useful for reloading as new ammo dropped off to a player driving the tank will first be loaded into the tank if space is available.&lt;br /&gt;
&lt;br /&gt;
==Development data==&lt;br /&gt;
&lt;br /&gt;
https://www.factorio.com/blog/post/fff-56&lt;br /&gt;
&lt;br /&gt;
https://www.factorio.com/blog/post/fff-51&lt;br /&gt;
&lt;br /&gt;
https://www.factorio.com/blog/post/fff-48&lt;br /&gt;
&lt;br /&gt;
https://www.factorio.com/blog/post/fff-44&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6973 Vehicles and Powered Armor] - make a laser tank&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Vehicle]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Car&amp;diff=132495</id>
		<title>Car</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Car&amp;diff=132495"/>
		<updated>2016-11-13T09:49:21Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Car/infobox}}&lt;br /&gt;
&lt;br /&gt;
[[File:car-anim.gif|thumb|256px]]&lt;br /&gt;
&lt;br /&gt;
The [[Car]] is the earliest alternate form of transportation for the player. Although it requires a bit of fuel, driving a Car is much faster than running, letting you scout out areas or outmaneuver [[biters]]. Cars also have a built-in turret (which requires ammo), plenty of storage, and some armor, letting the player use hit-and-run tactics against small groups of enemies.&lt;br /&gt;
&lt;br /&gt;
As of update v0.11, cars will collide with objects - dealing and taking damage in the process. The damage is dependent on the car&#039;s speed and the health of the target; small [[biter]]s and trees can be safely rammed, but colliding with big biters and [[Wall]]s can easily destroy the vehicle and its contents.&lt;br /&gt;
&lt;br /&gt;
Since [[Engine unit]]s can only be built in [[Assembling machine]]s, Cars may not be built from by hand from their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The car is directly connected to the following achievement:&lt;br /&gt;
; Steamrolled&lt;br /&gt;
: Destroy 10 spawners by impact.&lt;br /&gt;
&lt;br /&gt;
== Use for Storage ==&lt;br /&gt;
Cars can store a tremendous amount of items, be moved along conveyer belts, and interact with [[inserter]]s. They can be used as large chests or even mini-trains ([http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8805 Cars on Belts - Not just a highway]).&lt;br /&gt;
&lt;br /&gt;
== Old sprites ==&lt;br /&gt;
There is an thread about the  [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3087  old sprites of the car]. It includes also the old graphics and how to replace it in game.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&#039;&#039;These are the default bindings. They can be changed in the Options menu.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|Enter/Exit&lt;br /&gt;
|Enter&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate&lt;br /&gt;
|W&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate/Reverse&lt;br /&gt;
|S&lt;br /&gt;
|-&lt;br /&gt;
|Steer&lt;br /&gt;
|A,D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cargo_wagon&amp;diff=132494</id>
		<title>Cargo wagon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cargo_wagon&amp;diff=132494"/>
		<updated>2016-11-13T09:48:25Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Cargo wagon/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cargo wagon&#039;&#039;&#039; is used in conjunction with [[Diesel locomotive]]s to form [[Train]]s for the [[Railway network]].&lt;br /&gt;
&lt;br /&gt;
A wagon is used to transport items and can be filled and emptied like a chest, but with many more inserters at the same time. Up to 12 inserters per wagon are possible (from both sides).&lt;br /&gt;
The [[Inserter item stack size]] is important to fill the wagon fast!&lt;br /&gt;
&lt;br /&gt;
Cargo wagons can only be filled or emptied when they are not moving. A spot where inserters are prepositioned to transfer cargo for wagons is called a [[Railway_network/Train_station|train station]].&lt;br /&gt;
&lt;br /&gt;
== Stack limitation ==&lt;br /&gt;
&lt;br /&gt;
Wagons have a [[Storage/Stack#Stack limitation|stack limitation]] option the same way chests do, which is useful if you need to limit the number of transported items for some reason.&lt;br /&gt;
&lt;br /&gt;
== Stack filter ==&lt;br /&gt;
&lt;br /&gt;
Each stack in the cargo wagon can be filtered. This works in the same way as the quick bar (toolbelt); the default key to define or remove the filter is the middle mouse button.&lt;br /&gt;
&lt;br /&gt;
This can be used to transport different items in one wagon.  For example, you could transport both empty and full oil barrels in one wagon; at the train stations, the barrels would be handled using smart inserters for each kind of barrel.  This is discussed in the forum thread [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=68288&amp;amp;p=53467&amp;amp;hilit=Filter#p53467 Tired of babysitting expansions? Auto-supply w/ trains!].&lt;br /&gt;
&lt;br /&gt;
== Compressing items ==&lt;br /&gt;
&lt;br /&gt;
A cargo wagon can be filled with 2000 items of ores ([[Copper ore|copper]], [[Iron ore|iron]], [[Coal|coal]]...) or 4000 items of processed plates ([[Copper plate|copper plates]], [[Iron plate|iron plates]], [[Steel bar|steel]]). This makes preprocessing your ores into plates (near the mines) a useful strategy, before you transport it to your factory.  See [[Transport/Compress by Pre-production]] for a more detailed discussion of this concept.&lt;br /&gt;
&lt;br /&gt;
== Use as big chest ==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the cargo wagon as a &amp;quot;big chest&amp;quot;: Place rails, put an unmoving wagon on it and inserters around. The advantages of this construction are:&lt;br /&gt;
* Cargo can be transferred with many more inserters than with a chest, bypassing the limitations of the [[Inserter item stack size bonus|inserter stack size bonus]].&lt;br /&gt;
* Items are transported instantly over the length of the wagon.  Correctly configured, this is faster than a transport belt.&lt;br /&gt;
&lt;br /&gt;
For examples of this, see these forum threads:&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3537 Solar panel factory]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=7568 Cargo wagon sourced RGB circuits production facility]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8551 Mass production with ZERO belts and robots]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Diesel locomotive]]&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
{{C|Railway network}}&lt;br /&gt;
{{C|Vehicle}}&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=132493</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=132493"/>
		<updated>2016-11-13T09:47:44Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Diesel locomotive/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Diesel locomotive&#039;&#039;&#039; is the engine for movement of [[Railway network|trains]] over [[Railway network#Tracks|track]].  Trains are useful for moving large amounts of items over large distances.&lt;br /&gt;
&lt;br /&gt;
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the [[Car]] or [[Tank]].  Naturally they do not have the same freedom of movement, however, as they are confined to the track.&lt;br /&gt;
&lt;br /&gt;
Locomotives are [[burner devices]] and require [[fuel]] to run.  Despite the name, they can take any fuel, not just oil-derived types.&lt;br /&gt;
&lt;br /&gt;
While Locomotives can be assembled by hand, the [[Engine unit]]s for it require automated construction to build, so it cannot be built from raw materials by hand.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Diesel locomotives are directly connected to the following achievements:&lt;br /&gt;
; Getting on track&lt;br /&gt;
: Build a diesel locomotive.&lt;br /&gt;
; Getting on track like a pro&lt;br /&gt;
: Build a diesel locomotive within first 1 hour and 30 minutes of the game.&lt;br /&gt;
; Watch your step&lt;br /&gt;
: Get killed by moving locomotive.&lt;br /&gt;
&lt;br /&gt;
== Driving Controls ==&lt;br /&gt;
&#039;&#039;These are the default bindings. They can be changed in the Options menu.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|Enter/Exit&lt;br /&gt;
|Enter&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate&lt;br /&gt;
|W&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate/Reverse&lt;br /&gt;
|S&lt;br /&gt;
|-&lt;br /&gt;
|Pick which fork to take at junction&lt;br /&gt;
|A,D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that while you can enter a train at any point, you must enter a Locomotive to drive the train manually (and automatic mode must be off).&lt;br /&gt;
&lt;br /&gt;
== Connecting/Disconnecting a Locomotive ==&lt;br /&gt;
To connect Locomotives or [[Cargo wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or, to connect an already existing disconnected car, drive the Locomotive near the car and press G by default. To disconnect the last car in a train, press V by default.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Locomotives are a priority target of [[Enemies]], so places where trains can stop should be [[Defense|defended]].  Locomotives in transit can usually crash through everything in the way (including [[Biter]]s, [[Tank]]s, and the Player) so defense in transit is less important. However, enemies can attack and destroy rails, potentially stopping the train.&lt;br /&gt;
&lt;br /&gt;
[[Construction robot]]s are a good way to automatically repair damage at train stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Can now be colored.&lt;br /&gt;
* Trains are now regular size in horizontal and vertical orientations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Trains that are moving automatically cannot be rotated.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now show contents in tooltip.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Increased the crafting cost of the cargo wagon and locomotive.&lt;br /&gt;
* Removing and merging the locomotive of a train without any additional locomotives doesn&#039;t clear the schedule anymore.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Copy paste can now be used for train schedules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* Now recalculates path on rotation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Backer names are used for locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Recipe change}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Train can find the path backward when it has locomotives in the back&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Locomotive + wagon + rails are more expensive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Locomotive uses fuel.&lt;br /&gt;
* Locomotive and Car are minable&lt;br /&gt;
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Now shows health bar below locomotive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Now emits light if active.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Vehicle/Train/Refueling]] for more details on fueling a train.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]] for more details on driving.&lt;br /&gt;
* [[Railway/Automated transport]] for directions on setting up automated trains.&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
{{C|Vehicle}}&lt;br /&gt;
[[Category:Railway network]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_chain_signal&amp;diff=132492</id>
		<title>Rail chain signal</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_chain_signal&amp;diff=132492"/>
		<updated>2016-11-13T09:42:32Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Rail chain signal/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rail chain signals&#039;&#039;&#039; are used for automated transportation on a [[railway network]]. With rail signals it is possible to use multiple trains on a single track.&lt;br /&gt;
&lt;br /&gt;
== Basic ==&lt;br /&gt;
* The best prerequisite to understand chain signals is to understand [[Railway/Signal/Block signal|block signals]].&lt;br /&gt;
* Rail chain signals are placed like block signals at the right side of a [[Railway#Rail Glossar|segment]].&lt;br /&gt;
* They work similar to pre-signals in OpenTTD.&lt;br /&gt;
&lt;br /&gt;
== Definition ==&lt;br /&gt;
While normal signal prevents train from entering the occupied block, chain signal prevents train from entering the block also when the exit isn&#039;t free. When more exits exist, the one relevant to the train path is taken into account.&lt;br /&gt;
&lt;br /&gt;
== Usage examples ==&lt;br /&gt;
&#039;&#039;&#039;Regular signal compared to a chain signal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a regular signal, the block it guards is empty, so the train can go there.&lt;br /&gt;
&lt;br /&gt;
[[File:Fff-81-regular-signals.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chain signal with one exit doesn&#039;t allow the train to enter the block, as the exit is occupied.&lt;br /&gt;
&lt;br /&gt;
[[File:Fff-81-chain-signal-basic.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simple example with practical usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chain signal prevents the train from blocking the other route while waiting.&lt;br /&gt;
&lt;br /&gt;
[[File:Fff-81-chain-signal-guards-crossroad.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double crossing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Double crossings are the cause of train jams often, as trains tend to get blocked in the middle of the crossing. It can even cause total deadlock, which require manual intervention to fix the problem. With chain signals, the non-blocking rails are still separated, but trains won&#039;t stay in the middle of the crossing.&lt;br /&gt;
&lt;br /&gt;
[[File:Fff-81-double-crossroad.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadlock prevention&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the typical situation with train deadlock problem is the usage of single train line for both direction with occasional bypasses. The example of the blocked situation with regular signals.&lt;br /&gt;
&lt;br /&gt;
[[File:Fff-81-train-deadlock.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With chain signals, this problem can be totally avoided by preventing the train from going to the shared section unless it can exit it.&lt;br /&gt;
&lt;br /&gt;
[[File:Fff-81-chain-signal-prevents-deadlock.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
Some good pictures are at the [http://www.factorio.com/blog/post/fff-81 Friday Facts #81] page.&lt;br /&gt;
&lt;br /&gt;
* If the chain signal has only one exit, it doesn&#039;t allow the train to enter it&#039;s block, if the exit block (which has a [[Railway/Signal/Block signal|block signal]]) is occupied.&lt;br /&gt;
* If in the block of the chain signal is a crossing, trains that cross the block can pass it, because a train waits before the chain signal, if the exit block isn&#039;t free.&lt;br /&gt;
* If there are more than one chain signal blocks before a regular block, a train waits before the first chain signal if the regular block isn&#039;t free.&lt;br /&gt;
&lt;br /&gt;
* If a chain signal switches to green, all exits are free.&lt;br /&gt;
* If it switches to blue, at least one exit is free.&lt;br /&gt;
* If it switches to red, no exit is free.&lt;br /&gt;
* If it switches to yellow, the block is reserved for a train and the signals of intersection blocks switch to red (like regular signal).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Railway/Signal/Tutorial]]&lt;br /&gt;
* [[Rail signal]]&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Railway network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_signal&amp;diff=132491</id>
		<title>Rail signal</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_signal&amp;diff=132491"/>
		<updated>2016-11-13T09:41:09Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{:Rail_signal/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rail signals&#039;&#039;&#039; are used for automated transportation on a [[railway network]]. With rail signals it is possible to use multiple trains on a single track.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
[[File:Rail blocks.jpg|thumb|300px|A south-bound train line branching off in three directions. Each [[rail signal]] (highlighted red) divides the track into a new block (various colors).]]&lt;br /&gt;
* Place a [[Rail signal]] at the &#039;&#039;&#039;right side&#039;&#039;&#039; of a segment.&lt;br /&gt;
* Imagine this signal as a &amp;quot;cut&amp;quot; into the rails which splits the segments before and after this signal in two &amp;quot;blocks&amp;quot;.&lt;br /&gt;
* If a train stands in any part of a block, the signal &#039;&#039;&#039;before&#039;&#039;&#039; this block is red.&lt;br /&gt;
* No other element can do this cut, which means, that all switches, crossings and so on are part of this block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pictures say more than thousands words: [http://imgur.com/a/zG13U#0 A guide on how to place signals].&lt;br /&gt;
&lt;br /&gt;
== The model railway understanding ==&lt;br /&gt;
&lt;br /&gt;
Imagine that block signals works like in a &#039;&#039;&#039;model railway&#039;&#039;&#039;. The basics of this principle is as follows:&lt;br /&gt;
&lt;br /&gt;
* The rails (left and right) can conduct electrical current (they are made out of steel).&lt;br /&gt;
* The train connects the left and right rail of a railway and works so as a conductor between the left and right rail.&lt;br /&gt;
* The signal puts a small current into one rail.&lt;br /&gt;
* If the train stands on the rail this voltage is also on the other rail. There is a connection between left and right rail.&lt;br /&gt;
* Can also be imagined that a small amount of electricity flows.&lt;br /&gt;
* The signal knows then: &amp;quot;Train on my block&amp;quot; and the signal goes &#039;&#039;&#039;red&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Now again to the definition of a block and segment:&lt;br /&gt;
&lt;br /&gt;
* Segment: a single path of continuous track, a track between intersections or switches. You can see the number of the current segment when hovering the segment.&lt;br /&gt;
* Block: a set of segments (or one segment). Every connected segment belongs to one block, no matter if a train can drive on it or not, and no matter, if it can be driven only in one direction (for example a joining switch: the other segment of the switch belongs to the same block!). You can see the current block numbers of a rail piece in the info section. &lt;br /&gt;
&lt;br /&gt;
Going back to the model railway example, this means:&lt;br /&gt;
&lt;br /&gt;
* Every signal makes a &amp;quot;cut&amp;quot; into the rails.&lt;br /&gt;
* This cut splits one segment into two.&lt;br /&gt;
* And this stops also the electricity from flowing from block to block. In other words: &#039;&#039;&#039;Only segments inside a block are &amp;quot;connected&amp;quot;&#039;&#039;&#039;. The electricity can flow into every segment of the block, but not in any other segment/block.&lt;br /&gt;
* This is also true, &#039;&#039;&#039;even if the train could not reach this segment, because it is in the wrong direction!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In other words: If there is no signal, then the segments are connected. Only signals split that connection!&lt;br /&gt;
&lt;br /&gt;
== Other mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Yellow lamp ===&lt;br /&gt;
&lt;br /&gt;
The signal looks into it&#039;s forward direction (the next block). If there is a connection (a train on it!) then it switches to red.&lt;br /&gt;
&lt;br /&gt;
This is how it switches to yellow:&lt;br /&gt;
* The train needs some distance to stop. You can see this distance by going into the [[Debug mode]] and turn on &amp;quot;show_train_stop_point&amp;quot;. You see: With increasing speed, this distance gets longer.&lt;br /&gt;
** All signals in the direction of the train path within this distance are switches to yellow (first come, first serve)&lt;br /&gt;
** Yellow signals &amp;quot;connect&amp;quot; the two sides of the track, exactly like, if there is a train on it.&lt;br /&gt;
** That switches all other &#039;&#039;&#039;incoming signals&#039;&#039;&#039; into that block to red...&lt;br /&gt;
&lt;br /&gt;
=== Pass-by stations ===&lt;br /&gt;
&lt;br /&gt;
* To enable more traffic on a long single-track, you need to create pass-by stations: Split the one-way track into a two-way track for the minimum length of the longest train. One way signals route the trains on one track per direction. For each track one-way-signals must be placed at the begin and end of each of the two pass-by-tracks.&lt;br /&gt;
* If you have enough pass-by-stations, you can connect them and have a two-way-track.&lt;br /&gt;
* Don&#039;t forget to leave a space of one track (~2 tiles) between parallel tracks. This will allow merging the tracks together if necessary. &lt;br /&gt;
&lt;br /&gt;
=== Circuit control ===&lt;br /&gt;
&lt;br /&gt;
The [[circuit network]] can be used to control switches, by disabling and enabling them. Trains will not pass through a disabled signal.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Rail chain signal]]&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
* [[Train]]&lt;br /&gt;
&lt;br /&gt;
=== External info ===&lt;br /&gt;
&lt;br /&gt;
Some other games and real life have similar train mechanics to factorio, studying these may help when understanding trains.&lt;br /&gt;
&lt;br /&gt;
* You can refer directly to the [http://wiki.openttd.org/Signals#Block_signals Block Signals in OpenTTD].&lt;br /&gt;
* A [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 good explanation] about what blocks are.&lt;br /&gt;
* And in [http://en.wikipedia.org/wiki/Railway_signalling#Block_signalling Wikipedia].&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Railway network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=132490</id>
		<title>Train stop</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=132490"/>
		<updated>2016-11-13T09:36:56Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Train stop/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Train stops&#039;&#039;&#039; are used to automate item transportation by trains by providing nameable locations for trains to travel to.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a [[train]]&#039;s GUI. This can be used to create loading and unloading stations for trains.&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
&lt;br /&gt;
=== Map marker ===&lt;br /&gt;
&lt;br /&gt;
Train stops can be used to mark locations on the map for visibility. To do this, place a section of [[rail]], then place a train stop on the rail. Rename the train stop to what the marker should read, then remove the rail. The train stop marker will appear on the minimap and full map.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New graphics&lt;br /&gt;
* Placement indicator&lt;br /&gt;
* Indicator of train position when stopped at station on hover.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Station names can now be changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Show the direction of incoming trains when being built.&lt;br /&gt;
* Multiple train stops for each train station.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Cannot be rotated after building.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
* [[Diesel locomotive]]&lt;br /&gt;
* [[Train]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Railway network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail&amp;diff=132489</id>
		<title>Rail</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail&amp;diff=132489"/>
		<updated>2016-11-13T09:34:49Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: Optimal time/item usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Rail/infobox}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Straight rail&#039;&#039;&#039; element is used for building a track for [[Diesel_locomotive|trains]] in a [[Railway network]]. Rotation enables building of horizontal, vertical and diagonal tracks.&lt;br /&gt;
&lt;br /&gt;
Optimal time/item usage: 1 [[Iron stick]] factory &amp;amp;rarr; 2 [[Rail]] factories.&lt;br /&gt;
&lt;br /&gt;
As of 0.13, the [[rail planner]] can be used to automatically place rails. See the page for more info.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Diesel locomotive]]&lt;br /&gt;
* [[Rail planner]]&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Railway network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail&amp;diff=132488</id>
		<title>Rail</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail&amp;diff=132488"/>
		<updated>2016-11-13T09:30:35Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Rail/infobox}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Straight rail&#039;&#039;&#039; element is used for building a track for [[Diesel_locomotive|trains]] in a [[Railway network]]. Rotation enables building of horizontal, vertical and diagonal tracks.&lt;br /&gt;
&lt;br /&gt;
Optimal time/item usage: 1 [[Iron stick]] factory &amp;amp;rarr; 4 [[Straight rail]] factories.&lt;br /&gt;
&lt;br /&gt;
As of 0.13, the [[rail planner]] can be used to automatically place rails. See the page for more info.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Diesel locomotive]]&lt;br /&gt;
* [[Rail planner]]&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Railway network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=132487</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=132487"/>
		<updated>2016-11-13T09:26:07Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from, and insert items into machines or storage devices. There are seven types of inserters, all requiring electricity to run (except the Burner Inserter, which burns [[Fuel|fuel]]).&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
&lt;br /&gt;
* [[Burner inserter]] - The only [[fuel]]-powered inserter.&lt;br /&gt;
* [[Inserter]] - The standard yellow electrical inserter.&lt;br /&gt;
* [[Fast inserter]] - The much faster blue inserter.&lt;br /&gt;
* [[Long handed inserter]] - Capable of inserting and removing from a greater range.&lt;br /&gt;
* [[Filter inserter]] - Purple inserter used for filtering.&lt;br /&gt;
* [[Stack inserter]] - New inserter available with V0.13, allows much greater throughput.&lt;br /&gt;
* [[Stack filter inserter]] - A filtered version of the Stack inserter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Pick up&#039;&#039;&#039; [[Items]] off the ground, off of a [[Transport belts|Transport belt]], or from any object that has storage space, including [[Storages/Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* &#039;&#039;&#039;Place&#039;&#039;&#039; the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Inserters can place items on all types of conveyor belts.&lt;br /&gt;
* Try to pick up items from all types of belts (as of v0.12 there is no limitation anymore).&lt;br /&gt;
* Inserters will run at slower speeds when starved for energy.&lt;br /&gt;
&lt;br /&gt;
Inserters will &#039;&#039;&#039;not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the connected entity.&lt;br /&gt;
* Pick up items into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into a stack limited inventory, beyond the stack limit (red slots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inserters act differently depending on what they are moving items to/into so as not to monopolize all of the items being picked up. This allows other machines and inserters on the same transport belt to pick up a share of the items. If two inserters are picking up from the same tile, the first placed inserter has priority.&lt;br /&gt;
&lt;br /&gt;
==Insertion limits==&lt;br /&gt;
Inserters will stop inserting items into certain buildings if they already have enough of that item. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. When the fuel drops below 5 items, the inserter will continue to insert more fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
This is to allow for all machines to receive their share of items. The common limits on insertion are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Inserter limit !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[Burner inserter]]s, [[Furnace]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10 || Since v0.8.4. Allows for 100 shots before depleting.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of items needed for one research point ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that takes items from an object containing [[Storage/Stack|stacks]] of items (such as a chest) can overfill the target building due to the [[Inserter item stack size bonus]] research. Overfilling can also happen if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
==Inserters and transport belt interaction ==&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt. Which side they place it on depends on the orientation of the inserter and the belt, as described below.&lt;br /&gt;
&lt;br /&gt;
: [[File:PlaceOnFarSide.gif|left]]&lt;br /&gt;
* Inserters will &#039;&#039;&#039;always&#039;&#039;&#039; place the item on the furthest lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:TakeFromNearSide.gif|left]]&lt;br /&gt;
* Inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnRightSide.gif|left]]&lt;br /&gt;
* If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnInsideOfCorner.gif|left]]&lt;br /&gt;
* If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential issues ==&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly. ([[Inserter|basic inserters]] cannot pick up from [[express transport belt]] for example)&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the far side.&lt;br /&gt;
&lt;br /&gt;
==Inserter Item Stack Size Bonus==&lt;br /&gt;
&lt;br /&gt;
If an inserter moves items from inventory to inventory (for example from an assembler into a chest), or (as of v0.13) from an inventory to a belt, it is able to transport more items at once. The secret behind this is the [[Inserter item stack size bonus]] research.&lt;br /&gt;
&lt;br /&gt;
==Power usage==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every movement&lt;br /&gt;
* The [[Burner inserter]] does not drain energy when idle, but uses more energy when it is active. It is quite useful for situations where the inserter does not need to move very often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inserter speed==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;MAINTAINER NOTE: The below info (up to [[Inserters#Rotation_speed|Rotation speed]]) has not been updated to reflect v0.13. Values will likely not be correct, and must be re-tested.&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.01&amp;lt;br/&amp;gt;0.02 || 0.6&amp;lt;br/&amp;gt;1.2 || 1.667&amp;lt;br/&amp;gt;0.833&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.84&amp;lt;br/&amp;gt;1.8 || 1.191&amp;lt;br/&amp;gt;0.56&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.04 || 1.2&amp;lt;br/&amp;gt;2.4 || 0.833&amp;lt;br/&amp;gt;0.416&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|smart-inserter|Smart inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt.&lt;br /&gt;
&lt;br /&gt;
This effect is also important for [[Railway network/Train station|Train stations]], when unloading items from wagons, because the inserter needs to stretch out to the center of a wagon, which is some tiles long and leads to visible slower speed.&lt;br /&gt;
&lt;br /&gt;
The extension speed is especially important for [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=9244 train unloading].&lt;br /&gt;
&lt;br /&gt;
==Inserter throughput==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;MAINTAINER NOTE: The below info (up to [[Inserters#See_also|See also]]) has not been updated to reflect v0.13. Values may not be correct, and should be re-tested.&#039;&#039;&#039; &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For an inserter removing items from a chest and placing them on a straight, empty belt ([https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=23409 experimentally measured to ±0.004], valid at least thru 0.12.33):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Items per [[Game-second]]&amp;lt;br/&amp;gt;Inserter facing East/West/South&lt;br /&gt;
! Items per Game-second&amp;lt;br/&amp;gt;Inserter facing North&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.588 || 0.579&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.831 || 0.820&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.153 || 1.129&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}} || 2.306 || 2.220&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|smart-inserter|Smart inserter}} || 2.306 || 2.220&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Actual rates may vary for different types of transfers (see also the note about inserter paths in the inserter speed section above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5253 Inserter Power Efficiency]: Movements per energy and exact power usage numbers. See also [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6258 this thread], where energy per movement is explained.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5400 Small Inserter Test]: Comparison if energy usage per item.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5524 Inserter heartbeats]: In some situations it is not possible to calculate the needed power usage.&lt;br /&gt;
===Special behavior===&lt;br /&gt;
* [[Inserters/Interaction with other Entities]]&lt;br /&gt;
* [[Inserter item stack size bonus]]: Inserter moves more than an item per turn.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=2640 Pick up only if everything else is full]&lt;br /&gt;
* [[Inserter experiments]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=1929#p13876|| Use inserters instead of belts]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pump&amp;diff=132486</id>
		<title>Pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pump&amp;diff=132486"/>
		<updated>2016-11-13T09:09:59Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Small pump/infobox}}&lt;br /&gt;
A &#039;&#039;&#039;Small Pump&#039;&#039;&#039; (when powered) moves fluids from its input to its output and (regardless of power) prevents the opposite from happening. This happens even if the pressure of input is much lower than the pressure of output (although speed may be affected). Note that the pump can&#039;t mix different kinds of liquids.&lt;br /&gt;
&lt;br /&gt;
The small pump can be seen as the inserter for liquids.&lt;br /&gt;
&lt;br /&gt;
== Throughput (needed number of pumps) ==&lt;br /&gt;
&lt;br /&gt;
The throughput depends on the pressure difference between input and output.&lt;br /&gt;
&lt;br /&gt;
In the worst case (no input pressure, max output pressure) you need 5, better 6 small pumps, [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6066 to fill a pipe to its max throughput].&lt;br /&gt;
&lt;br /&gt;
== Using as Valve ==&lt;br /&gt;
&lt;br /&gt;
The small pump works as a valve:&lt;br /&gt;
&lt;br /&gt;
* When powered, the small pump will let liquids through, but only in its set direction. The throughput depends on the pressure, see above.&lt;br /&gt;
: Tip: You can just rotate the pump to &amp;quot;switch a pipe off&amp;quot;. This is sometimes handy.&lt;br /&gt;
* If unpowered, the small pump doesn&#039;t let anything through.&lt;br /&gt;
: This can be used to [[Automatic control|control]] some parts of your factory (but currently it is very complicated). &lt;br /&gt;
&lt;br /&gt;
An example, which uses some useful properties of the pump, can be found [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3724 on the forums].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Copy pasting now works for small pumps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now connectible to the [[circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Changed collision box logic}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6066 Long distance pipes and pumps]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=7370 Controlling liquid consumption priority]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pipe_to_ground&amp;diff=132485</id>
		<title>Pipe to ground</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pipe_to_ground&amp;diff=132485"/>
		<updated>2016-11-13T09:08:54Z</updated>

		<summary type="html">&lt;p&gt;EmptyRøv: New navigation organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{:Pipe to ground/infobox}}&lt;br /&gt;
The pipe-to-ground is a distribution method for [[Liquid network|liquids and gases]]. Since a basic [[pipe]] is impassable, these are necessary to keep the factory open, as well as to cross resource lines.&lt;br /&gt;
&lt;br /&gt;
Only one fluid can be inside a pipe-to-ground at one time. Trying to mix two fluids can destroy one of the fluids. Read more on [[Liquid network#Mechanics|liquid mechanics]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The maximum gap that can be spanned between one pair of ground pipes is 9 squares.&lt;br /&gt;
* Pipe-to-ground stores less liquid than basic pipes.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>EmptyRøv</name></author>
	</entry>
</feed>