<?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=Gibbering</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=Gibbering"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Gibbering"/>
	<updated>2026-04-25T21:28:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Robotic_network&amp;diff=121194</id>
		<title>Robotic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Robotic_network&amp;diff=121194"/>
		<updated>2015-09-01T13:26:27Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;robotic network&#039;&#039;&#039; was introduced with v0.8.0, which also added [[Repair pack]]s and [[Construction robot]]s. [[Roboport]]s are the base of the robotic network. They cover an area of 50x50 [[Tile|tiles]] and, if placed near each other, connect to build one big robotic network. [[Robots]] can fly inside this network to every point covered by the roboports. Roboports are expensive both to craft and to power.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || Spawns the [[Robotic network]]. Holds and recharges robots and provides the coverage for logistics and construction network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-robot|Logistic robot}} || Moves items between logistic chests.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Construction-robot|Construction robot}} || Repairs broken or replaces destroyed entities. Builds and removes entities on command.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Robots==&lt;br /&gt;
{{Main|Robots}}&lt;br /&gt;
Robots perform any required functions within their coverage area. They need power to keep flying. When they have nothing to do, they fly to the nearest roboport to sleep and recharge.&lt;br /&gt;
&lt;br /&gt;
==Roboports==&lt;br /&gt;
To create a robotic network, you need to place one [[Roboport]]. If you place a second, lines will show you if it is connected with the first. If so, they create a bigger network. The roboports are also used to charge bots. See below if you have charging problems.&lt;br /&gt;
&lt;br /&gt;
===Avoid &amp;quot;angeled&amp;quot; shaped layouts of roboports!===&lt;br /&gt;
This is a know issue: robots always take the shortest path. This means they can and will fly over areas without roboport-coverage! The distance to the chargers may be too far, and such a layout will slow down the robots significantly.&lt;br /&gt;
&lt;br /&gt;
==Logistic network==&lt;br /&gt;
{{Main|Logistic network}}&lt;br /&gt;
The area covered by the robotic network is identical to that of the [[Logistic network]]. All [[Logistic network/Chests]] inside a robotic network are connected and build the [[Logistic network]]. Imagine the logistic chests send their contents to the roboports. There can be many individual Robotic networks. Bots cannot fly from one network to another.&lt;br /&gt;
&lt;br /&gt;
==Repair==&lt;br /&gt;
{{Main|Repair}}&lt;br /&gt;
All broken entities will be repaired with [[Repair pack]]s by the [[Construction robot]]s. Destroyed entities will be replaced, if they are available in the same logistic network.&lt;br /&gt;
&lt;br /&gt;
==Number of bots in a robotic network==&lt;br /&gt;
The number of robots per network is limited because roboports have limited space to charge flying robots. So the number of bots in a network depends on:&lt;br /&gt;
* the number of roboports&lt;br /&gt;
* the average distance between the roboports (density)&lt;br /&gt;
* the form of the robotic network/placement of the ports&lt;br /&gt;
* average distance the logistic bots fly between [[Logistic network/Chests]]&lt;br /&gt;
* how much damage the [[Construction robot]]s must repair and how often they need to place or remove buildings&lt;br /&gt;
And in general:&lt;br /&gt;
* number of bots flying&lt;br /&gt;
* number of bots stored in roboports&lt;br /&gt;
As a rule of thumb between 50-100 bots per [[Roboport]] is possible.&lt;br /&gt;
&lt;br /&gt;
==Optimizing a robotic network==&lt;br /&gt;
The transportation-power of the logistic bots is nearly constant! It depends on&lt;br /&gt;
* [[Logistic robot speed|Speed of the bots]]&lt;br /&gt;
* [[Logistic robot cargo|Cargo-stacksize]] (number of items he can take)&lt;br /&gt;
* Number of bots&lt;br /&gt;
* Average distance between your chests (all combinations)&lt;br /&gt;
* How often they fly empty (the more &amp;quot;random&amp;quot; the transport is the better, because then there is a bigger chance that an empty robot is near!)&lt;br /&gt;
* How long they need to wait for recharge - this effect is &amp;quot;blocking&amp;quot;, which means that up to an unknown maximum, the transport-power is constant. But, if the waiting queue gets too long, the system falls apart, which means that, counter-intuitively, a slightly lower number of bots is actually more efficient/faster!&lt;br /&gt;
&lt;br /&gt;
To optimize it, you can&lt;br /&gt;
; Research speed or cargo-stacksize.&lt;br /&gt;
: greatly recommended&lt;br /&gt;
; Add more bots to your network&lt;br /&gt;
: but be careful not to exceed the magical limit mentioned above.&lt;br /&gt;
; Add more roboports at strategic points&lt;br /&gt;
: This is an expensive enhancement and sometimes doesn&#039;t help, but can solve the problem&lt;br /&gt;
; Decrease the average distance between the logistic chests&lt;br /&gt;
* avoid transporting a lot of raw material - instead use transport belts for items with a lot of throughput. Bring the big material flows as near to the target as possible. The transport-power of logistic bots is much bigger than belts, but a constant flow reduces their effectiveness by about half, because  they fly empty about half the time. &lt;br /&gt;
* Split a big network in two and move items between them with transport belts or trains (and requester/provider-chests).&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
It&#039;s a very good idea to use a robotic network at a train station to unload the chests that have been filled by the inserters from the wagons. The logistic bots have enough time to recharge between trains. But don&#039;t also use them to transport the ore to the furnaces. For that the belts are much more useful, because the furnaces have a constant need for raw material and for constant flow belts are much more useful. This shows the flow:&lt;br /&gt;
 Wagon ---Inserter---&amp;gt; Provider chest ---Logistic bot---&amp;gt; Storage- or Requester-chest&lt;br /&gt;
 Requester-Chest ---Inserter---&amp;gt; Belt ---&amp;gt; to the furnaces&lt;br /&gt;
&lt;br /&gt;
==Energy==&lt;br /&gt;
Robots with no energy will slow down to a 5th of normal speed.&lt;br /&gt;
&lt;br /&gt;
==Choosing the post for charging==&lt;br /&gt;
Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport is too long, he eventually choose another port. This is specified by the ratio of&lt;br /&gt;
 &amp;lt;distance to different roboport in tiles&amp;gt; / &amp;lt;queue size of robots waiting&amp;gt;&lt;br /&gt;
Currently, to choose the more distant roboport, the distance must be at most&lt;br /&gt;
 &amp;lt;Number of robots in the queue and on the way&amp;gt; / 2&lt;br /&gt;
So to choose a roboport that is 10 tiles more distant, it has to have 20 less robots waiting in the queue.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Transport]]&lt;br /&gt;
* [[Repair]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=1773&amp;amp;p=13797&amp;amp;hilit=Roboports+issue#p15177 Roboports on forums]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1253#p13691 thread]&lt;br /&gt;
* [http://www.factorioforums.com/forum/download/file.php?id=541 picture]&lt;br /&gt;
* [[http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=1773 discussion]&lt;br /&gt;
&lt;br /&gt;
[[Category:Networks]]&lt;br /&gt;
[[Category:Robotic network]]&lt;br /&gt;
[[Category:Robots]]&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Construction_robot&amp;diff=121193</id>
		<title>Construction robot</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Construction_robot&amp;diff=121193"/>
		<updated>2015-09-01T13:00:02Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Construction robots are autonomous floating devices. Construction robots have a few different uses.&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 one of the priority targets of [[Biter]]s, meaning they will engage them even if there are [[Pollution]]-producing buildings around. Because they often operate at the &amp;quot;front&amp;quot;, they are in high danger to be destroyed, because they can&#039;t defend themselves.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|flying-robot-frame|1|Flying robot frame}} + {{icon|electronic-circuit|2|Electronic Circuit}} + {{icon|time icon|0.5|time}} =&amp;gt; {{icon|construction-robot|1|Construction robot}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|7.5|Copper plate}} {{icon|iron-plate|5|Iron plate}} {{icon|steel-bar|1|Steel bar}}  {{icon|electric-engine-unit|1|Electric engine unit}} {{icon|battery|2|Battery}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Capacity:&#039;&#039;&#039; || 1 (up to 5 with [[Logistic robot cargo]])&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Basic speed:&#039;&#039;&#039; || 3.6 [[Tile|tiles]]/[[Game-second|sec]] (multiplied with [[logistic robot speed]], which is at level 1 only 1.2 tiles/sec)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Repair]]&lt;br /&gt;
** [[Repair pack]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Repair]]  [[Category: Robots]]&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121185</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121185"/>
		<updated>2015-08-31T13:10:44Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: /* Additional informations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Blueprint]]s 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039; Recipe: &#039;&#039;&#039; || {{icon|advanced-circuit|1|Advanced circuit}} + {{icon|time icon|1|Time}} =&amp;gt; {{icon|blueprint|1|Blueprint}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039; Req. technology: &#039;&#039;&#039; || {{icontech|automated-construction||Automated construction}} [[Automated construction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Craft a blank blueprint ==&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 we will copy this small laser defense setup: [[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 it 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 green. If 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.&lt;br /&gt;
&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom is shown the &#039;Total&#039; number of buildings included in the blueprint.&lt;br /&gt;
&lt;br /&gt;
Create the blueprint if everything is fine or cancel it. Canceling does not consume the blueprint item. The created blueprint will be in the toolbelt or the inventory (or dropped to ground if no toolbelt slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
== Place the blueprint ==&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from your toolbelt or inventory. The whole building setup of the blueprint will be shown at your mouse cursor. It is possible to place it rotated. The blueprint can be placed anywhere inside the green (or orange) 100x100 area of a [[Roboport]].&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 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;
== Deleting a blueprint ==&lt;br /&gt;
&lt;br /&gt;
Blueprints can be deleted by right clicking them, which requires one [[Electronic circuit]]. After that the blueprint will be blank again.&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 construction 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;
* Ghost-buildings stay for 5 minutes, after that they get removed. So be sure to have all items needed to build in this time frame. You can refresh the time limit by placing the blueprint again.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121184</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121184"/>
		<updated>2015-08-31T13:10:33Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: /* Additional informations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Blueprint]]s 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039; Recipe: &#039;&#039;&#039; || {{icon|advanced-circuit|1|Advanced circuit}} + {{icon|time icon|1|Time}} =&amp;gt; {{icon|blueprint|1|Blueprint}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039; Req. technology: &#039;&#039;&#039; || {{icontech|automated-construction||Automated construction}} [[Automated construction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Craft a blank blueprint ==&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 we will copy this small laser defense setup: [[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 it 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 green. If 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.&lt;br /&gt;
&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom is shown the &#039;Total&#039; number of buildings included in the blueprint.&lt;br /&gt;
&lt;br /&gt;
Create the blueprint if everything is fine or cancel it. Canceling does not consume the blueprint item. The created blueprint will be in the toolbelt or the inventory (or dropped to ground if no toolbelt slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
== Place the blueprint ==&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from your toolbelt or inventory. The whole building setup of the blueprint will be shown at your mouse cursor. It is possible to place it rotated. The blueprint can be placed anywhere inside the green (or orange) 100x100 area of a [[Roboport]].&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 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;
== Deleting a blueprint ==&lt;br /&gt;
&lt;br /&gt;
Blueprints can be deleted by right clicking them, which requires one [[Electronic circuit]]. After that the blueprint will be blank again.&lt;br /&gt;
&lt;br /&gt;
== Additional informations ==&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 construction 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;
* Ghost-buildings stay for 5 minutes, after that they get removed. So be sure to have all items needed to build in this time frame. You can refresh the time limit by placing the blueprint again.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121183</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121183"/>
		<updated>2015-08-31T13:09:22Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: /* Deleting a blueprint */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Blueprint]]s 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039; Recipe: &#039;&#039;&#039; || {{icon|advanced-circuit|1|Advanced circuit}} + {{icon|time icon|1|Time}} =&amp;gt; {{icon|blueprint|1|Blueprint}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039; Req. technology: &#039;&#039;&#039; || {{icontech|automated-construction||Automated construction}} [[Automated construction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Craft a blank blueprint ==&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 we will copy this small laser defense setup: [[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 it 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 green. If 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.&lt;br /&gt;
&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom is shown the &#039;Total&#039; number of buildings included in the blueprint.&lt;br /&gt;
&lt;br /&gt;
Create the blueprint if everything is fine or cancel it. Canceling does not consume the blueprint item. The created blueprint will be in the toolbelt or the inventory (or dropped to ground if no toolbelt slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
== Place the blueprint ==&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from your toolbelt or inventory. The whole building setup of the blueprint will be shown at your mouse cursor. It is possible to place it rotated. The blueprint can be placed anywhere inside the green (or orange) 100x100 area of a [[Roboport]].&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 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;
== Deleting a blueprint ==&lt;br /&gt;
&lt;br /&gt;
Blueprints can be deleted by right clicking them, which requires one [[Electronic circuit]]. After that the blueprint will be blank again.&lt;br /&gt;
&lt;br /&gt;
== Additional informations ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it could be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing construction 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 about the size of a blueprint. But it could at least be bigger then one screen even when zoomed out max.&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;
* Ghost-buildings stay for 5 minutes, after that they get removed. So be sure to have all items needed to build in this time frame. You can refresh the time limit by placing the blueprint again.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121182</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121182"/>
		<updated>2015-08-31T13:09:05Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: /* Place the blueprint */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Blueprint]]s 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039; Recipe: &#039;&#039;&#039; || {{icon|advanced-circuit|1|Advanced circuit}} + {{icon|time icon|1|Time}} =&amp;gt; {{icon|blueprint|1|Blueprint}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039; Req. technology: &#039;&#039;&#039; || {{icontech|automated-construction||Automated construction}} [[Automated construction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Craft a blank blueprint ==&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 we will copy this small laser defense setup: [[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 it 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 green. If 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.&lt;br /&gt;
&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom is shown the &#039;Total&#039; number of buildings included in the blueprint.&lt;br /&gt;
&lt;br /&gt;
Create the blueprint if everything is fine or cancel it. Canceling does not consume the blueprint item. The created blueprint will be in the toolbelt or the inventory (or dropped to ground if no toolbelt slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
== Place the blueprint ==&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from your toolbelt or inventory. The whole building setup of the blueprint will be shown at your mouse cursor. It is possible to place it rotated. The blueprint can be placed anywhere inside the green (or orange) 100x100 area of a [[Roboport]].&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 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;
== Deleting a blueprint ==&lt;br /&gt;
&lt;br /&gt;
Blueprints could be deleted by rightclicking them, which requires one [[Electronic circuit]]. After that the blueprint will be blank again.&lt;br /&gt;
&lt;br /&gt;
== Additional informations ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it could be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing construction 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 about the size of a blueprint. But it could at least be bigger then one screen even when zoomed out max.&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;
* Ghost-buildings stay for 5 minutes, after that they get removed. So be sure to have all items needed to build in this time frame. You can refresh the time limit by placing the blueprint again.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121181</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121181"/>
		<updated>2015-08-31T13:07:06Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: /* Blueprint icon setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Blueprint]]s 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039; Recipe: &#039;&#039;&#039; || {{icon|advanced-circuit|1|Advanced circuit}} + {{icon|time icon|1|Time}} =&amp;gt; {{icon|blueprint|1|Blueprint}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039; Req. technology: &#039;&#039;&#039; || {{icontech|automated-construction||Automated construction}} [[Automated construction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Craft a blank blueprint ==&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 we will copy this small laser defense setup: [[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 it 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 green. If 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.&lt;br /&gt;
&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom is shown the &#039;Total&#039; number of buildings included in the blueprint.&lt;br /&gt;
&lt;br /&gt;
Create the blueprint if everything is fine or cancel it. Canceling does not consume the blueprint item. The created blueprint will be in the toolbelt or the inventory (or dropped to ground if no toolbelt slot is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
== Place the blueprint ==&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from your toolbelt or inventory. The whole building setup of the blueprint will be shown at your mouse cursor. It is possible to place it rotated. The blueprint could be placed everywhere but it needs to be inside the green (or orange) 100x100 area of a [[Roboport]] to be actually built.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint got placed somewhere the buildings are placed as ghost buildings. When inside the construction network [[Construction robot]]s will now start to pick up the needed items and replace the ghost buildings. The needed items needs to be inside the logistic 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;
== Deleting a blueprint ==&lt;br /&gt;
&lt;br /&gt;
Blueprints could be deleted by rightclicking them, which requires one [[Electronic circuit]]. After that the blueprint will be blank again.&lt;br /&gt;
&lt;br /&gt;
== Additional informations ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it could be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing construction 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 about the size of a blueprint. But it could at least be bigger then one screen even when zoomed out max.&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;
* Ghost-buildings stay for 5 minutes, after that they get removed. So be sure to have all items needed to build in this time frame. You can refresh the time limit by placing the blueprint again.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121180</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121180"/>
		<updated>2015-08-31T13:03:31Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: /* Create a blueprint */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Blueprint]]s 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039; Recipe: &#039;&#039;&#039; || {{icon|advanced-circuit|1|Advanced circuit}} + {{icon|time icon|1|Time}} =&amp;gt; {{icon|blueprint|1|Blueprint}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039; Req. technology: &#039;&#039;&#039; || {{icontech|automated-construction||Automated construction}} [[Automated construction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Craft a blank blueprint ==&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 we will copy this small laser defense setup: [[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 it 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 green. If 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 automaticly how many icons and which are preselected depending on the amount of buildings that are included. However they can be changed by simply clicking on them and choose the wanted icons. &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 about how the blueprint icon will look after creation.&lt;br /&gt;
&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom is shown the &#039;Total&#039; amount of buildings included in the blueprint.&lt;br /&gt;
&lt;br /&gt;
Create the blueprint if everything is fine or cancel it. By canceling the blueprint is not lost. The created blueprint will be in the toolbelt or the inventory (or dropped to ground if no place is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
== Place the blueprint ==&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from your toolbelt or inventory. The whole building setup of the blueprint will be shown at your mouse cursor. It is possible to place it rotated. The blueprint could be placed everywhere but it needs to be inside the green (or orange) 100x100 area of a [[Roboport]] to be actually built.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint got placed somewhere the buildings are placed as ghost buildings. When inside the construction network [[Construction robot]]s will now start to pick up the needed items and replace the ghost buildings. The needed items needs to be inside the logistic 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;
== Deleting a blueprint ==&lt;br /&gt;
&lt;br /&gt;
Blueprints could be deleted by rightclicking them, which requires one [[Electronic circuit]]. After that the blueprint will be blank again.&lt;br /&gt;
&lt;br /&gt;
== Additional informations ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it could be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing construction 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 about the size of a blueprint. But it could at least be bigger then one screen even when zoomed out max.&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;
* Ghost-buildings stay for 5 minutes, after that they get removed. So be sure to have all items needed to build in this time frame. You can refresh the time limit by placing the blueprint again.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121179</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=121179"/>
		<updated>2015-08-31T13:02:38Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: /* Craft a blank blueprint */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Blueprint]]s 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039; Recipe: &#039;&#039;&#039; || {{icon|advanced-circuit|1|Advanced circuit}} + {{icon|time icon|1|Time}} =&amp;gt; {{icon|blueprint|1|Blueprint}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039; Req. technology: &#039;&#039;&#039; || {{icontech|automated-construction||Automated construction}} [[Automated construction]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Craft a blank blueprint ==&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 we will copy this small laser defense setup: [[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 it out of the toolbar or the inventory, a blueprint icon is shown next to the mouse cursor. Click and hold left mouse button and drag a box as large as needed, all buildings which will be included in the blueprint will be highlighted green. If everything to &#039;copy&#039; is inside the drag box release the mouse button, 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 automaticly how many icons and which are preselected depending on the amount of buildings that are included. However they can be changed by simply clicking on them and choose the wanted icons. &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 about how the blueprint icon will look after creation.&lt;br /&gt;
&lt;br /&gt;
The &#039;Blueprint preview&#039; just shows the preview of the blueprint.&lt;br /&gt;
&lt;br /&gt;
On the bottom is shown the &#039;Total&#039; amount of buildings included in the blueprint.&lt;br /&gt;
&lt;br /&gt;
Create the blueprint if everything is fine or cancel it. By canceling the blueprint is not lost. The created blueprint will be in the toolbelt or the inventory (or dropped to ground if no place is available).&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
== Place the blueprint ==&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from your toolbelt or inventory. The whole building setup of the blueprint will be shown at your mouse cursor. It is possible to place it rotated. The blueprint could be placed everywhere but it needs to be inside the green (or orange) 100x100 area of a [[Roboport]] to be actually built.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint got placed somewhere the buildings are placed as ghost buildings. When inside the construction network [[Construction robot]]s will now start to pick up the needed items and replace the ghost buildings. The needed items needs to be inside the logistic 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;
== Deleting a blueprint ==&lt;br /&gt;
&lt;br /&gt;
Blueprints could be deleted by rightclicking them, which requires one [[Electronic circuit]]. After that the blueprint will be blank again.&lt;br /&gt;
&lt;br /&gt;
== Additional informations ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created it could be used unlimited times.&lt;br /&gt;
* To place a blueprint that is blocked by existing construction 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 about the size of a blueprint. But it could at least be bigger then one screen even when zoomed out max.&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;
* Ghost-buildings stay for 5 minutes, after that they get removed. So be sure to have all items needed to build in this time frame. You can refresh the time limit by placing the blueprint again.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Deconstruction planner]]&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Pump&amp;diff=121119</id>
		<title>Pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Pump&amp;diff=121119"/>
		<updated>2015-08-28T05:19:49Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|image=small-pump-prev.png&lt;br /&gt;
|health=80&lt;br /&gt;
|energy=30 kW electric&lt;br /&gt;
|pollution=0.12&lt;br /&gt;
|input=Time, 2 + Steel Plate, 1 + Pipe, 1 + Electric engine unit, 1&lt;br /&gt;
|raw=Steel Plate, 1 + Pipe, 1 + Electric engine unit, 1&lt;br /&gt;
|technologies=&lt;br /&gt;
|producers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&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;
== 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Liquid network]]&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Smart_inserter&amp;diff=121118</id>
		<title>Archive:Smart inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Smart_inserter&amp;diff=121118"/>
		<updated>2015-08-28T05:16:00Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: /* Condition part */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|image=Smart-Inserter-Between-Chests&lt;br /&gt;
|health=40&lt;br /&gt;
|energy=44 kW electric&lt;br /&gt;
|drain= 400 W electric&lt;br /&gt;
|extra1=Can filter items. Can be connected to circuit network.&lt;br /&gt;
|input=Time, 0.5 + Fast inserter + Electronic Circuit, 4&lt;br /&gt;
|raw=Time, 10.8 + Iron Plate, 12 + Copper Plate, 10.5&lt;br /&gt;
|technologies=Electronics&lt;br /&gt;
|producers=Manual + Assembling machine&lt;br /&gt;
|consumers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
More advanced electric inserter. In most cases, the smart inserter will be used to stop production of an item after a certain condition is met (e.g. enough items), when configured as output on an assembly.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Works at the same speed as a [[fast inserter]]. It needs to be configured to work. Configuration is done by opening the inserter interface (right mouse).&lt;br /&gt;
&lt;br /&gt;
=== Wiring ===&lt;br /&gt;
When used for [[Circuit network]] this needs to be wired: &lt;br /&gt;
:[[File:Easy_wired_logistic_set_up.gif]]&lt;br /&gt;
You can use the copy/paste (Shift-RMB for copy and Shift-LMB for paste) to copy the conditions and the connected wire.&lt;br /&gt;
&lt;br /&gt;
The pole needs to be in wiring-reach and and you need to have wires in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Configuration ===&lt;br /&gt;
&lt;br /&gt;
:[[File:34hvpew.png|300px]]&lt;br /&gt;
The smart inserter interface has two parts: the &amp;quot;filter&amp;quot; and the &amp;quot;condition&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Filter part ====&lt;br /&gt;
:[[File:Mpstark-UlSB2pr.gif]]&lt;br /&gt;
If used (you are not forced to use the filter, it works also by using only the condition part!), the smart inserter moves only items which are in this filter. Up to five items can be filtered.&lt;br /&gt;
&lt;br /&gt;
The inserter will then pick up only &amp;quot;filtered&amp;quot; items from a belt or other stacks (chests, assemblers, etc.). For example, if a belt contains iron and copper plates, and filter is set to iron plate, the inserter will take only iron plates, and won&#039;t touch copper plates.&lt;br /&gt;
&lt;br /&gt;
==== Condition part ====&lt;br /&gt;
:[[File:circuit-network-gui.png|400px|thumb|Example condition: &amp;quot;Work only if the count of [[Alien science pack]] is lower than 50.&amp;quot;]]&lt;br /&gt;
This switches the smart inserter on/off. It will work only if all set conditions are true; see below.&lt;br /&gt;
&lt;br /&gt;
Condition could be based on&lt;br /&gt;
* red/green circuit (the first two lines, but you need to connect red/green wire to the inserter first!)&lt;br /&gt;
  and/or&lt;br /&gt;
* logistic network (the last line, but you need a Roboport and the inserter must be inside of the logistic area).&lt;br /&gt;
&lt;br /&gt;
The condition part needs three parameters, which can be changed by just clicking in the interface:&lt;br /&gt;
* item-type (or [[Automatic control/Smart bus#Signals|bus-signal-type]])&lt;br /&gt;
* operator (greater than, lower than and equal are possible)&lt;br /&gt;
* value (you can use the slider or type in any positive number)&lt;br /&gt;
&lt;br /&gt;
===== Typical use: Limit input/output of assembly machine ===== &lt;br /&gt;
&lt;br /&gt;
If the circuit and/or logistic network contains &amp;lt; X items of this type then load (more common: unload) an assembly machine.&lt;br /&gt;
&lt;br /&gt;
As soon as X items are in the network, the assembly machine is not loaded/unloaded any more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untested:&#039;&#039;&#039; Usually it&#039;s easier to limit output/unload (and not the loading), so items are not removed from assembly machine and when internal storage of the assembler is full it will stop producing. This is in most cases a bit better, because it doesn&#039;t clog.&lt;br /&gt;
&lt;br /&gt;
There are some &#039;&#039;&#039;[[Circuit_network#Examples|examples]]&#039;&#039;&#039; in the forum, which will show you some of the common and not so common usages.&lt;br /&gt;
&lt;br /&gt;
===== See also =====&lt;br /&gt;
&lt;br /&gt;
Please refer to the [[Circuit network]] to see more.&lt;br /&gt;
&lt;br /&gt;
==== Using both ====&lt;br /&gt;
Finally you can use both, filter and condition, so it will only move items of one type if there are less/more than X items of that type in the logistic network (or wires).&lt;br /&gt;
&lt;br /&gt;
== Not working by default ==&lt;br /&gt;
This device works only if&lt;br /&gt;
* it has a filter set &#039;&#039;&#039;and/or&#039;&#039;&#039;&lt;br /&gt;
* it is connected to a [[Circuit network]] and/or [[Logistic network]].&lt;br /&gt;
&lt;br /&gt;
When connected to a network, it begins to work immediately, because the &amp;quot;no condition&amp;quot; is a valid condition.&lt;br /&gt;
&lt;br /&gt;
== More than one condition ==&lt;br /&gt;
&lt;br /&gt;
Set one or more conditions, and the inserter will follow the instructions by combining it with logical &#039;AND&#039;.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
{{C|Items}}&lt;br /&gt;
{{C|Transport network}}&lt;br /&gt;
{{C|Electric network}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Smart_inserter&amp;diff=121117</id>
		<title>Archive:Smart inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Smart_inserter&amp;diff=121117"/>
		<updated>2015-08-28T05:14:22Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: /* Filter part */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|image=Smart-Inserter-Between-Chests&lt;br /&gt;
|health=40&lt;br /&gt;
|energy=44 kW electric&lt;br /&gt;
|drain= 400 W electric&lt;br /&gt;
|extra1=Can filter items. Can be connected to circuit network.&lt;br /&gt;
|input=Time, 0.5 + Fast inserter + Electronic Circuit, 4&lt;br /&gt;
|raw=Time, 10.8 + Iron Plate, 12 + Copper Plate, 10.5&lt;br /&gt;
|technologies=Electronics&lt;br /&gt;
|producers=Manual + Assembling machine&lt;br /&gt;
|consumers=Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
More advanced electric inserter. In most cases, the smart inserter will be used to stop production of an item after a certain condition is met (e.g. enough items), when configured as output on an assembly.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Works at the same speed as a [[fast inserter]]. It needs to be configured to work. Configuration is done by opening the inserter interface (right mouse).&lt;br /&gt;
&lt;br /&gt;
=== Wiring ===&lt;br /&gt;
When used for [[Circuit network]] this needs to be wired: &lt;br /&gt;
:[[File:Easy_wired_logistic_set_up.gif]]&lt;br /&gt;
You can use the copy/paste (Shift-RMB for copy and Shift-LMB for paste) to copy the conditions and the connected wire.&lt;br /&gt;
&lt;br /&gt;
The pole needs to be in wiring-reach and and you need to have wires in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Configuration ===&lt;br /&gt;
&lt;br /&gt;
:[[File:34hvpew.png|300px]]&lt;br /&gt;
The smart inserter interface has two parts: the &amp;quot;filter&amp;quot; and the &amp;quot;condition&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Filter part ====&lt;br /&gt;
:[[File:Mpstark-UlSB2pr.gif]]&lt;br /&gt;
If used (you are not forced to use the filter, it works also by using only the condition part!), the smart inserter moves only items which are in this filter. Up to five items can be filtered.&lt;br /&gt;
&lt;br /&gt;
The inserter will then pick up only &amp;quot;filtered&amp;quot; items from a belt or other stacks (chests, assemblers, etc.). For example, if a belt contains iron and copper plates, and filter is set to iron plate, the inserter will take only iron plates, and won&#039;t touch copper plates.&lt;br /&gt;
&lt;br /&gt;
==== Condition part ====&lt;br /&gt;
:[[File:circuit-network-gui.png|400px|thumb|Example condition: &amp;quot;Work only if the count of [[Alien science pack]] is lower than 50.&amp;quot;]]&lt;br /&gt;
This switches the smart inserter on/off. It will work only if all set conditions are true; see down.&lt;br /&gt;
&lt;br /&gt;
Condition could be based on&lt;br /&gt;
* red/green circuit (the first two lines, but you need to connect red/green wire to the inserter first!)&lt;br /&gt;
* and/or logistic network (the last line, but you need a Roboport and the inserter must be inside of the logistic area).&lt;br /&gt;
&lt;br /&gt;
The condition part needs three parameters, which can be changed by just clicking in the interface:&lt;br /&gt;
* item-type (or [[Automatic control/Smart bus#Signals|bus-signal-type]])&lt;br /&gt;
* operator (greater then, lower then and equal is possible)&lt;br /&gt;
* value (you can use the slider or type in any positive number)&lt;br /&gt;
&lt;br /&gt;
===== Typical use: Limit input/output of assembly machine ===== &lt;br /&gt;
&lt;br /&gt;
If the circuit- and/or logistic network contains &amp;lt; X items of this type then load (more common: unload) an assembly machine.&lt;br /&gt;
&lt;br /&gt;
As soon as X items are in the network, the assembly machine is not loaded/unloaded any more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untested:&#039;&#039;&#039; Usually it&#039;s easier to limit output/unload (and not the loading), so items are not removed from assembly machine and when internal storage of the assembler is full it will stop producing. This is in most cases a bit better, cause it doesn&#039;t clog.&lt;br /&gt;
&lt;br /&gt;
There are some &#039;&#039;&#039;[[Circuit_network#Examples|examples]]&#039;&#039;&#039; in the forum, which will show you some of the common and not so common usages.&lt;br /&gt;
&lt;br /&gt;
===== See also =====&lt;br /&gt;
&lt;br /&gt;
Please refer to the [[Circuit network]] to see more.&lt;br /&gt;
&lt;br /&gt;
==== Using both ====&lt;br /&gt;
Finally you can use both, filter and condition, so it will only move items of one type if there are less/more than X items of that type in the logistic network (or wires).&lt;br /&gt;
&lt;br /&gt;
== Not working by default ==&lt;br /&gt;
This device works only if&lt;br /&gt;
* it has a filter set &#039;&#039;&#039;and/or&#039;&#039;&#039;&lt;br /&gt;
* it is connected to a [[Circuit network]] and/or [[Logistic network]].&lt;br /&gt;
&lt;br /&gt;
When connected to a network, it begins to work immediately, because the &amp;quot;no condition&amp;quot; is a valid condition.&lt;br /&gt;
&lt;br /&gt;
== More than one condition ==&lt;br /&gt;
&lt;br /&gt;
Set one or more conditions, and the inserter will follow the instructions by combining it with logical &#039;AND&#039;.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{MachineNav}}&lt;br /&gt;
&lt;br /&gt;
{{C|Items}}&lt;br /&gt;
{{C|Transport network}}&lt;br /&gt;
{{C|Electric network}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=121116</id>
		<title>Electric system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=121116"/>
		<updated>2015-08-28T05:07:47Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: /* More info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:electrical-network-example-1.png|thumb|right|A basic modular power plant.]]&lt;br /&gt;
The &#039;&#039;&#039;Electric network&#039;&#039;&#039; is used to power a lot of different machines; the game can hardly be played without using [[Electricity]]. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity.&lt;br /&gt;
&lt;br /&gt;
==Connecting up power and balancing it==&lt;br /&gt;
&#039;&#039;&#039;Task: connect producers to consumers with distribution network and balance the consumption with the production.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Power poles (distribution) cover a certain area on the ground. Hover over a pole to see its coverage area in light blue.&lt;br /&gt;
* Every electrical device (producer, consumer, storage) within this area is invisibly connected to that pole.&lt;br /&gt;
* Build [[Steam engine]]s, to generate power. See [[Power Production]].&lt;br /&gt;
* Connect the poles to build a bigger network, so that the power can flow from production to consumers.&lt;br /&gt;
* Left-click on a pole (at the bottom of a pole!) to open the [[Electric network/Infoscreen]] for that network.&lt;br /&gt;
* Hover over a pole to see overall network satisfaction/saturation. Hover a steam engine to see more info.&lt;br /&gt;
&lt;br /&gt;
===Poles and networks===&lt;br /&gt;
* Unconnected poles build their own electric network! You can make as many electric networks as desired.&lt;br /&gt;
* If you build near enough to another pole, they will connect automatically. This takes no extra wire(s).&lt;br /&gt;
* Use shift-click on a existing pole to remove its connections to other poles&lt;br /&gt;
* Unconnected poles can be connected with a single [[Copper cable]] dragging from pole to pole (Right click on the &#039;&#039;bottom&#039;&#039; of the pole.)&lt;br /&gt;
* You can use place-key (default left mouse) while running/driving, to auto-place poles.&lt;br /&gt;
&lt;br /&gt;
==More info==&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|right|High density accumulator array consisting of 48 basic accumulators and a substation providing 240 kJ capacity.]]&lt;br /&gt;
The power demand of a network will be fed by power sources in a specific order. If the primary source cannot fully satisfy the demand, additional power is drawn from the second source and so on until no more sources are available. The current order (version 0.9.8) is the following:&lt;br /&gt;
# [[Solar panel]]s&lt;br /&gt;
# [[Steam engine]]s&lt;br /&gt;
# [[Electric network#Storage|Accumulator]]s&lt;br /&gt;
With this order in mind, it is common to charge accumulators with [[Solar panel]]s during the day and to use the stored energy of accumulators overnight automatically.&lt;br /&gt;
&lt;br /&gt;
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:&lt;br /&gt;
# It will be connected to the closest pole available&lt;br /&gt;
# It won&#039;t be connected to 2 poles connected to each other (ie. it won&#039;t form a 3 pole triangle)&lt;br /&gt;
# It will be connected to other available poles, starting with the closest ones&lt;br /&gt;
&lt;br /&gt;
[[Copper cable]] can be used to manually connect 2 poles. This will use up the wire, which can&#039;t be later retrieved. Default placement mode doesn&#039;t use up wires.&lt;br /&gt;
&lt;br /&gt;
Belts and all other entities can be placed in masses by keep pressing the place key, &#039;&#039;&#039;and this works for power poles too:&#039;&#039;&#039; Hold place-key (default left mouse button) to set the first pole. With the button held down, run in any direction. The next pole is placed at the farthest point and connects to the previous, eliminating the need for micromanagement of pole placement.&lt;br /&gt;
&lt;br /&gt;
This works also from a car or train, which enables you to place the electric poles very quickly!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electricity/Priority of power Production]]&lt;br /&gt;
** [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=4814 Powering sequence] - the order in which accumulators are loaded. This is also about how the electric network orders internally new networks.&lt;br /&gt;
** [[Power Production#How_to_switch_off_steam_engines_in_the_night.2C_when_enough_accumulator_capacity_is_available.3F|How to switch off steam engines in the night, when enough accumulator capacity is available?]]&lt;br /&gt;
* [[Electricity]]&lt;br /&gt;
** [[Electricity/Distribution]]&lt;br /&gt;
* [[Liquid]]&lt;br /&gt;
* [[Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Concepts]]&lt;br /&gt;
[[Category:Networks]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=121115</id>
		<title>Electric system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=121115"/>
		<updated>2015-08-28T05:01:54Z</updated>

		<summary type="html">&lt;p&gt;Gibbering: /* Connecting up power and balancing it */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:electrical-network-example-1.png|thumb|right|A basic modular power plant.]]&lt;br /&gt;
The &#039;&#039;&#039;Electric network&#039;&#039;&#039; is used to power a lot of different machines; the game can hardly be played without using [[Electricity]]. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity.&lt;br /&gt;
&lt;br /&gt;
==Connecting up power and balancing it==&lt;br /&gt;
&#039;&#039;&#039;Task: connect producers to consumers with distribution network and balance the consumption with the production.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Power poles (distribution) cover a certain area on the ground. Hover over a pole to see its coverage area in light blue.&lt;br /&gt;
* Every electrical device (producer, consumer, storage) within this area is invisibly connected to that pole.&lt;br /&gt;
* Build [[Steam engine]]s, to generate power. See [[Power Production]].&lt;br /&gt;
* Connect the poles to build a bigger network, so that the power can flow from production to consumers.&lt;br /&gt;
* Left-click on a pole (at the bottom of a pole!) to open the [[Electric network/Infoscreen]] for that network.&lt;br /&gt;
* Hover over a pole to see overall network satisfaction/saturation. Hover a steam engine to see more info.&lt;br /&gt;
&lt;br /&gt;
===Poles and networks===&lt;br /&gt;
* Unconnected poles build their own electric network! You can make as many electric networks as desired.&lt;br /&gt;
* If you build near enough to another pole, they will connect automatically. This takes no extra wire(s).&lt;br /&gt;
* Use shift-click on a existing pole to remove its connections to other poles&lt;br /&gt;
* Unconnected poles can be connected with a single [[Copper cable]] dragging from pole to pole (Right click on the &#039;&#039;bottom&#039;&#039; of the pole.)&lt;br /&gt;
* You can use place-key (default left mouse) while running/driving, to auto-place poles.&lt;br /&gt;
&lt;br /&gt;
==More info==&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|right|High density accumulator array consisting of 48 basic accumulators and a substation providing 240 kJ capacity.]]&lt;br /&gt;
The power demand of a network will be fed by the sources in a specific order. If the primary source cannot fully satisfy the demand additional power is drawn from the second source and so on until no more sources are available. The current order (version 0.9.8) is the following:&lt;br /&gt;
# [[Solar panel]]s&lt;br /&gt;
# [[Steam engine]]s&lt;br /&gt;
# [[Electric network#Storage|Accumulator]]s&lt;br /&gt;
Regarding this order it is common to charge accumulators with [[Solar panel]]s over day and use the stored energy of accumulators in the night automatically.&lt;br /&gt;
&lt;br /&gt;
Newly placed pole will be automatically connected to nearby poles according to a set of rules:&lt;br /&gt;
# It will be connected to the closest pole available&lt;br /&gt;
# It won&#039;t be connected to 2 poles connected to each other (ie. it won&#039;t form a 3 pole triangle)&lt;br /&gt;
# It will be connected to other available poles, starting with the closest ones&lt;br /&gt;
&lt;br /&gt;
[[Copper cable]] can be used to manually connect 2 poles. It will use up the wire, which can&#039;t be later retrieved. Automatic mode doesn&#039;t use up wires.&lt;br /&gt;
&lt;br /&gt;
It is obvious, that belts and all other entities can be placed in masses by keep pressing the place key.&lt;br /&gt;
&#039;&#039;&#039;This works also for power poles too:&#039;&#039;&#039; Hold place-key (default is right mouse button). The first pole is set. Now run in any direction and keep pressing the key. The next pole is set at the farthest point and connects to the previous.&lt;br /&gt;
&lt;br /&gt;
This works also from car or train, which enables you to place the electric poles very quickly!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electricity/Priority of power Production]]&lt;br /&gt;
** [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=4814 Powering sequence] - the order in which accumulators are loaded. This is also about how the electric network orders internally new networks.&lt;br /&gt;
** [[Power Production#How_to_switch_off_steam_engines_in_the_night.2C_when_enough_accumulator_capacity_is_available.3F|How to switch off steam engines in the night, when enough accumulator capacity is available?]]&lt;br /&gt;
* [[Electricity]]&lt;br /&gt;
** [[Electricity/Distribution]]&lt;br /&gt;
* [[Liquid]]&lt;br /&gt;
* [[Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Concepts]]&lt;br /&gt;
[[Category:Networks]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Gibbering</name></author>
	</entry>
</feed>