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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gergely</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=Gergely"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Gergely"/>
	<updated>2026-04-23T08:16:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Agricultural_science_pack_(research)&amp;diff=214734</id>
		<title>Infobox:Agricultural science pack (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Agricultural_science_pack_(research)&amp;diff=214734"/>
		<updated>2025-06-23T08:12:23Z</updated>

		<summary type="html">&lt;p&gt;Gergely: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|space-age = yes&lt;br /&gt;
|category = Technology&lt;br /&gt;
|prototype-type = technology&lt;br /&gt;
|internal-name = agricultural-science-pack&lt;br /&gt;
|required-technologies = Bioflux processing + Bacteria cultivation + Artificial soil&lt;br /&gt;
|technology-trigger = craft-item: bioflux, 100&lt;br /&gt;
|effects = Agricultural science pack&lt;br /&gt;
|allows = Advanced asteroid processing + Captivity + Efficiency module 3 + Health, 1 + Carbon fiber + Plastic bar productivity, 1 + Epic quality + Refined flammables, 7 + Rocket fuel productivity, 1 + Stronger explosives, 7 + Tree seeding&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Arithmetic_combinator&amp;diff=213702</id>
		<title>Arithmetic combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Arithmetic_combinator&amp;diff=213702"/>
		<updated>2025-05-04T13:34:16Z</updated>

		<summary type="html">&lt;p&gt;Gergely: Removed outdated information about always summing input wires, added information about selecting input wires&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Arithmetic combinator}}&lt;br /&gt;
The &#039;&#039;&#039;arithmetic combinator&#039;&#039;&#039; is part of the [[circuit network]] and one of four types of combinators available in the game (along with the [[constant combinator]], [[decider combinator]], and [[selector combinator]]). Each arithmetic combinator can perform any one of the following mathematical operations on signals, and will show the corresponding symbol on its top:&lt;br /&gt;
&lt;br /&gt;
[[File:arith_combinator_anim.png]]&lt;br /&gt;
&lt;br /&gt;
* addition (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;)&lt;br /&gt;
* subtraction (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;−&amp;lt;/span&amp;gt;)&lt;br /&gt;
* multiplication (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt;)&lt;br /&gt;
* division (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;/&amp;lt;/span&amp;gt;)&lt;br /&gt;
* modulo (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;%&amp;lt;/span&amp;gt;)&lt;br /&gt;
* exponentiation (&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;^&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bit shift left (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;&amp;lt;&amp;lt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bit shift right (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;&amp;gt;&amp;gt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bitwise AND (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;&amp;amp;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bitwise OR (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;|&amp;lt;/span&amp;gt;)&lt;br /&gt;
* bitwise XOR (&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;^&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
The arithmetic combinator accepts two input connections (red and green wires), and sends its output to both output connections. The input wires connect to the nubs on the left side of the sprite in the sidebar, while the outputs connect to the right side.&lt;br /&gt;
&lt;br /&gt;
[[File:Arithmetic_combinator_gui.png|350px|GUI of the Arithmetic Combinator.]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The operands can be any single signal or a constant value. Up to one of the operands can be the [[Virtual signals#Each|&#039;&#039;each&#039;&#039; virtual signal]]. For each signal operand, the input wires can be selected. If both wires are selected, the inputs are summed.&lt;br /&gt;
&lt;br /&gt;
If neither operand is the &#039;&#039;each&#039;&#039; signal, the output must be a single signal. The operation is performed on the values of the chosen left and right signals, and the result is sent to the output on the specified signal.&lt;br /&gt;
&lt;br /&gt;
If one operand is the &#039;&#039;each&#039;&#039; signal, then the output can be a single signal or the &#039;&#039;each&#039;&#039; signal. If the output is the &#039;&#039;each&#039;&#039; signal, then the operation is performed individually on the value of each input signal along with the value of the other operand, and each result is sent to the output on the same signal. If the output is a single signal, the operation is done on each of the input signals, the individual results are all added together, and that result is sent to the output on the specified signal.&lt;br /&gt;
&lt;br /&gt;
== Notes on operations ==&lt;br /&gt;
When using &#039;&#039;&#039;division&#039;&#039;&#039;, the result is truncated:&lt;br /&gt;
* 21 / 10 = 2&lt;br /&gt;
* 19 / 10 = 1&lt;br /&gt;
* −21 / 10 = −2&lt;br /&gt;
* −19 / 10 = −1&lt;br /&gt;
* 21 / −10 = −2&lt;br /&gt;
* 19 / −10 = −1&lt;br /&gt;
* −21 / −10 = 2&lt;br /&gt;
* −19 / −10 = 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modulo&#039;&#039;&#039;, indicated using % as it is in most programming languages, is the remainder after division. For example, 13 % 3 is 1 (13 = 4 * 3 + 1). This can, for example, be combined with truncated division as described above to separate out individual digits of a number for use in building visual indicators:&lt;br /&gt;
* (24321 / 10000) % 10  = 2&lt;br /&gt;
* (24321 / 1000) % 10  = 4&lt;br /&gt;
* (24321 / 100) % 10  = 3&lt;br /&gt;
* (24321 / 10) % 10  = 2&lt;br /&gt;
* (24321 / 1) % 10  = 1&lt;br /&gt;
&lt;br /&gt;
Negating the left operand of a modulo negates the result, while negating the right operand does nothing:&lt;br /&gt;
* 13 % 3 = 1&lt;br /&gt;
* 13 % −3 = 1&lt;br /&gt;
* −13 % 3 = −1&lt;br /&gt;
* −13 % −3 = −1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bit shift right&#039;&#039;&#039; and &#039;&#039;&#039;Bit shift left&#039;&#039;&#039; deal with numbers in the [[:Wikipedia:Binary_number|binary]] representation. The 0&#039;s and 1&#039;s that make up a number are shifted in the specified direction which can result in a completely different number, due to the change in the binary value. The shift performed is called arithmetic shift, because it preserves the sign bit on bit shift right.&lt;br /&gt;
If shifting left, a 0 is inserted into the least significant bit (LSB), and the bit in the most significant bit (MSB) is lost.&lt;br /&gt;
If shifting right and the number is positive (MSB=0), a 0 is inserted into the MSB and the bit in the LSB is lost.&lt;br /&gt;
If shifting right and the number is negative (MSB=1), a 1 is inserted into the MSB to keep the sign and the bit in the LSB is lost.&lt;br /&gt;
[[File:Bitshiftleft.png|none|thumb|200px|Example of a &#039;bit shift left&#039;.]] [[File:BitshiftRightZero.png|none|thumb|200px|Example of a &#039;bit shift right (positive number)&#039;.]] [[File:BitshiftRightOne.png|none|thumb|200px|Example of a &#039;bit shift right (negative number)&#039;.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Received a UI overhaul.&lt;br /&gt;
** Now displays input signals when configuring combinators.&lt;br /&gt;
** Signals used by combinators can now be filtered between red, green, or both.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected wires are highlighted when hovering over a combinator connected to the [[circuit network]].&lt;br /&gt;
* Combinators show input and output in alt mode.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* Decider combinator &amp;quot;input count&amp;quot; option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition.&lt;br /&gt;
* New combinator graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Combinators now emit light.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Combinators no longer turn off when no wires are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Decider combinator]]&lt;br /&gt;
*[[Selector combinator]]&lt;br /&gt;
*[[Constant combinator]]&lt;br /&gt;
*[[Tutorial:Combinator tutorial|Combinator tutorial]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
*[[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=213701</id>
		<title>Decider combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=213701"/>
		<updated>2025-05-04T13:27:59Z</updated>

		<summary type="html">&lt;p&gt;Gergely: Progress towards updating the page to reflect the current behavior of decider combinators&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Decider combinator}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;decider combinator&#039;&#039;&#039; is part of the circuit network and one of four types of combinators available in the game (with the other three being the [[constant combinator]], [[arithmetic combinator]], and [[selector combinator]]). It is used to make comparisons of signals on the network.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The decider combinator allows specifying a list of conditions on the left side of the GUI and a list of outputs on the right side of the GUI. Generally whenever the conditions are satisfied the outputs are activated.&lt;br /&gt;
&lt;br /&gt;
A condition consists of a &amp;quot;first&amp;quot; input signal, a comparison (&amp;gt;, &amp;lt;, =, &amp;gt;=, &amp;lt;=, !=), and a &amp;quot;second&amp;quot; input signal or constant. Additionally, for each input signal the input wires to read the signal from can be specified. If both red and green are checked, the input values are summed.&lt;br /&gt;
&lt;br /&gt;
If more than one condition is added, it is possible to change the connection of those using the logical operators AND and OR. An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.&lt;br /&gt;
&lt;br /&gt;
Each output has the option to specify a constant value, or to take the input count from specified wires. If both red and green are checked, the input values are summed.&lt;br /&gt;
&lt;br /&gt;
The decider combinator can handle [[Circuit network#Logic signals|logic signals]]. &amp;lt;span id=&amp;quot;output table&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;The following table shows how different combinations of logic signals can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Different output results when the conditions pass&lt;br /&gt;
|-&lt;br /&gt;
! align=right | Input&amp;amp;nbsp;→&lt;br /&gt;
!! rowspan=2 | No &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt; condition&lt;br /&gt;
!! rowspan=2 | &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt; condition present&lt;br /&gt;
|-&lt;br /&gt;
! align=left | ↓&amp;amp;nbsp;Output&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&lt;br /&gt;
| Evaluated on every signal that has a non-zero sum on the selected wires&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&lt;br /&gt;
| Evaluated on one signal that has a non-zero sum on the selected wires&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Evaluated on one signal that passes the &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt; conditions&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Evaluated on &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt; passing signal&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align: left&amp;quot;| Specific signal&lt;br /&gt;
| Evaluated on the specified signal&lt;br /&gt;
| Evaluated on &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt; passing signal, but the results are output on the specified signal instead&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; wires can be selected even if a constant value is specified&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;
{{history|2.0.36|&lt;br /&gt;
* Decider combinator output constant can be changed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Received a UI overhaul.&lt;br /&gt;
** Now displays input signals when configuring combinators.&lt;br /&gt;
** Signals used by combinators can now be filtered between red, green, or both.&lt;br /&gt;
** Multiple and/or operations can be performed in a single decider combinator.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|1.1.13|&lt;br /&gt;
* Decider combinator can output an Anything signal, which returns exactly one matching signal.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* 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;
* [[Selector combinator]]&lt;br /&gt;
* [[Tutorial:Combinator tutorial|Combinator tutorial]] (description of combinator logic gates)&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=213535</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=213535"/>
		<updated>2025-04-25T14:27:14Z</updated>

		<summary type="html">&lt;p&gt;Gergely: Clarified assembling machine circuit control a tiny bit. (Is &amp;quot;control recipe&amp;quot; a thing?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: need signal icons D, P, V. Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Biochamber|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine has fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of the set recipe &lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes productivity crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All crafting machines can enable on a condition and set their recipe based on a signal &lt;br /&gt;
||&lt;br /&gt;
|-  &lt;br /&gt;
| {{Icon|Stone furnace}} {{Icon|Steel furnace}} {{Icon|Electric furnace}} {{Icon|Recycler}} || [[Furnace]]s and the [[Recycler]]{{SA}} || Furnace-style crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, but not fuel, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine requires fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of automatically determined recipe&lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes productivity crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All furnace-style crafting machines can enable on a condition&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Wooden chest}} {{Icon|Iron chest||Iron chest}} {{Icon|Steel chest||Steel chest}} || [[Chests]] || Can send its content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = Signal &#039;&#039;V&#039;&#039;&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = Signal &#039;&#039;D&#039;&#039;&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} {{Icon|Buffer chest}} {{Icon|Storage chest}} {{Icon|Passive provider chest}} {{Icon|Active provider chest}} || [[Requester chest]], [[Buffer chest]], [[Storage chest]], [[Passive provider chest]], [[Active provider chest]] || Can send its contents to the circuit network. || Buffer and requester chests can have their requested items set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Can be enabled/disabled via a circuit network condition. When disabled, chests that provide items to the logistics network no longer provide those items. When disabled, chests that request items from the logistics network no longer request those items.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|16px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]][[File:Signal-Blue.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || &lt;br /&gt;
Train stops can output:&lt;br /&gt;
* The contents, except fuel, of a stopped train&lt;br /&gt;
** Any fluid amounts are rounded down to the nearest full number, except when the fluid is &amp;lt; 1, then it is rounded to 1.&lt;br /&gt;
* The unique Train ID of a stopped train, defaulting to [[File:Signal-T.png|16px]]&lt;br /&gt;
* The number of trains en-route to the current stop, including the currently stopped train, defaulting to [[File:Signal-C.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
* Send the signal to the train, to use in wait conditions&lt;br /&gt;
* Enable the stop on a condition&lt;br /&gt;
** Disabled stops act as if their train limit = 0. Trains attempting to go here will enter the &amp;quot;Destination Full&amp;quot; state.&lt;br /&gt;
* Set the stop&#039;s train limit to the value of a control signal, defaulting to [[File:Signal-L.png|16px]]&lt;br /&gt;
* Set the stop&#039;s priority to the value of a control signal, defaulting to &amp;quot;P&amp;quot;&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] || Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 20 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 20 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:Virtual_Signals_dialog_box.png|thumb|Some of the Virtual Signals available for use in the circuit network in the base game]]&lt;br /&gt;
Virtual signals are special signals that do not correspond to game items or fluids. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
There are 177 virtual signals available (or 241 in [[Space Age]]{{SA}}) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines &amp;amp; arrows, information icons, every [[enemies|enemy]] variant, environmental features, and the signal for the planet [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Additionally, if the &amp;quot;Show parameters in selection lists&amp;quot; option is enabled under game Settings &amp;gt; Interface &amp;gt; Interaction, the Unsorted tab receives 10 special purple &amp;quot;parameter&amp;quot; icons which can be used for blueprint [[Blueprint#Parameterisation|parameterisation]].&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]]. A signal is present if it is nonzero, so &amp;quot;Everything ≠ 0&amp;quot; is always true.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]]. A signal is present if it is nonzero, so &amp;quot;Anything = 0&amp;quot; is always false.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precendence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper plate&amp;quot; and &amp;quot;iron plate&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is &#039;&#039;not&#039;&#039; implicitly excluded. So if you have e.g. &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; then you will also get &#039;&#039;X&#039;&#039; multiplied with itself in the output.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If you have a [[decider combinator|decider]] condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower{{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.35|&lt;br /&gt;
* Furnaces can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.34|&lt;br /&gt;
* Extended the virtual signals, and unified/changed graphics of some of the existing ones.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Added selector combinator. It allows to select one of the signals, or the signal count from an input.&lt;br /&gt;
* Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network.&lt;br /&gt;
* Added editable description to combinator entities.&lt;br /&gt;
* Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.&lt;br /&gt;
* Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.&lt;br /&gt;
* Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Glossary&amp;diff=207114</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Glossary&amp;diff=207114"/>
		<updated>2024-11-26T18:54:43Z</updated>

		<summary type="html">&lt;p&gt;Gergely: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This page acts as a general glossary of all terms used in Factorio and its community. We recommend searching the page with {{keybinding|CTRL|F}} to find specific terms. The page is also organized alphabetically.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can click a letter below to be taken to that letter in the list, if you wish to search manually.&lt;br /&gt;
&lt;br /&gt;
[[##|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
&lt;br /&gt;
== # ==&lt;br /&gt;
&lt;br /&gt;
;1-1, 1-2-1, 2-4, 4-8-4 and similar : A somewhat ambiguous shorthand notation for train configurations. The first number is usually the number of locomotives at the head of the train, followed by the number of cargo wagons or fluid wagons, and optionally followed by the number of tail locomotives if it&#039;s a double-headed train. In general, the smaller numbers are the number of locomotives.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
&lt;br /&gt;
; AP : Armor piercing, refers to [[piercing rounds magazine]].&lt;br /&gt;
;Ammo : Ammunition, used for guns/rocket launchers/turrets, etc.&lt;br /&gt;
;Angel&#039;s mods : A term referring to the mods made by user &#039;&#039;Arch666Angel&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement Bob&#039;s mods.&lt;br /&gt;
;Angelbobs : A community term that means a game with both Angel&#039;s mods and Bob&#039;s mods installed.&lt;br /&gt;
;Assembler : Another word for an [[assembling machine]].&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
&lt;br /&gt;
;BP : Short for [[blueprint]].&lt;br /&gt;
;Backed-up : Refers to a machine having no output, and so the input channel fills up. Can also refer to belts being backlogged due to low consumption. This is not necessarily a bad thing.&lt;br /&gt;
;Backpressure : What a machine, usually a belt segment or inserter, experiences when delivery stalls because its target is backed up.&lt;br /&gt;
;Belt balancer : This is a belt setup that balances multiple belts to contain the same amount of resources, to maximize throughput. See [[balancers]].&lt;br /&gt;
;Belt compression : This term refers to ensuring that all items on a belt are right after each other, to ensure no space is wasted and highest throughput.&lt;br /&gt;
;Blackout : When your factory completely loses power. This typically happens at night when relying on solar+accumulator power, enemies destroying vital electric poles, or after a prolonged brownout when using electric mining drills and/or electric inserters (instead of their burner variants).&lt;br /&gt;
;Bob&#039;s mods : A term referring to the mods made by user &#039;&#039;bobingabout&#039;&#039;, a popular modder who makes extremely popular difficulty/complexity mods that complement Angel&#039;s mods.&lt;br /&gt;
;Bots : Shorthand version for [[construction robot]] or [[logistic robot]]. Sometimes also refers to the [[Combat_robot_capsules|combat robots]] created from capsules.&lt;br /&gt;
;Bottleneck : A term that means a single point where resources are constrained, such as a slow part of a belt that slows down everything.&lt;br /&gt;
;Braiding : The space-saving technique of alternating between two or more different underground belt types (basic, fast and express) in a straight line, one tile wide. The different types of underground belts don&#039;t interfere with each other, and inserters can interact with the belt entrance and exit entities.&lt;br /&gt;
;Brownout : When your factory&#039;s machines are running slower than normal because it&#039;s not generating enough electricity.&lt;br /&gt;
;Buffer: A place where a stockpile of items is stored to be available when the production stops. Typically a chest.&lt;br /&gt;
;Bus : Short for [[#M|main bus]].&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
;Capacity : Maximum amount of items/[[fluid system|fluids]] that can exist within something.&lt;br /&gt;
;Catchup : Period where a [[player]] joining a game is required to replay recent changes quickly, so they can be merged into the running game smoothly. Often happens on slow connections, or on servers with a lot going on.&lt;br /&gt;
;Chokepoint : Artificial or natural geography that funnels attackers into a narrow, movement-constricting area, making it more difficult for them to breach fortifications. Examples: peninsulas with narrow connections to the mainland, artificial land bridges to islands, nearby lakes, corridors through thick forests. Certain [[cliff]] formations can also present this issue.&lt;br /&gt;
;Coin : An item used in the Tight Spot campaign.&lt;br /&gt;
;Compression : Like Capacity but applies to belts only.&lt;br /&gt;
;Composter : A chest used to store [[Spoilage_mechanics|spoilable]] items with the intention of spoiling them.&lt;br /&gt;
;Contaminated : A belt with incorrect items on it (such as [[coal]] on an iron belt). Can also refer to [[pipe]]s with mixed liquids.&lt;br /&gt;
;Cracktorio : A community term referring to the addictive qualities of Factorio, jokingly comparing the game to crack cocaine.&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
;Daisy chaining : Some entities allow [[inserter]]s to insert and remove items from the same slots, including fuel in [[boiler]]s, ammo in [[gun turret]]s, science packs in [[lab]]s, [[module]]s in [[beacon]]s, robots in roboports, and any items in chests. &#039;Daisy chaining&#039; is a technique that makes use of this mechanic in order to supply some machines with consumables (i.e. fuel, ammo or science packs) without having to use belts. You simply chain multiple machines together with inserters that take the items out of the previous machine and insert them directly into the next. It&#039;s sometimes referred to as &#039;stealing&#039;, as in &#039;coal stealing&#039; or &#039;ammo stealing&#039;.&lt;br /&gt;
;Death world : A map generation configuration that results in a large quantity of [[enemies]], to increase the game&#039;s difficulty.&lt;br /&gt;
;Double header : This is a term that refers to a train with [[locomotive]]s on both ends, making the train capable of driving in both directions. Opposite of a single header, or standard train. A shorthand example could be: 1-2-1 (locomotive-carriage-carriage-locomotive) or 2-4-2.&lt;br /&gt;
;Dragon&#039;s teeth : A series of alternating stone wall pillars outside the main wall fortification with the purpose of delaying the biters from reaching the wall. [[Wikipedia:Dragon&#039;s_teeth_(fortification)|Dragon&#039;s teeth]] were first deployed in the Second World War to delay and channel armoured units into minefields and other defenses. Also used in the 1997 game [[Wikipedia:Total Annihilation|Total Annihilation]].&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
;Entity : Most things that can be manipulated in-game. Nearly everything in factorio is an entity. Any device, items, trees... Even the player is just an entity.&lt;br /&gt;
;Evolution : The development and growth of the native population. Over the course of a game, biters and spitters become bigger and more powerful. See [[Enemies#Evolution|evolution]].&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
;FFF : The weekly blog that the developers make to talk about the development of Factorio. Expanded, it is Factorio Friday Facts, posted every Friday.&lt;br /&gt;
;FPS : Visual rendering speed, &amp;quot;frames per second&amp;quot;. When this is reduced beneath 60, the game may stutter visually, jitter, or otherwise appear unstable. Low FPS will not necessarily result in low UPS, but they are loosely tied together.&lt;br /&gt;
;Factorissimo : A popular mod that allows for factories to be built within buildings added by the mod.&lt;br /&gt;
;[[Fuel]] : Refers to any burnable item that can be used to fuel burner devices, such as [[wood]], [[coal]], etc.&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
; GJ : Giga joule, a measurement of energy.&lt;br /&gt;
;Ghost : A translucent preview image that designates a position for the construction of an entity. [[Ghost]]s are created when you shift+click with an entity under your cursor, when you use the [[Rail_planner#Ghost_Planner|ghost rail planner]], when an entity is destroyed after you&#039;ve researched construction robotics, and when you place a blueprint. Construction robots automatically attempt to construct ghosts within their logistic or personal roboport network, and if unable will create an alert for missing construction materials.&lt;br /&gt;
;Gigabase : An even larger megabase, typically has SPM counts &amp;gt; 10k.&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
;Inventory : The ability for an entity to hold items within it. Almost all entities have inventories.&lt;br /&gt;
;Item : Items represent the un-built version of a machine, tools, intermediate products etc. Typically, items are found on belts, in the player&#039;s inventory, and inside machines. Items can be provided to recipes to create other items.&lt;br /&gt;
;Item explosion : A phenomenon when a lot of items are spilled on the ground in a square-like fashion. Usually due to accidentally removing power armor when having a full inventory.&lt;br /&gt;
;Item request slot : A special request slot for machines with module slots that allows them to request the modules in the blueprint from which they were constructed. The deconstruction planner has a filter for canceling these requests.&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
&lt;br /&gt;
; kJ : Kilojoule, a measurement of energy.&lt;br /&gt;
;Kovarex : The founding father of Factorio and where [[kovarex enrichment process]] gets its name from.&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
;Lane : One side of a transport belt.  Each belt has two lanes.&lt;br /&gt;
;Lane balancer : This is a belt setup that balances the two lanes on a belt to be equal, to maximize throughput. See [[balancer mechanics]].&lt;br /&gt;
;Legs : [[Exoskeleton]]&lt;br /&gt;
;Loader : An abandoned concept for a belt-based mechanism that continuously loads and unloads machines, as an alternative to inserters. Functional loader entities can still be found in the editor, and some mods give them a proper texture and make them available in regular games. Loaders are used in the official Team Production scenario.&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
; MW : Mega watt, a measurement of power.&lt;br /&gt;
;Main bus : The opposite of spaghetti, this refers to placing multiple belts side by side containing one resource, and branching off of it in order to create setups. Allows for organized layout of resource transportation.&lt;br /&gt;
;Mall: Also known as store. A location in a factory that produces many types of different items that the player needs but in relatively small amounts.&lt;br /&gt;
;Map exchange string : A long piece of text that encodes the settings used to generate a map. See [[Map generator#Map exchange string|map exchange string]].&lt;br /&gt;
;Market : A building where you can buy items using coins. It&#039;s available in the editor and used in the Tight Spot campaign.&lt;br /&gt;
;Mats : Shorthand for materials.&lt;br /&gt;
;Megabase : A community term referring to a significantly large base that has been built over a significant time/effort. Often, these bases are quantified in terms of science packs per minute, or &amp;quot;SPM&amp;quot;. A base typically is considered a megabase when it can maintain 1k SPM.&lt;br /&gt;
;Mod : This term refers to a script or collection of scripts that change how the game acts, adds new items/entities, etc.&lt;br /&gt;
;Modpack : A community term referring to a collection of mods that work well together.&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
;Nauvis : The planet that Factorio takes place on. Used to be an internal name, but became canonical with version 2.0.&lt;br /&gt;
;Night steam : The strategy of relying on solar panels to generate electricity during the day and steam engines during the night.&lt;br /&gt;
;No path : A common error that means that a train cannot find a valid route to a train stop. See [[Railway#No_path|no path]].&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
; Outpost : A small base created far away from a main base, usually to serve a single purpose like mining or production of a specific resource.&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
;Priority splitter : A splitter design that directs as many resources as possible from a bus to an offshoot before letting excess items flow past. This is in contrast to a splitter that always distributes some percentage of items to both sides (depending on the particular arrangement of splitters).&lt;br /&gt;
;PAX (train) : Short for passenger train or player access station, another name for the [[Glossary#S|shuttle]].&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
;QoL : Quality of life, often refers to mods that increase ease of play.&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
&lt;br /&gt;
;RORO : Abbreviation for &amp;quot;Roll on, roll off&amp;quot; in the context of train station design. It means that trains arrive at the station at one end and leave the station at the other end (driving past the train stop), as opposed to terminus stations.&lt;br /&gt;
;RPM : Shorthand for rockets per minute.&lt;br /&gt;
;Rainbow belt : A transport belt with many different types of items on it, rather than the easier-to-manage one or two types of items. See [[#S|sushi belt]].&lt;br /&gt;
;Ribbon world : A world which has been set up to have limited space in one dimension (width or height), adding a new challenge. The smallest ribbon world in which you can launch a rocket is a map limited to a width or height of 9 tiles, the size of the rocket silo.&lt;br /&gt;
;River (belt) : A design strategy where items are continuously moving without looping or [[#B|backing up]] to be either processed or destroyed. Sometimes used as a strategy to handle [[Spoilage_mechanics|spoilable]] items.&lt;br /&gt;
;Roundabout : This term refers to a type of path for trains, to allow the trains to enter the circle, and exit onto the exit rail that they path to. Generally recommended against, due to throughput and self collision issues.&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
;Scenario : A map that has been saved via the [[map editor]]. Special scripting can be added to make simple &amp;quot;events&amp;quot;.&lt;br /&gt;
;Seed : A number associated with each map that determines the outcome of certain pseudo-random processes, like terrain generation. All other settings being equal, different seeds result in vastly different terrain features. The seed is included in [[#M|map exchange strings]].&lt;br /&gt;
;Shuttle : A train for personal transportation around the factory. Sometimes called a taxi.&lt;br /&gt;
;Sideloading : This is a commonly used term that refers to running the end of a [[transport belt]] into the side of another, so that only the lane on the side of the belt that the other belt is on is filled. This is typically done to create a belt that carries two different resources side-by-side on the same belt.&lt;br /&gt;
;Smart furnace : A smelting setup that can process multiple materials (e.g. iron ore, copper ore, iron plates, stone).&lt;br /&gt;
;Spaghetti : [[File:spaghetti_example.png|thumb|200px|right|An example of a &amp;quot;spaghetti&amp;quot; setup with intertwining belts.]]A community term referring to the &amp;quot;spaghetti&amp;quot; look of many belts/entities placed in a disorganized fashion. Typically created by new players to Factorio. Generally, it will be moved away from as soon as the player realizes the logistical problems it causes. Note that not all &amp;quot;spaghetti&amp;quot; factories are necessarily inefficient.&lt;br /&gt;
;Speedrun : A term referring to attempting to quickly finish the game as soon as possible. At the time of this writing, the singleplayer record is just under two hours.&lt;br /&gt;
;SPM : Shorthand for science packs per minute. Measured per type, so 1k SPM will mean production of 1000 of each science pack type per minute, though military science is often excluded. Usually used to measure the size of very big bases, see [[#M|megabase]] and [[#G|gigabase]].&lt;br /&gt;
;Stacker : Also known as &#039;&#039;&#039;parking lot&#039;&#039;&#039;. A waiting bay for trains, allowing them to wait on different parallel tracks and not block each other until their destination becomes free. Recommended in front of large, multi-platform stations.&lt;br /&gt;
;Supply train: A train that usually for personal use that is used to carry mostly building materials like rails, conveyor belts, inserters, assembly machines etc..&lt;br /&gt;
;Sushi belt : The strategy of mixing many different types of items on transport belts to supply machines that need some or all of those items. It sacrifices throughput for compactness (and beauty). It looks colorful and diverse like a tray of sushi. Its perhaps most popular application is supplying labs with science packs. Sometimes called sushi bar or rainbow belt.&lt;br /&gt;
;Sushi river : A [[#R|river belt]] on which many different items are mixed, like a [[#S|sushi belt]].&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
;TINS : Abbreviation of &amp;quot;There Is No Spoon&amp;quot;, the name of the in-game achievement.&lt;br /&gt;
;Terminus : A train station design where trains come in and leave from the same side, thus requiring double-headed trains, unlike RORO stations.&lt;br /&gt;
;Throughput : A term that refers to the maximum amount of resources that can travel through something (such as a belt) in a certain amount of time. Usually quantified in items per second.&lt;br /&gt;
;Tick : The smallest measurable amount of time in Factorio. There are 60 ticks per second (when running at 60 UPS), and 3600 ticks in a minute.&lt;br /&gt;
;Tile : A piece of map. It is not really known how big it is, but for simplifying things we can assume that a tile is a quadratic with side of 1 meter.&lt;br /&gt;
;Time : Game time is normally identical with real time, one second in the game is one second in reality, but it can be faster or slower. For example, when the calculations for an update takes longer than a tick, the game slows down (aka UPS). Alternatively, a mod can provide ways to let the game run faster.&lt;br /&gt;
;Train bus : A popular alternative to the [[#M|main bus]] pattern. Instead of using a belt bus to provide materials for various production cells, a large rail system allows many trains to route materials between more distant cells, sometimes called subfactories. It&#039;s a UPS-friendlier strategy for large factories such as megabases.&lt;br /&gt;
;Trash can : A simple &#039;public utility&#039; of sorts, which is an active provider that players can dump unwanted items into. Logistic robots pick them up and store them away. It&#039;s useful if you need to get rid of large quantities of items (such as [[wood]] or [[landfill]]) and your logistic trash slots are full.&lt;br /&gt;
;Turret : Stationary defense weapon. There are four types of turrets in Factorio, the [[laser turret]], [[gun turret]], [[flamethrower turret]] and [[artillery turret]].&lt;br /&gt;
;Turret creep : The tactic of leap-frogging with turrets into hostile territory. It&#039;s very effective due to the strength and range of turrets. Typically done with laser turrets, blueprints and personal roboports, but can also be done by manually placing gun turrets and inserting ammo.&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
&lt;br /&gt;
;Upcycler: An assembly line designed to increase the [[quality]] of an intermediate or end product.&lt;br /&gt;
;UPS : Internal clock speed, &amp;quot;Updates Per Second&amp;quot;. The game tries its best to maintain the ideal 60 UPS, but it is affected by the size and complexity of the game world and your computer hardware. A lower UPS means that the simulation runs slower. At 30 UPS everything would take twice as long as under ideal conditions. This is a common concern on megabases or when playing with many mods active. It can be set to more than 60 UPS by changing the game speed via script, processing power permitting. The Transport Belt Madness and Tight Spot campaigns are examples where the game speed can be increased.&lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
;Vanilla : Regular version of the game with no mods.&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
;Wube : The company based in the Czech Republic that develops Factorio.&lt;br /&gt;
&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
;Zoo : A group of biter or spitter nests around which the player has built a safe containment zone, i.e. a circle of turrets. Reasons for doing this include exploiting the nests&#039; pollution absorption and automating the destruction of items (using requester chests near the nests).&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Gergely&amp;diff=205769</id>
		<title>User:Gergely</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Gergely&amp;diff=205769"/>
		<updated>2024-11-10T14:57:59Z</updated>

		<summary type="html">&lt;p&gt;Gergely: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Purchased a copy of Factorio on 2016 march 25 through Steam.&lt;br /&gt;
&lt;br /&gt;
Participated in the Factorio Space Age playtest LAN party.&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Roadmap&amp;diff=166668</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Roadmap&amp;diff=166668"/>
		<updated>2018-12-31T15:16:56Z</updated>

		<summary type="html">&lt;p&gt;Gergely: /* Factorio 0.18 */ Removed duplicate list entry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a copy of the official roadmap which can be found on [https://forums.factorio.com/678 the forums].&lt;br /&gt;
&lt;br /&gt;
Refer to [[Roadmap/History]] for past versions of the roadmap and to [[upcoming features]] for a more detailed list of upcoming features.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Roadmap has been updated for one release upfront.&lt;br /&gt;
&lt;br /&gt;
Please keep in mind that Wube will release updates when they are ready, usually later than the date on their roadmap. There may be more features than there are on this roadmap. It&#039;s also not guaranteed everything will be implemented (Golden rule: everything takes longer than expected).&lt;br /&gt;
&lt;br /&gt;
== [[Upcoming features|Factorio 0.17]] (January 2019) ==&lt;br /&gt;
&lt;br /&gt;
* GUI rewrite&lt;br /&gt;
** Improve the looks of the GUI&lt;br /&gt;
** Change the way it works&lt;br /&gt;
* New graphics back-end, SDL, OpenGL, DX11, v-sync fix, texture streaming, VRAM usage optimizations, shaders.&lt;br /&gt;
* Mod integration improvements&lt;br /&gt;
** Syncing mods with multiplayer game&lt;br /&gt;
** Mod browsing improvements&lt;br /&gt;
*** Show the mod picture and more smaller things&lt;br /&gt;
* Map editor improvements, both technical and usability wise - completely new editor&lt;br /&gt;
* Map generator improvements and fixes, autoplace specification improvements and documentation&lt;br /&gt;
* Rich text.&lt;br /&gt;
* Robot construction tools.&lt;br /&gt;
* More high-resolution sprites, notably walls, gates, turrets, belts, biters, spawners, electric poles.&lt;br /&gt;
* Better fluid physics.&lt;br /&gt;
* Many modding and scripting additions.&lt;br /&gt;
&lt;br /&gt;
== Factorio 0.18 ==&lt;br /&gt;
&lt;br /&gt;
* Mini tutorials&lt;br /&gt;
** Improved quality&lt;br /&gt;
** Cover the rest of the game mechanics&lt;br /&gt;
* New tutorial&lt;br /&gt;
* New campaign&lt;br /&gt;
* Final game balancing&lt;br /&gt;
* High-Resolution sprites for the rest of the game, including few changes to some entities.&lt;br /&gt;
* Final GUI improvement. Finishing the rest of the GUIs in the game.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Roadmap/History|Previous versions]]&lt;br /&gt;
** [[Version history|Detailed changelogs]]&lt;br /&gt;
* [[Upcoming features]]&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Map_generator&amp;diff=163692</id>
		<title>Talk:Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Map_generator&amp;diff=163692"/>
		<updated>2018-08-18T01:06:38Z</updated>

		<summary type="html">&lt;p&gt;Gergely: /* Fog of war */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think all references to terrain segmentation should be removed - it was just water frequency with a different name in older builds according to https://forums.factorio.com/viewtopic.php?p=235907#p235907&lt;br /&gt;
[[User:Zx64|Zx64]] ([[User talk:Zx64|talk]]) 12:12, 20 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fog of war ==&lt;br /&gt;
&lt;br /&gt;
The charting and fog of war mechanics should be moved to their own page. Do they have one already?&lt;br /&gt;
[[User:Gergely|Gergely]]&lt;br /&gt;
&lt;br /&gt;
:They don&#039;t have their own page, they are located on [[radar]]. Why do you want to move them to their own page? -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 11:52, 3 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I see... I didn&#039;t know that. The charting mechanics are at a good place on the Radar&#039;s page. [[User:Gergely|Gergely]]&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Map_generator&amp;diff=163290</id>
		<title>Talk:Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Map_generator&amp;diff=163290"/>
		<updated>2018-08-03T08:54:46Z</updated>

		<summary type="html">&lt;p&gt;Gergely: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think all references to terrain segmentation should be removed - it was just water frequency with a different name in older builds according to https://forums.factorio.com/viewtopic.php?p=235907#p235907&lt;br /&gt;
[[User:Zx64|Zx64]] ([[User talk:Zx64|talk]]) 12:12, 20 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fog of war ==&lt;br /&gt;
&lt;br /&gt;
The charting and fog of war mechanics should be moved to their own page. Do they have one already?&lt;br /&gt;
[[User:Gergely|Gergely]]&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Map_generator&amp;diff=163289</id>
		<title>Talk:Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Map_generator&amp;diff=163289"/>
		<updated>2018-08-03T08:54:35Z</updated>

		<summary type="html">&lt;p&gt;Gergely: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think all references to terrain segmentation should be removed - it was just water frequency with a different name in older builds according to https://forums.factorio.com/viewtopic.php?p=235907#p235907&lt;br /&gt;
[[User:Zx64|Zx64]] ([[User talk:Zx64|talk]]) 12:12, 20 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fog of war ==&lt;br /&gt;
&lt;br /&gt;
The charting and fog of war mechanics should be moved to their own page. Does they have one already?&lt;br /&gt;
[[User:Gergely|Gergely]]&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Map_generator&amp;diff=163288</id>
		<title>Talk:Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Map_generator&amp;diff=163288"/>
		<updated>2018-08-03T08:53:59Z</updated>

		<summary type="html">&lt;p&gt;Gergely: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think all references to terrain segmentation should be removed - it was just water frequency with a different name in older builds according to https://forums.factorio.com/viewtopic.php?p=235907#p235907&lt;br /&gt;
[[User:Zx64|Zx64]] ([[User talk:Zx64|talk]]) 12:12, 20 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fog of war ==&lt;br /&gt;
&lt;br /&gt;
The charting and fog of war mechanics should be moved to their own page. Does it have one already?&lt;br /&gt;
[[User:Gergely|Gergely]]&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Map_generator&amp;diff=163287</id>
		<title>Talk:Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Map_generator&amp;diff=163287"/>
		<updated>2018-08-03T08:53:39Z</updated>

		<summary type="html">&lt;p&gt;Gergely: /* Fog of war */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think all references to terrain segmentation should be removed - it was just water frequency with a different name in older builds according to https://forums.factorio.com/viewtopic.php?p=235907#p235907&lt;br /&gt;
[[User:Zx64|Zx64]] ([[User talk:Zx64|talk]]) 12:12, 20 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fog of war ==&lt;br /&gt;
&lt;br /&gt;
The charting and fog of war mechanics should be moved to their own page. Does it have one already?&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cliff&amp;diff=163285</id>
		<title>Cliff</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cliff&amp;diff=163285"/>
		<updated>2018-08-03T06:44:07Z</updated>

		<summary type="html">&lt;p&gt;Gergely: Added link to starting area&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Cliff}}&lt;br /&gt;
&#039;&#039;&#039;Cliffs&#039;&#039;&#039; are part of the natural terrain generation. Cliffs are usually generated in lines with gaps, creating significant obstacles that have to be avoided until they can be blown up using [[Cliff explosives]]. They do not drop any resources when removed. Driving into cliffs does not damage the [[vehicle]].&lt;br /&gt;
&lt;br /&gt;
Cliffs should not be generated in the [[World_generator#Starting_area|starting area]], but [https://forums.factorio.com/54664 due to a bug], they can be generated there. While it looks like they create elevation, this is just a visual trick and no elevation is actually present. This means that other entites can be built around cliffs as usual, including underground belts/pipes going &amp;quot;under&amp;quot; cliffs.&lt;br /&gt;
&lt;br /&gt;
[[Turret]]s can be placed &amp;quot;atop&amp;quot; cliffs for a tactical advantage - firing from an area the enemy can&#039;t easily get to. Players should be wary of the environment, as it&#039;s possible to be cornered in an area surrounded by cliffs; however, players can also use such a setup to funnel enemies into a specific area.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-219 Friday Facts #219 - Cliffs]&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cliff&amp;diff=163283</id>
		<title>Cliff</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cliff&amp;diff=163283"/>
		<updated>2018-08-03T06:24:40Z</updated>

		<summary type="html">&lt;p&gt;Gergely: Modified a sentence that was not true. Cliffs can end up in the starting area, see: Default preset, seed 0. Those cliffs also spawn if the starting area is set to &amp;quot;Very Big&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Cliff}}&lt;br /&gt;
&#039;&#039;&#039;Cliffs&#039;&#039;&#039; are part of the natural terrain generation. Cliffs are usually generated in lines with gaps, creating significant obstacles that have to be avoided until they can be blown up using [[Cliff explosives]]. They do not drop any resources when removed. Driving into cliffs does not damage the [[vehicle]].&lt;br /&gt;
&lt;br /&gt;
Cliffs are rarely generated in the starting area. While it looks like they create elevation, this is just a visual trick and no elevation is actually present. This means that other entites can be built around cliffs as usual, including underground belts/pipes going &amp;quot;under&amp;quot; cliffs.&lt;br /&gt;
&lt;br /&gt;
[[Turret]]s can be placed &amp;quot;atop&amp;quot; cliffs for a tactical advantage - firing from an area the enemy can&#039;t easily get to. Players should be wary of the environment, as it&#039;s possible to be cornered in an area surrounded by cliffs; however, players can also use such a setup to funnel enemies into a specific area.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-219 Friday Facts #219 - Cliffs]&lt;/div&gt;</summary>
		<author><name>Gergely</name></author>
	</entry>
</feed>