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	<updated>2026-04-14T15:48:00Z</updated>
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		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=189145</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=189145"/>
		<updated>2022-05-06T22:41:24Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: /* Virtual signals */ Clarified corner cases when `everything`, `anything`, and `each` are matched against signals.&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;
&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;
|| 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).&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Filter inserter}} || [[Filter inserter]] || Same as above. || The filter inserters can additionally set their filters from the circuit network: up to 5 items whose corresponding signal has a positive value are whitelisted. || Same as above.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Chests}} || [[Chests]] || All chests can send their contents to the circuit network. Logistic chests automatically send their contents to the [[logistic network]]. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} || [[Requester chest]] || Can send its contents to the circuit network. Does &#039;&#039;not&#039;&#039; send its content to the [[logistic network]]. || Its requested items can be set by the circuit network. ||&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|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]] || Train stops can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. The amount of trains going to the train stop can be read by the circuit network.&amp;lt;br&amp;gt;When reading the content of a stopped train, fluid amounts are rounded down to the nearest integer, except when the fluid amount is &amp;lt; 1, then it is is rounded to 1. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Train Count (en route) = [[File:Signal-C.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Stopped Train ID = [[File:Signal-T.png|16px]]&lt;br /&gt;
|| Train stops can send the contents of the circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself. The maximum amount of trains that can go to the train stop (&amp;quot;train limit&amp;quot;) can be set by the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Set Limit = [[File:Signal-L.png|16px]]&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;
||&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. If it receives color signals, it can set the given color. || 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. || 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. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &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;
&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;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:Virtual Signals dialog box.png|thumb|Virtual Signals available for use in the circuit network]]&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
48 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z, a check-mark, dot and info icon, and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&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]].&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]].&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 one of the signals that matched.&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;
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 NOT implicitly excluded. So if you e.g. have &#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;
== 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;
* Transport belts&lt;br /&gt;
* Inserters&lt;br /&gt;
* Train stop&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Power switch&lt;br /&gt;
* Lamp&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Pump&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|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;
[[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=172844</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=172844"/>
		<updated>2019-05-02T12:14:15Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Add the number of positions an item takes, and extend the example with it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The [[belt transport system]] in Factorio is among the most detailed simulations in the game. Items in chests and other containers are stored simply as summed totals, and items on uninterrupted stretches of belts are [https://www.factorio.com/blog/post/fff-176 moved in aggregate] as an optimization, but in the end items on belts are simulated individually, especially when they get picked up or put down by inserters. This leads to some intricate behaviors, in particular when it comes to [[Inserters#Inserter_Throughput|inserter throughput]].&lt;br /&gt;
&lt;br /&gt;
== Belt properties ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. How many items fit onto a certain length of belt, measured in items per [[Map_structure#Tile|tile]] per belt lane. This is 4 on a straight belt, regardless of the type of item and type of belt. The item density on belts can be different from what they take up when just dropped on the ground (using the Z key).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles per second. Note that internally it is measured in positions (1/256 tile) per tick (1/60 sec). More on that below. The speed of a basic [[transport belt]] is 1.875 tiles per [[game-second]]. [[Fast transport belt]] is twice as fast, and [[express transport belt]] is three times as fast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per second that are moved from one tile to the next. That is density (items per tile) multiplied by speed (tiles per second), e.g. for a basic belt it is 4 * 1.875 = 7.5 items per second, for one belt lane. For both lanes it is doubled, i.e. 15 items per second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compression&#039;&#039;&#039;. If there is no empty space between items on the belt it is called &#039;&#039;fully compressed&#039;&#039;, otherwise its compression is only partial and it does not have optimal throughput. Entities that put items onto belts - [[inserters]], [[splitters]], other belts coming from the side, mining drills, etc - make room for their item by [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=57993 enlarging a small gap] until it is exactly big enough for the item. That means belts naturally become fully compressed before items start to back up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lanes&#039;&#039;&#039;. Belts have two parallel lanes, and the density and speed of each lane is constant and independent of the other one, regardless of twists and turns. So items in the inner lane of a turn exit it before those in the outer lane, since their speeds are equal and the inner lane is shorter than the outer one.&lt;br /&gt;
&lt;br /&gt;
== Belt speeds ==&lt;br /&gt;
&lt;br /&gt;
Given the values above we can calculate the speed and throughput of the three types of belts. Measurements confirm these values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Belt type || colspan=2 | Speed || colspan=4 | Throughput&lt;br /&gt;
|-&lt;br /&gt;
! Factor || Tiles/sec || Single lane, items/sec || Single lane, items/min || Both lanes, items/sec || Both lanes, items/min&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{Imagelink|Transport belt|Transport belt}} || 1 || 1.875 || 7.5 || 450 || 15 || 900&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{Imagelink|Fast transport belt|Fast transport belt}} || 2 || 3.75 || 15 || 900 || 30 || 1800&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{Imagelink|Express transport belt|Express transport belt}} || 3 || 5.625 || 22.5 || 1350 || 45 || 2700&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items on belts ==&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, items take space on belts in terms of density and compression. However, every item on a belt is logically &#039;&#039;on&#039;&#039; exactly one belt tile at any moment in time.&lt;br /&gt;
&lt;br /&gt;
For example, even though in a screenshot it might look like an item is halfway out from one tile and halfway onto the next, it will be accounted to exactly one of the two tiles:&lt;br /&gt;
* If you stop the belt tile the item is on, it stops; else it continues moving - there are no in-between states.&lt;br /&gt;
* If you connect the two belt tiles to a circuit network and get them to [[Belt_transport_system#Circuit_network|report statistics]] about the items they carry, you will see the item being accounted to exactly one of them.&lt;br /&gt;
* An inserter can only pick up items that are logically on the tile in front of it, not items butting in from the neighboring tiles.&lt;br /&gt;
&lt;br /&gt;
In this sense it is useful to think of items as points with a certain minimum distance between them, rather than things with an area lying next to each other. For belt calculations and circuit networks involving belts it doesn&#039;t really matter where those &amp;quot;center points&amp;quot; are within the graphic of the item, but they appear to be in the middle:&lt;br /&gt;
&lt;br /&gt;
[[Image:Belts-with-one-tick-offsets.png|center]]&lt;br /&gt;
&lt;br /&gt;
In the image above the belts have been started at 1 tick offsets, then all the top row tiles have been stopped at once, causing the front-most stopped items to poke out by varying amounts. The items on the leftmost belt are almost halfway into the next tile, which means their center points are the closest to the edge of the upper stopped tile.&lt;br /&gt;
&lt;br /&gt;
Below is a schematic example showing some items moving over two straight [[fast transport belt]] tiles and what their read signals would be at each tick. Their center points are marked with &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt;. (The space between belt tile 1 and 2 is only for visualisation - in the game there are no such gaps between tiles.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Tick  Belt tile 1                      Belt tile 2                       Read belt tile 1  Read belt tile 2&lt;br /&gt;
      |------------------------------| |------------------------------|    Pulse   Hold      Pulse   Hold&lt;br /&gt;
  0         &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt; &amp;lt;---*-- &amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;---*--&amp;gt;         0       3         0       2&lt;br /&gt;
  1           &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt; &amp;lt;---* --&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;---*--&amp;gt;       0       3         0       2&lt;br /&gt;
  2             &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt; &amp;lt;-- -*--&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;---*--      0       2         1       3&lt;br /&gt;
  3               &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt; &amp;lt; ---*--&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;---*      0       2         0       3&lt;br /&gt;
  4   -&amp;gt;            &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;--      0       2         0       2&lt;br /&gt;
  5   *--&amp;gt;            &amp;lt;---*--&amp;gt;  &amp;lt;---*- -&amp;gt; &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;      1       3         0       2&lt;br /&gt;
  6   --*--&amp;gt;            &amp;lt;---*--&amp;gt;  &amp;lt;--- *--&amp;gt; &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;                 0       2         1       3&lt;br /&gt;
  7   &amp;lt;---*--&amp;gt;            &amp;lt;---*--&amp;gt;  &amp;lt;- --*--&amp;gt; &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;               0       2         0       3&lt;br /&gt;
  8     &amp;lt;---*--&amp;gt;            &amp;lt;---*--&amp;gt;   &amp;lt;---*--&amp;gt; &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;             0       2         0       3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Belt positions and lengths ==&lt;br /&gt;
&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=70055 Careful measurement] shows that the outer lane of a turn is exactly 1.15234375 times longer than a straight belt, or 295/256 in fractional format. That means each straight belt tile has 256 &#039;&#039;positions&#039;&#039; an item can be in, even though measuring the position with that precision can only be done indirectly.&lt;br /&gt;
&lt;br /&gt;
Here are the speeds and lengths of the various types of belt tiles in terms of these positions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | What || Number of positions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Basic [[transport belt]] speed, per tick || align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Fast transport belt]] speed, per tick || align=&amp;quot;center&amp;quot; | 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Express transport belt]] speed, per tick || align=&amp;quot;center&amp;quot; | 24&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Length of an item on a belt (of any speed) || align=&amp;quot;center&amp;quot; | 64&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Length of one lane of a straight belt tile, underground belt, and splitter || align=&amp;quot;center&amp;quot; | 256&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Length of the inner lane of a turn || align=&amp;quot;center&amp;quot; | 106&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Length of the outer lane of a turn || align=&amp;quot;center&amp;quot; | 295&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 0px&amp;quot; | Length travelled by an item sideloaded late on a straight belt or underground exit&lt;br /&gt;
| style=&amp;quot;border-left: 0px&amp;quot; | [[Image:Sideload-late.gif]] || align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 0px&amp;quot; | Length travelled by an item sideloaded early on a straight belt or underground entrance&lt;br /&gt;
| style=&amp;quot;border-left: 0px&amp;quot; | [[Image:Sideload-early.gif]] || align=&amp;quot;center&amp;quot; | 188&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, given the figures above, we can deduce the speed of a basic belt:&lt;br /&gt;
&lt;br /&gt;
: 8 (positions per tick) / 256 (positions per straight belt tile) * 60 (ticks per second) = 1.875 tiles per second&lt;br /&gt;
&lt;br /&gt;
Its throughput per belt lane is:&lt;br /&gt;
&lt;br /&gt;
: 8 (positions per tick) / 64 (positions per item) * 60 (ticks per second) = 7.5 items per second&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* Jan 04 FFF #276: [https://www.factorio.com/blog/post/fff-276 Belt item spacing &amp;amp; Script rendering]&lt;br /&gt;
* Feb 03 FFF #176: [https://www.factorio.com/blog/post/fff-176 Belts optimization for 0.15]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=70055 Accurate belt segment measurements] (discusses 0.17)&lt;br /&gt;
&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=172829</id>
		<title>Transport belts/Physics</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Transport_belts/Physics&amp;diff=172829"/>
		<updated>2019-05-01T00:04:53Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Updated to 0.17, more precise belt lengths, and clarifications of the belt mechanics, including some new images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
&lt;br /&gt;
The [[belt transport system]] in Factorio is among the most detailed simulations in the game. Items in chests and other containers are stored simply as summed totals, and items on uninterrupted stretches of belts are [https://www.factorio.com/blog/post/fff-176 moved in aggregate] as an optimization, but in the end items on belts are simulated individually, especially when they get picked up or put down by inserters. This leads to some intricate behaviors, in particular when it comes to [[Inserters#Inserter_Throughput|inserter throughput]].&lt;br /&gt;
&lt;br /&gt;
== Belt properties ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Density&#039;&#039;&#039;. How many items fit onto a certain length of belt, measured in items per [[Map_structure#Tile|tile]] per belt lane. This is 4 on a straight belt, regardless of the type of item and type of belt. The item density on belts can be different from what they take up when just dropped on the ground (using the Z key).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039;. The speed of items on a belt is measured for practical reasons in tiles per second. Note that internally it is measured in positions (1/256 tile) per tick (1/60 sec). More on that below. The speed of a basic [[transport belt]] is 1.875 tiles per [[game-second]]. [[Fast transport belt]] is twice as fast, and [[express transport belt]] is three times as fast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Throughput&#039;&#039;&#039;. How many items per second that are moved from one tile to the next. That is density (items per tile) multiplied by speed (tiles per second), e.g. for a basic belt it is 4 * 1.875 = 7.5 items per second, for one belt lane. For both lanes it is doubled, i.e. 15 items per second.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compression&#039;&#039;&#039;. If there is no empty space between items on the belt it is called &#039;&#039;fully compressed&#039;&#039;, otherwise its compression is only partial and it does not have optimal throughput. Entities that put items onto belts - [[inserters]], [[splitters]], other belts coming from the side, mining drills, etc - make room for their item by [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=57993 enlarging a small gap] until it is exactly big enough for the item. That means belts naturally become fully compressed before items start to back up.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lanes&#039;&#039;&#039;. Belts have two parallel lanes, and the density and speed of each lane is constant and independent of the other one, regardless of twists and turns. So items in the inner lane of a turn exit it before those in the outer lane, since their speeds are equal and the inner lane is shorter than the outer one.&lt;br /&gt;
&lt;br /&gt;
== Belt speeds ==&lt;br /&gt;
&lt;br /&gt;
Given the values above we can calculate the speed and throughput of the three types of belts. Measurements confirm these values.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Belt type || colspan=2 | Speed || colspan=4 | Throughput&lt;br /&gt;
|-&lt;br /&gt;
! Factor || Tiles/sec || Single lane, items/sec || Single lane, items/min || Both lanes, items/sec || Both lanes, items/min&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{Imagelink|Transport belt|Transport belt}} || 1 || 1.875 || 7.5 || 450 || 15 || 900&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{Imagelink|Fast transport belt|Fast transport belt}} || 2 || 3.75 || 15 || 900 || 30 || 1800&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | {{Imagelink|Express transport belt|Express transport belt}} || 3 || 5.625 || 22.5 || 1350 || 45 || 2700&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items on belts ==&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, items take space on belts in terms of density and compression. However, every item on a belt is logically &#039;&#039;on&#039;&#039; exactly one belt tile at any moment in time.&lt;br /&gt;
&lt;br /&gt;
For example, even though in a screenshot it might look like an item is halfway out from one tile and halfway onto the next, it will be accounted to exactly one of the two tiles:&lt;br /&gt;
* If you stop the belt tile the item is on, it stops; else it continues moving - there are no in-between states.&lt;br /&gt;
* If you connect the two belt tiles to a circuit network and get them to [[Belt_transport_system#Circuit_network|report statistics]] about the items they carry, you will see the item being accounted to exactly one of them.&lt;br /&gt;
* An inserter can only pick up items that are logically on the tile in front of it, not items butting in from the neighboring tiles.&lt;br /&gt;
&lt;br /&gt;
In this sense it is useful to think of items as points with a certain minimum distance between them, rather than things with an area lying next to each other. For belt calculations and circuit networks involving belts it doesn&#039;t really matter where those &amp;quot;center points&amp;quot; are within the graphic of the item, but they appear to be in the middle:&lt;br /&gt;
&lt;br /&gt;
[[Image:Belts-with-one-tick-offsets.png|center]]&lt;br /&gt;
&lt;br /&gt;
In the image above the belts have been started at 1 tick offsets, then all the top row tiles have been stopped at once, causing the front-most stopped items to poke out by varying amounts. The items on the leftmost belt are almost halfway into the next tile, which means their center points are the closest to the edge of the upper stopped tile.&lt;br /&gt;
&lt;br /&gt;
Below is a schematic example showing some items moving over two straight [[fast transport belt]] tiles and what their read signals would be at each tick. Their center points are marked with &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt;. (The space between belt tile 1 and 2 is only for visualisation - in the game there are no such gaps between tiles.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Tick  Belt tile 1                      Belt tile 2                       Read belt tile 1  Read belt tile 2&lt;br /&gt;
      |------------------------------| |------------------------------|    Pulse   Hold      Pulse   Hold&lt;br /&gt;
  0         &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt; &amp;lt;---*-- &amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;---*--&amp;gt;         0       3         0       2&lt;br /&gt;
  1           &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt; &amp;lt;---* --&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;---*--&amp;gt;       0       3         0       2&lt;br /&gt;
  2             &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt; &amp;lt;-- -*--&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;---*--      0       2         1       3&lt;br /&gt;
  3               &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt; &amp;lt; ---*--&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;---*      0       2         0       3&lt;br /&gt;
  4   -&amp;gt;            &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt;  &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;--      0       2         0       2&lt;br /&gt;
  5   *--&amp;gt;            &amp;lt;---*--&amp;gt;  &amp;lt;---*- -&amp;gt; &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;            &amp;lt;      1       3         0       2&lt;br /&gt;
  6   --*--&amp;gt;            &amp;lt;---*--&amp;gt;  &amp;lt;--- *--&amp;gt; &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;                 0       2         1       3&lt;br /&gt;
  7   &amp;lt;---*--&amp;gt;            &amp;lt;---*--&amp;gt;  &amp;lt;- --*--&amp;gt; &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;               0       2         0       3&lt;br /&gt;
  8     &amp;lt;---*--&amp;gt;            &amp;lt;---*--&amp;gt;   &amp;lt;---*--&amp;gt; &amp;lt;---*--&amp;gt;&amp;lt;---*--&amp;gt;             0       2         0       3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Belt positions and lengths ==&lt;br /&gt;
&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=70055 Careful measurement] shows that the outer lane of a turn is exactly 1.15234375 times longer than a straight belt, or 295/256 in fractional format. That means each straight belt tile has 256 &#039;&#039;positions&#039;&#039; an item can be in, even though measuring the position with that precision can only be done indirectly.&lt;br /&gt;
&lt;br /&gt;
Here are the speeds and lengths of the various types of belt tiles in terms of these positions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | What || Number of positions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Basic [[transport belt]] speed, per tick || align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Fast transport belt]] speed, per tick || align=&amp;quot;center&amp;quot; | 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | [[Express transport belt]] speed, per tick || align=&amp;quot;center&amp;quot; | 24&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Length of one lane of a straight belt tile, underground belt, and splitter || align=&amp;quot;center&amp;quot; | 256&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Length of the inner lane of a turn || align=&amp;quot;center&amp;quot; | 106&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | Length of the outer lane of a turn || align=&amp;quot;center&amp;quot; | 295&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 0px&amp;quot; | Length travelled by an item sideloaded late on a straight belt or underground exit&lt;br /&gt;
| style=&amp;quot;border-left: 0px&amp;quot; | [[Image:Sideload-late.gif]] || align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 0px&amp;quot; | Length travelled by an item sideloaded early on a straight belt or underground entrance&lt;br /&gt;
| style=&amp;quot;border-left: 0px&amp;quot; | [[Image:Sideload-early.gif]] || align=&amp;quot;center&amp;quot; | 188&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Given the figures above, we can deduce the speed of a basic belt: 8 (positions per tick) / 256 (positions per straight belt tile) * 60 (ticks per second) = 1.875 tiles per second.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;&#039;This is outdated and should be outsourced from this article but not deleted, because it is an interesting fact.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Kept for historical purposes, expand to view&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
; Theory &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expected results 13.2 or older&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | factor basic belt speed&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/tick)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/sec)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | speed (tiles/min)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | density (single lane) items/tile&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput (2 lanes) items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | throughput items/min&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.03125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1.875&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |112.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |13.39125&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |803.475&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.0625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.75&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |225&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |26.7825&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1606.95&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |0.09375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |5.625&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |337.5&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |3.571&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |40.17375&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |2410.425&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Measured Results for v0.11 or Older &lt;br /&gt;
&lt;br /&gt;
With Factorio v0.12 new belt physics was introduced. Before that the items where moved as real objects (which means, they need to look forward, if there is space to move), with 0.12 the items are moved &amp;quot;per lane&amp;quot;. Also the physics in curves changed so that curves are now not longer have lower throughput.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| This results have been measured with a special designed factory (a complicated setup to guarantee, that only the running items on a belt are measured and a &amp;quot;timer&amp;quot; which stops the measuring exactly) and Factorio v0.6.x, so this has to be redone.&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=1144&amp;amp;start=10#p8361 forum article]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple straight belt&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/sec&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| percent of awaited&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 719&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11.98&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 90%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1184&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 19.73&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|This is NOT double as fast as basic! it&#039;s only 1.65 times faster&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1775&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 29.58&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 74%&lt;br /&gt;
|About 2.5 times faster than basic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right, see down into next chapter)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 477-486&lt;br /&gt;
| About 1.5 times slower. This is because the &#039;&#039;&#039;inner lane&#039;&#039;&#039; of a belt in a turn has only the half speed.&lt;br /&gt;
|-&lt;br /&gt;
|Fast&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 786-792&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Express&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |1038-1042&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Belt with 4 turns (2 left, 2 right), but faster belt at the edges&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| belt-type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| throughput items/min&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| comments&lt;br /&gt;
|-&lt;br /&gt;
|Basic with fast edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 674-683&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast with express edge-belts&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1058-1061&lt;br /&gt;
|The fast belt with express edge seems to be faster, than pure express belt!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Comments to the results&lt;br /&gt;
&lt;br /&gt;
The first surprising result is, that the theoretic throughput differs from real measured. Too much to be just measurement errors.The second result is, that the more speed a belt has, the more ineffective it becomes. That is in the first moment not clearly explainable. The awaited result is, that a fast belt can transport exactly the double amount of items, than a basic, because it is double as fast (1.875 tiles/sec vs. 3.75 tiles/sec).&lt;br /&gt;
&lt;br /&gt;
The reason for this difference is the distance of the items on the belt when running. Items on the belt cannot run completely compressed, they need a small distance. This is the same problem as in a traffic jam: You cannot drive, when the first car drives, you need to wait until the car before you drives and then you have a reaction-time of about 1/2 second before yourself begin to drive. The same is it with the items on the belt and the reaction-time here is 1/60 or one tick [currently not really validated, but not more than 2 ticks; this can be calculated by measuring how fast the standing wave goes through the items (needs to built a very complicated testing factory)]. You can see this reaction time running through your items as a standing wave, when you have a belt, which is completely filled and only sometimes an item is removed. When you compare the speed of this standing waves, you can see clearly, that they are the same speed for all types of belts.&lt;br /&gt;
&lt;br /&gt;
The reaction-distance for items on a basic belt is&lt;br /&gt;
  (1.875 tiles/sec) / 1 tick = 1.875 tiles/sec / 1/60 sec = 0.031125 tiles&lt;br /&gt;
or in other words: An item on a moving belt is not 0.28 tiles long, it is 0.31125 tiles, which makes it 11.2% longer&lt;br /&gt;
&lt;br /&gt;
Overview for all belts:&lt;br /&gt;
  Basic:   0.28 tiles + 0.03125 tiles = 0.31125 tiles =&amp;gt; 11.2%&lt;br /&gt;
  Fast:    0.28 tiles + 0.0625 tiles  = 0.3425 tiles  =&amp;gt; 22.3%&lt;br /&gt;
  Express: 0.28 tiles + 0.09375 tiles = 0.37375 tiles =&amp;gt; 33.5%&lt;br /&gt;
This explains the reduction to 90% of speed for basic belt and the 74% for the fast belt (all inside measuring errors), but doesn&#039;t explain the results for express belt. This is part of further research.&lt;br /&gt;
&lt;br /&gt;
This shows clearly, that the faster a belt is, the more distance the items have on a moving belt. More distance means, the density is lighter and this means, there are not so many items transported.&lt;br /&gt;
&lt;br /&gt;
(This may explain the discrepancy in transported items, but don&#039;t use the numbers for real calculations, because they need to be redone!)&lt;br /&gt;
(This is eventually one reason: http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3630 )&lt;br /&gt;
&lt;br /&gt;
A possible reason for this: http://www.factorioforums.com/forum/viewtopic.php?f=16&amp;amp;t=6817&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* Jan 04 FFF #276: [https://www.factorio.com/blog/post/fff-276 Belt item spacing &amp;amp; Script rendering]&lt;br /&gt;
* Feb 03 FFF #176: [https://www.factorio.com/blog/post/fff-176 Belts optimization for 0.15]&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=70055 Accurate belt segment measurements] (discusses 0.17)&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=33685 Factorio: a quantitative guide] (discusses 0.14)&lt;br /&gt;
&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Belts-with-one-tick-offsets.png&amp;diff=172828</id>
		<title>File:Belts-with-one-tick-offsets.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Belts-with-one-tick-offsets.png&amp;diff=172828"/>
		<updated>2019-04-30T23:09:20Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Sideload-early.gif&amp;diff=172827</id>
		<title>File:Sideload-early.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Sideload-early.gif&amp;diff=172827"/>
		<updated>2019-04-30T21:01:46Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Animation showing sideloading from the &amp;quot;early&amp;quot; position.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Animation showing sideloading from the &amp;quot;early&amp;quot; position.&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Sideload-late.gif&amp;diff=172826</id>
		<title>File:Sideload-late.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Sideload-late.gif&amp;diff=172826"/>
		<updated>2019-04-30T21:01:00Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Animation showing sideloading from the &amp;quot;late&amp;quot; position.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Animation showing sideloading from the &amp;quot;late&amp;quot; position.&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Console&amp;diff=172744</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Console&amp;diff=172744"/>
		<updated>2019-04-27T01:20:10Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Add command to turn off the wind effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The &#039;&#039;&#039;Console&#039;&#039;&#039; is Factorio&#039;s command-line interface.&lt;br /&gt;
&lt;br /&gt;
The in-game console is used for:&lt;br /&gt;
&lt;br /&gt;
* Chatting with other players&lt;br /&gt;
* Running commands / scripts / cheats&lt;br /&gt;
* Occasional status updates&lt;br /&gt;
&lt;br /&gt;
There are three types of commands:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[#Normal commands|Normal]]&#039;&#039;&#039; - Display information about the game and customize your experience.&lt;br /&gt;
* &#039;&#039;&#039;[[#Multiplayer commands|Multiplayer]]&#039;&#039;&#039; - Message filtering, banning users, etc.&lt;br /&gt;
* &#039;&#039;&#039;[[#Scripting and cheat commands|Scripting/Cheating]]&#039;&#039;&#039; - Run small Lua scripts (but they &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;disable achievements for the save game&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Using the console ===&lt;br /&gt;
The console display can be toggled with the {{keybinding|/}} (slash) or {{keybinding|~}} (tilde) keys.&lt;br /&gt;
&lt;br /&gt;
You can customize the keys via &#039;&#039;&#039;Options Menu → Keyboard → Toggle Lua console&#039;&#039;&#039;.&lt;br /&gt;
When the console is open, you&#039;ll see a blinking cursor at the bottom of the screen; type your message or command and hit &#039;&#039;&#039;Return&#039;&#039;&#039; to send it (this will also close the console).&lt;br /&gt;
Documentation about message and command prefixes can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
The console supports [[rich text]] tags. These tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations. Ctrl+alt clicking the map or ground will automatically insert a gps tag and post it into the console. Shift clicking most things with the console open will insert a tag for that thing into chat. &lt;br /&gt;
&lt;br /&gt;
When console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately re-display all recent messages).&lt;br /&gt;
Note that by default, all executed commands are made visible to all users. You can set the fade out time via &#039;&#039;&#039;Options Menu → Other Settings → Message Delay&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you want to immediately hide the console, open the console and then press &#039;&#039;&#039;Escape&#039;&#039;&#039; key (or press &#039;&#039;&#039;Return&#039;&#039;&#039; without entering any message/command).&lt;br /&gt;
This not only closes the console, but it also hides all the recent messages/commands.&lt;br /&gt;
The console can be cleared with the &#039;&#039;&#039;/clear&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
Note that the console can also accept raw Lua code as well as game commands.&lt;br /&gt;
&lt;br /&gt;
=== Console history ===&lt;br /&gt;
&lt;br /&gt;
The console has an inbuilt history; it&#039;s a bit like a text editor where only one line of text is displayed at a time.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;uarr;}} and {{keybinding|&amp;amp;darr;}} keys to scroll through the console history.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;larr;}} and {{keybinding|&amp;amp;rarr;}} keys to cursor through the currently displayed message or command, which you can edit (delete, insert, etc.) and resend (by pressing &#039;&#039;&#039;Return&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
The {{keybinding|Tab}} key will auto-complete commands and player ids.&lt;br /&gt;
&lt;br /&gt;
== Normal commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Command&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Example&lt;br /&gt;
! style=&amp;quot;width:46%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:4%&amp;quot;| Admin only&lt;br /&gt;
|-&lt;br /&gt;
| /alerts &amp;lt;enable/disable/mute/unmute&amp;gt; &amp;lt;alert&amp;gt;&lt;br /&gt;
| /alerts disable turret_fire&lt;br /&gt;
| Enables, disables, mutes, or unmutes the given alert type. Available alerts: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair packs, turret_fire, custom, no_storage.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /clear&lt;br /&gt;
| /clear&lt;br /&gt;
| Clears the console.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /color &amp;lt;color&amp;gt;&lt;br /&gt;
| /color 20 255 255 100&lt;br /&gt;
| Changes your color. Can either be one of the pre-defined colors or [[:Wikipedia:RGBA_color_space|RGBA value]] in the format of “# # # #”. Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /evolution&lt;br /&gt;
| /evolution&lt;br /&gt;
| Prints info about the alien evolution factor.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /help [command]&lt;br /&gt;
| /help&lt;br /&gt;
| Prints a list of available commands, the optional argument can specify the command that should be described.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /h [command]&lt;br /&gt;
| /h&lt;br /&gt;
| Same as /help.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /mute-programmable-speaker &amp;lt;mute/unmute&amp;gt; &amp;lt;local/everyone&amp;gt;&lt;br /&gt;
| /mute-programmable-speaker mute local&lt;br /&gt;
| Mutes or unmutes the global sounds created by the Programmable Speaker. Use “local” to mute just the local client. Admins can use “everyone” to mute the sounds for everyone on the server.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /perf-avg-frames &amp;lt;number&amp;gt;&lt;br /&gt;
| /perf-avg-frames 100&lt;br /&gt;
| Number of ticks/updates used to average performance counters. Default is 100. Value of 5-10 is recommended for fast convergence, but numbers will jitter more rapidly.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /permissions&lt;br /&gt;
| /permissions&lt;br /&gt;
| Opens the permissions GUI.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /screenshot [x resolution] [y resolution] [zoom]&lt;br /&gt;
| /screenshot&lt;br /&gt;
| Takes a screenshot with the GUI hidden, centered on the player. It is saved in the &amp;quot;script-output&amp;quot; subfolder of your [[User data directory]].  Resolution is optional and defaults to the current window size. Zoom is optional and defaults to 1.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /seed&lt;br /&gt;
| /seed&lt;br /&gt;
| Prints the starting map seed.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /time&lt;br /&gt;
| /time&lt;br /&gt;
| Prints info about how old the map is.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-action-logging&lt;br /&gt;
| /toggle-action-logging&lt;br /&gt;
| Toggles logging all input actions performed by the game. This value isn’t persisted between game restarts and only affects your local game in multiplayer sessions.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-heavy-mode&lt;br /&gt;
| /toggle-heavy-mode&lt;br /&gt;
| Used to investigate [[Desynchronization#Using_heavy_mode_command|desyncs]]. Will slow down the game and make multiplayer unplayable.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-rockets-sent-gui&lt;br /&gt;
| /toggle-rockets-sent-gui&lt;br /&gt;
| Toggles if the rockets sent button is shown in the upper left corner of the screen.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /unlock-shortcut-bar&lt;br /&gt;
| /unlock-shortcut-bar&lt;br /&gt;
| Unlocks all shortcut bar items.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /version&lt;br /&gt;
| /version&lt;br /&gt;
| Prints the current game version.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Multiplayer commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Command&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Example&lt;br /&gt;
! style=&amp;quot;width:46%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:4%&amp;quot;| Admin only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;message&amp;gt;&lt;br /&gt;
| Hello team!&lt;br /&gt;
| Console input that does not start with {{keybinding|/}} is shown as a chat message to your team.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /admin&lt;br /&gt;
| /admin&lt;br /&gt;
| Opens the player management GUI.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /admins&lt;br /&gt;
| /admins&lt;br /&gt;
| Prints a list of game admins.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
| /ban xTROLLx Throwing grenades in base&lt;br /&gt;
| Bans the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
| /banlist get&lt;br /&gt;
| Adds or removes a player from the banlist. Same as /ban or /unban.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /config &amp;lt;get/set&amp;gt; &amp;lt;option&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
| /config set password hunter2&lt;br /&gt;
| Gets or sets various multiplayer game settings. Available configs are: afk-auto-kick, allow-commands, allow-debug-settings, autosave-interval, autosave-only-on-server, ignore-player-limit-for-returning-players, max-players, max-upload-speed, only-admins-can-pause, password, require-user-verification, visibility-lan, visibility-public.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
| /delete-blueprint-library everybody confirm&lt;br /&gt;
| Deletes the blueprint library storage for the given offline player from the save file. Enter “everybody confirm” to delete the storage of all offline players.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /demote &amp;lt;player&amp;gt;&lt;br /&gt;
| /demote AzureDiamond&lt;br /&gt;
| Demotes the player from admin.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /ignore &amp;lt;player&amp;gt;&lt;br /&gt;
| /ignore Cthon98&lt;br /&gt;
| Prevents the chat from showing messages from this player. Admin messages are still shown.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /ignores&lt;br /&gt;
| /ignores&lt;br /&gt;
| Prints a list of ignored players.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
| /kick xTROLLx Throwing grenades in base&lt;br /&gt;
| Kicks the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /mute &amp;lt;player&amp;gt;&lt;br /&gt;
| /mute Cthon98&lt;br /&gt;
| Prevents the player from saying anything in chat.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /mutes&lt;br /&gt;
| /mutes&lt;br /&gt;
| All players that are muted (can’t talk in chat).&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /open &amp;lt;player&amp;gt;&lt;br /&gt;
| /open AzureDiamond&lt;br /&gt;
| Opens another player’s inventory.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /o &amp;lt;player&amp;gt;&lt;br /&gt;
| /o AzureDiamond&lt;br /&gt;
| Same as /open.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /players [online/o/count/c]&lt;br /&gt;
| /players&lt;br /&gt;
| Prints a list of players in the game. (parameter online/o, it prints only players that are online, count/c prints only count)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /promote &amp;lt;player&amp;gt;&lt;br /&gt;
| /promote AzureDiamond&lt;br /&gt;
| Promotes the player to admin.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /purge &amp;lt;player&amp;gt;&lt;br /&gt;
| /purge Cthon98&lt;br /&gt;
| Clears all the messages from this player from the chat log.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /reply &amp;lt;message&amp;gt;&lt;br /&gt;
| /reply oh, really?&lt;br /&gt;
| Replies to the last player that whispered to you.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /r &amp;lt;message&amp;gt;&lt;br /&gt;
| /r oh, really?&lt;br /&gt;
| Same as /reply.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /server-save&lt;br /&gt;
| /server-save&lt;br /&gt;
| Saves the game on the server in a multiplayer game.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /shout &amp;lt;message&amp;gt;&lt;br /&gt;
| /shout Hello world!&lt;br /&gt;
| Sends a message to all players including other forces.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /s &amp;lt;message&amp;gt;&lt;br /&gt;
| /s Hello world!&lt;br /&gt;
| Same as /shout.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /swap-players &amp;lt;player&amp;gt; [player]&lt;br /&gt;
| /swap-players AzureDiamond&lt;br /&gt;
| Swaps your character with the given player’s character, or if two players are given swaps the two player characters.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /unban &amp;lt;player&amp;gt;&lt;br /&gt;
| /unban xTROLLx&lt;br /&gt;
| Unbans the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /unignore &amp;lt;player&amp;gt;&lt;br /&gt;
| /unignore Cthon98&lt;br /&gt;
| Allows the chat to show messages from this player.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /unmute &amp;lt;player&amp;gt;&lt;br /&gt;
| /unmute Cthon98&lt;br /&gt;
| Allows the player to talk in chat again.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /whisper &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
| /whisper AzureDiamond thats what I see&lt;br /&gt;
| Sends a message to the specified player.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /w &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
| /w AzureDiamond thats what I see&lt;br /&gt;
| Same as /whisper.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /whitelist &amp;lt;add/remove/get/clear&amp;gt; [player]&lt;br /&gt;
| /whitelist get&lt;br /&gt;
| Adds or removes a player from the whitelist, where only whitelisted players can join the game. Enter nothing for “player” when using “get” to print a list of all whitelisted players. An empty whitelist disables the whitelist functionality allowing anyone to join.&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scripting and cheat commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| /cheat &amp;lt;all&amp;gt;&lt;br /&gt;
| Researches all technologies and enables cheat mode. Using the &#039;&#039;&#039;all&#039;&#039;&#039; option also gives the player some additional items.&lt;br /&gt;
|-&lt;br /&gt;
| /command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command.&lt;br /&gt;
|-&lt;br /&gt;
| /c &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command.&lt;br /&gt;
|-&lt;br /&gt;
| /editor&lt;br /&gt;
| Toggles the map editor.&lt;br /&gt;
|-&lt;br /&gt;
| /measured-command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command and measures time it took.&lt;br /&gt;
|-&lt;br /&gt;
| /silent-command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command without printing it to the console.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is a very powerful feature, which also allows cheating, and as such &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;achievements will be permanently disabled for the save&amp;lt;/span&amp;gt; as soon as you use a script command.&lt;br /&gt;
&lt;br /&gt;
=== Make new force and change your force to it ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c  local name = game.player.name&lt;br /&gt;
if not game.forces[name] then game.create_force(name) end&lt;br /&gt;
game.player.force = name&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic example scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Use it as calculator ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(1234*5678)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zoom beyond normal bounds ===&lt;br /&gt;
Note that zooming too far out can cause performance hits. Be careful.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.zoom=0.1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mine faster ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.manual_mining_speed_modifier=1000&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Craft faster ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.manual_crafting_speed_modifier=1000&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlock and research all technologies ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.research_all_technologies()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undo this with the command in the next section.&lt;br /&gt;
&lt;br /&gt;
=== Unresearch all technologies ===&lt;br /&gt;
This does not reset manually applied bonuses&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, tech in pairs(game.player.force.technologies) do &lt;br /&gt;
	tech.researched=false&lt;br /&gt;
	game.player.force.set_saved_technology_progress(tech, 0)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reset your force ===&lt;br /&gt;
This resets all data for your force, including kill and production statistics, technologies, bonuses and charting status.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.reset()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Always show rail block visualization ===&lt;br /&gt;
Permanently show the rail block visualization instead of only when holding a rail signal. Disable by replacing true with false.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.game_view_settings.show_rail_block_visualisation = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inventory manipulation scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Cheat mode ===&lt;br /&gt;
Allows for infinite free crafting. Disable by replacing true with false.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.cheat_mode=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refill resources (refill oil, iron etc.) ===&lt;br /&gt;
While holding the cursor over a resource tile in-game&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.selected.amount=7500&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively you can refill all resources in the map with the following command. Change ore.amount to the desired value.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c surface = game.player.surface&lt;br /&gt;
for _, ore in pairs(surface.find_entities_filtered({type=&amp;quot;resource&amp;quot;})) do&lt;br /&gt;
    ore.amount = 10000&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add items to the player&#039;s inventory ===&lt;br /&gt;
Replace iron-plate with the [[data.raw|internal name]] of the item desired.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.insert{name=&amp;quot;iron-plate&amp;quot;, count=100}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, here&#039;s a stack of the god-mode energy system interface:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.insert{name=&amp;quot;electric-energy-interface&amp;quot;}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a powerful armor with equipment and some tools for construction:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c	local player = game.player&lt;br /&gt;
player.insert{name=&amp;quot;power-armor-mk2&amp;quot;, count = 1}&lt;br /&gt;
local p_armor = player.get_inventory(5)[1].grid&lt;br /&gt;
	p_armor.put({name = &amp;quot;fusion-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;fusion-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;fusion-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;energy-shield-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;energy-shield-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;personal-roboport-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;night-vision-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;battery-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;battery-mk2-equipment&amp;quot;})&lt;br /&gt;
player.insert{name=&amp;quot;construction-robot&amp;quot;, count = 25}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World manipulation scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Reveal the map around the player ===&lt;br /&gt;
&lt;br /&gt;
Reveals the map around the player, similar to a [[radar]].&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local radius=150&lt;br /&gt;
game.player.force.chart(game.player.surface, {{game.player.position.x-radius, game.player.position.y-radius}, {game.player.position.x+radius, game.player.position.y+radius}})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
or from start position&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.forces.player.chart(game.player.surface, {{x = -2000, y = -2000}, {x = 2000, y = 2000}})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Change 150 to the desired radius, higher values take longer.&lt;br /&gt;
&lt;br /&gt;
=== Delete chunks ===&lt;br /&gt;
If much of the map is revealed, it increases the size of the save file. The following command cancels the generation of all chunks that are currently queued for generation and removes chunks outside a 32 chunks radius around 0,0. Note that this will remove player entities if there are any on these chunks.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface;&lt;br /&gt;
game.player.force.cancel_charting(surface); &lt;br /&gt;
local chunk_radius = 32;&lt;br /&gt;
for chunk in surface.get_chunks() do&lt;br /&gt;
  if (chunk.x &amp;lt; -chunk_radius or chunk.x &amp;gt; chunk_radius or chunk.y &amp;lt; -chunk_radius or chunk.y &amp;gt; chunk_radius) then&lt;br /&gt;
    surface.delete_chunk(chunk)&lt;br /&gt;
  end&lt;br /&gt;
end &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn off night ===&lt;br /&gt;
Enables eternal day.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.always_day=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn off wind ===&lt;br /&gt;
This freezes the moving clouds that cast slight shadows on the ground. Can be useful when recording videos, together with turning off night above.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.wind_speed=0&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change game speed ===&lt;br /&gt;
0.5 is half speed, 1 is default, 2 is double speed, etc. Minimum is 0.01. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.speed=X&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expensive (marathon) or normal mode ===&lt;br /&gt;
To change from normal to expensive mode preset (this changes the research cost and intermediate product cost):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.difficulty_settings.recipe_difficulty=1&lt;br /&gt;
game.difficulty_settings.technology_difficulty=1&lt;br /&gt;
game.difficulty_settings.technology_price_multiplier=4&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change back to normal:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.difficulty_settings.recipe_difficulty=0&lt;br /&gt;
game.difficulty_settings.technology_difficulty=0&lt;br /&gt;
game.difficulty_settings.technology_price_multiplier=1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freeze time ===&lt;br /&gt;
Stops the advancement of the time if you replace &amp;quot;BOOL&amp;quot; with &amp;quot;true&amp;quot; or unfreezes it if you replace it with &amp;quot;false&amp;quot;.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.freeze_daytime=BOOL&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove all pollution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.clear_pollution()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Completely turn off pollution ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, surface in pairs(game.surfaces) do&lt;br /&gt;
  surface.clear_pollution()&lt;br /&gt;
end&lt;br /&gt;
game.map_settings.pollution.enabled = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add a lot of pollution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.pollute(game.player.position, 1000000)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Where speakers are, by who ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c speakers = game.player.surface.find_entities_filtered{force = &amp;quot;player&amp;quot;, type=&amp;quot;programmable-speaker&amp;quot;}&lt;br /&gt;
for key, speaker in pairs(speakers) do&lt;br /&gt;
    game.player.print(speaker.last_user.name .. &amp;quot; placed a speaker at X=&amp;quot; .. speaker.position.x .. &amp;quot;, Y=&amp;quot; .. speaker.position.y)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disable friendly fire for your force ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.friendly_fire = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add new resource patch ===&lt;br /&gt;
This creates a new 11×11 patch of resources, centered on the player character, where the ground is not water.&lt;br /&gt;
The patch it creates is perfectly square but it randomizes the amount similar to natural generation, with fewer ore at the edges and more ore in the center.&lt;br /&gt;
The default numbers result in a patch with 2500-3000 ore.&lt;br /&gt;
&lt;br /&gt;
If you want a larger patch, change &amp;quot;local size = 5&amp;quot; to a larger number.&lt;br /&gt;
A larger patch will have exponentially more ore.&lt;br /&gt;
Entering a number above 30 is not recommended.&lt;br /&gt;
&lt;br /&gt;
If you want a richer patch, change &amp;quot;local density = 10&amp;quot; to a larger number.&lt;br /&gt;
Entering a very large number shouldn&#039;t hurt anything but you probably don&#039;t need to go above 100.&lt;br /&gt;
&lt;br /&gt;
To choose which resource is spawned, change &amp;quot;stone&amp;quot; near the bottom to &amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, &amp;quot;coal&amp;quot;, or &amp;quot;uranium-ore&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local ore=nil&lt;br /&gt;
local size=5&lt;br /&gt;
local density=10&lt;br /&gt;
for y=-size, size do&lt;br /&gt;
	for x=-size, size do&lt;br /&gt;
		a=(size+1-math.abs(x))*10&lt;br /&gt;
		b=(size+1-math.abs(y))*10&lt;br /&gt;
		if a&amp;lt;b then&lt;br /&gt;
			ore=math.random(a*density-a*(density-8), a*density+a*(density-8))&lt;br /&gt;
		end&lt;br /&gt;
		if b&amp;lt;a then&lt;br /&gt;
			ore=math.random(b*density-b*(density-8), b*density+b*(density-8))&lt;br /&gt;
		end&lt;br /&gt;
		if surface.get_tile(game.player.position.x+x, game.player.position.y+y).collides_with(&amp;quot;ground-tile&amp;quot;) then&lt;br /&gt;
			surface.create_entity({name=&amp;quot;stone&amp;quot;, amount=ore, position={game.player.position.x+x, game.player.position.y+y}})&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove resources around the player ===&lt;br /&gt;
Removes all resource patches from the ground in a 50 x 50 area around the player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local size=50&lt;br /&gt;
local pos=game.player.position&lt;br /&gt;
&lt;br /&gt;
for _, e in pairs(surface.find_entities_filtered{area={{pos.x-size, pos.y-size},{pos.x+size, pos.y+size}}, type=&amp;quot;resource&amp;quot;}) &lt;br /&gt;
	do e.destroy() &lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add new oil patch ===&lt;br /&gt;
This creates 9 crude oil patches in a 3×3 square.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for y=0,2 do&lt;br /&gt;
	for x=0,2 do&lt;br /&gt;
		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=100000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or randomly without any collision:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local position=nil&lt;br /&gt;
for i=1,9 do&lt;br /&gt;
	position=game.player.surface.find_non_colliding_position(&amp;quot;crude-oil&amp;quot;, game.player.position, 0, i/2+1.5)&lt;br /&gt;
	if position then &lt;br /&gt;
		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=100000, position=position})&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Create 10 fishes ===&lt;br /&gt;
This creates 10 fishes around of player. The player must be on the water edge.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local player = game.player&lt;br /&gt;
local surface = player.surface&lt;br /&gt;
for i = 1, 10 do&lt;br /&gt;
  local position = surface.find_non_colliding_position(&#039;fish&#039;, player.position, 10, 1)&lt;br /&gt;
  if not position then return end&lt;br /&gt;
  surface.create_entity {name = &#039;fish&#039;, position = position}&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Count entities ===&lt;br /&gt;
Counts all entities whose name includes the string in local entity.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local entity=&amp;quot;belt&amp;quot;&lt;br /&gt;
local surface=game.player.surface&lt;br /&gt;
local count=0&lt;br /&gt;
for key, ent in pairs(surface.find_entities_filtered({force=game.player.force})) do&lt;br /&gt;
	if string.find(ent.name,entity) then&lt;br /&gt;
		count=count+1&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
game.player.print(count)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Emptying all pipes, underground pipes and pumps ===&lt;br /&gt;
Useful when pipes contain a fluid you dont want.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local deleted=0&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=game.player.force})) do&lt;br /&gt;
	if string.find(entity.name, &amp;quot;pipe&amp;quot;) or &lt;br /&gt;
		string.find(entity.name, &amp;quot;pump&amp;quot;) &lt;br /&gt;
	then&lt;br /&gt;
		for i=1,#entity.fluidbox do&lt;br /&gt;
			deleted = deleted + 1&lt;br /&gt;
			entity.fluidbox[i] = nil;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
game.player.print(&amp;quot;Fluids removed from &amp;quot;..deleted ..&amp;quot; entities&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn off cliff generation ===&lt;br /&gt;
Sets size to &amp;quot;none&amp;quot;. Only effective on chunks that are generated after using this command. Use [[#Remove all cliffs]] to delete existing cliffs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local mgs = game.player.surface.map_gen_settings&lt;br /&gt;
mgs.cliff_settings.cliff_elevation_0 = 1024&lt;br /&gt;
game.player.surface.map_gen_settings = mgs&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove all cliffs ===&lt;br /&gt;
Removes all cliffs existing cliffs from the world. Use [[#Turn off cliff generation]] to turn off cliff generation in new chunks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, v in pairs(game.player.surface.find_entities_filtered{type=&amp;quot;cliff&amp;quot;}) do&lt;br /&gt;
  v.destroy()&lt;br /&gt;
end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delete all decoratives ===&lt;br /&gt;
Delete the decoratives that can be found in the world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
for c in surface.get_chunks() do&lt;br /&gt;
	surface.destroy_decoratives({{c.x*32, c.y*32}, {c.x*32+32, c.y*32+32}})&lt;br /&gt;
end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change map generation settings ===&lt;br /&gt;
This allows to change the map generation settings for new chunks; it does not alter already generated chunks. [[#Delete chunks|Deleted chunks]] are affected by the setting change because they are newly generated when they get explored again.&lt;br /&gt;
&lt;br /&gt;
To change resource generation settings, replace &amp;quot;iron-ore&amp;quot; with the [[Data.raw#resource|resource]] that should be changed and replace &amp;quot;very-high&amp;quot; with the desired [https://lua-api.factorio.com/latest/Concepts.html#MapGenSize MapGenSize] in the following command. Replace &amp;quot;iron-ore&amp;quot; with &amp;quot;enemy-base&amp;quot; to change the enemy base generation settings. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local resource = &amp;quot;iron-ore&amp;quot;&lt;br /&gt;
local autoplace = surface.map_gen_settings.autoplace_controls&lt;br /&gt;
autoplace[resource].size = &amp;quot;very-high&amp;quot;&lt;br /&gt;
autoplace[resource].frequency = &amp;quot;very-high&amp;quot;&lt;br /&gt;
autoplace[resource].richness = &amp;quot;very-high&amp;quot;&lt;br /&gt;
surface.map_gen_settings.autoplace_controls = autoplace&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change water generation settings, replace &amp;quot;very-high&amp;quot; with the desired [https://lua-api.factorio.com/latest/Concepts.html#MapGenSize MapGenSize] in the following command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.water = &amp;quot;very-high&amp;quot; --[[ size]]&lt;br /&gt;
mgs.terrain_segmentation  = &amp;quot;very-high&amp;quot; --[[ frequency]]&lt;br /&gt;
surface.map_gen_settings = mgs &amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy/evolution scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Set evolution factor ===&lt;br /&gt;
Ranges from 0 (new game) to 1.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.forces[&amp;quot;enemy&amp;quot;].evolution_factor=X&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disable time-based evolution &amp;amp; increases pollution-based evolution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.map_settings.enemy_evolution.time_factor=0&lt;br /&gt;
/c game.map_settings.enemy_evolution.pollution_factor=game.map_settings.enemy_evolution.pollution_factor*2&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2&amp;quot; at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.&lt;br /&gt;
&lt;br /&gt;
=== Kill all biters on the &amp;quot;enemy&amp;quot; force ===&lt;br /&gt;
Note that this will kill only mobile units, spawners will not be killed.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.forces[&amp;quot;enemy&amp;quot;].kill_all_units()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kill all enemies ===&lt;br /&gt;
This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the explored world, so any unexplored parts of the map which still need to be generated will still have enemies. You can [[#Prevent biters being on newly generated chunks|prevent biters being on newly generated chunks]] if desired.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=&amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
	entity.destroy()&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kill all nearby enemies ===&lt;br /&gt;
&lt;br /&gt;
This will kill all biters, bases and worms in a configurable radius. The default, 250 tiles, is about two zoomed-out screen widths on full HD. After destruction, it shows how many objects were destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local radius = 250&lt;br /&gt;
local surface=game.player.surface&lt;br /&gt;
local pp = game.player.position&lt;br /&gt;
local cnt = 0&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=&amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
    if entity.position.x &amp;gt; pp.x - radius and entity.position.x &amp;lt; pp.x + radius&lt;br /&gt;
        and entity.position.y &amp;gt; pp.y - radius and entity.position.y &amp;lt; pp.y + radius then&lt;br /&gt;
        cnt = cnt+1&lt;br /&gt;
        entity.destroy()&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
game.player.print(cnt)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable/Disable peaceful mode ===&lt;br /&gt;
Enabling peaceful mode prevents biter attacks until provoked. Substitute true for false to disable. Already existing biters are not affected by this command so attacks could continue for a while after activating peaceful mode.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.peaceful_mode = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable/Disable biter expansion ===&lt;br /&gt;
Biter expansion allows biters to create new nests, it is enabled by default. Substitute true for false to disable.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.map_settings.enemy_expansion.enabled = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prevent biters being on newly generated chunks ===&lt;br /&gt;
On newly generated chunks no biters will be present, however all current biters will remain unaffected. Equivalent of setting the Enemy Base Size to None under the Terrain settings during map generation but achieved mid game by [[#Change map generation settings|changing map generation settings]].&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.autoplace_controls[&amp;quot;enemy-base&amp;quot;].size = &amp;quot;none&amp;quot;&lt;br /&gt;
surface.map_gen_settings = mgs&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player character scripts ==&lt;br /&gt;
Commands concerning the player directly.&lt;br /&gt;
=== Get player position ===&lt;br /&gt;
Prints coordinates of your current position.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(game.player.position.x .. &amp;quot;, &amp;quot; .. game.player.position.y)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Teleport player ===&lt;br /&gt;
Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.teleport({X, Y})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To teleport to the world&#039;s origin, use 0,0.&lt;br /&gt;
&lt;br /&gt;
=== Enable god mode ===&lt;br /&gt;
God mode removes your player character allowing you to fly over obstacles and take no damage.&lt;br /&gt;
&lt;br /&gt;
Disassociate your controls from the player:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.character=nil&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, hover the mouse over the useless player and destroy it by typing:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.selected.destroy()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To undo, spawn a player character. This will spawn a new player at the spawn point of the world, and connect your controls to it.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.create_character()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable long reach ===&lt;br /&gt;
Enables long reach, which allows the player to build and interact with entities at a greater distance. The default reach is 10.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local reach = 10000&lt;br /&gt;
game.player.force.character_build_distance_bonus = reach&lt;br /&gt;
game.player.force.character_reach_distance_bonus = reach&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Enable Research Queue ===&lt;br /&gt;
Enable the research queue for the players current team. Can be done after the game has started if it was forgotten during the map&#039;s setup.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.research_queue_enabled = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable faster research ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.laboratory_speed_modifier=1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
1 is normal speed, 2 is double speed 3 is triple etc.&lt;br /&gt;
&lt;br /&gt;
=== Research specific technologies ===&lt;br /&gt;
The internal technology names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=true&lt;br /&gt;
/c game.player.force.technologies[&#039;steel-processing&#039;].researched=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unresearch specific technologies ===&lt;br /&gt;
The internal technology names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=false; game.player.force.set_saved_technology_progress(&#039;electric-energy-distribution-1&#039;, 0)&lt;br /&gt;
/c game.player.force.technologies[&#039;steel-processing&#039;].researched=false; game.player.force.set_saved_technology_progress(&#039;steel-processing&#039;, 0)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific recipes ===&lt;br /&gt;
The internal recipe/item names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;electric-energy-interface&amp;quot;].enabled=true&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;rocket-silo&amp;quot;].enabled=true&lt;br /&gt;
/c game.player.force.recipes.loader.enabled=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable all recipes ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for name, recipe in pairs(game.player.force.recipes) do recipe.enabled = true end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Command line parameters ==&lt;br /&gt;
&#039;&#039;&#039;As of Game Version 0.17.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;General options:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -h, --help&lt;br /&gt;
| display help&lt;br /&gt;
|-&lt;br /&gt;
| --version&lt;br /&gt;
|show version information&lt;br /&gt;
|-&lt;br /&gt;
| -v, --verbose&lt;br /&gt;
|enable verbose logging&lt;br /&gt;
|-&lt;br /&gt;
| -c, --config PATH&lt;br /&gt;
|config file to use&lt;br /&gt;
|-&lt;br /&gt;
| --no-log-rotation&lt;br /&gt;
|don&#039;t rotate log file&lt;br /&gt;
|-&lt;br /&gt;
| --mod-directory PATH&lt;br /&gt;
|Mod directory to use&lt;br /&gt;
|-&lt;br /&gt;
| --check-unused-prototype-data&lt;br /&gt;
|Print a warning for all prototype values that were not accessed&lt;br /&gt;
|-&lt;br /&gt;
| --executable-path PATH&lt;br /&gt;
|Override autodetected __PATH__executable. Usually not needed except on very weird systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Running options:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| -s, --map2scenario arg&lt;br /&gt;
|map to scenario conversion&lt;br /&gt;
|-&lt;br /&gt;
| -m, --scenario2map arg&lt;br /&gt;
|scenario to map conversion&lt;br /&gt;
|-&lt;br /&gt;
| --apply-update arg&lt;br /&gt;
|immediately apply update package&lt;br /&gt;
|-&lt;br /&gt;
| --create FILE&lt;br /&gt;
|create a new map&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-settings FILE&lt;br /&gt;
|Map generation settings for use with --create, --start-server-load-scenario or --generate-map-preview. See data/map-gen-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --map-gen-seed SEED&lt;br /&gt;
|Map generation seed for use with --create, --start-server-load-scenario or --generate-map-preview. Will override seed specified in map gen settings&lt;br /&gt;
|-&lt;br /&gt;
| --map-settings FILE&lt;br /&gt;
|Map settings for use with --create or --start-server-load-scenario. See data/base/prototypes/map-settings.lua&lt;br /&gt;
|-&lt;br /&gt;
| --preset arg&lt;br /&gt;
|Name of the map generation preset to be used.&lt;br /&gt;
|-&lt;br /&gt;
| --enable-runtime-autoplace-modification&lt;br /&gt;
|Allows changing autoplace specifications runtime in non-multiplayer non-replay enabled games for debug purposes.&lt;br /&gt;
|-&lt;br /&gt;
| --generate-map-preview PNGFILE&lt;br /&gt;
|Generate preview images of the map&lt;br /&gt;
|-&lt;br /&gt;
| --generate-tile-properties-csv CSVFILE&lt;br /&gt;
|Generate tile properties into a CSV file; can be used with --generate-map-preview&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-size SCALE&lt;br /&gt;
|Size (in pixels) of map preview (default: 1024)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-scale SCALE&lt;br /&gt;
|Scale (meters per pixel) of map preview (default: 1)&lt;br /&gt;
|-&lt;br /&gt;
| --map-preview-offset X,Y&lt;br /&gt;
|Offset of the center of the map, in meters (default: 0,0)&lt;br /&gt;
|-&lt;br /&gt;
| --noise-outputs TAG,TAG...&lt;br /&gt;
|Indicate which variables of noise program to output&lt;br /&gt;
|-&lt;br /&gt;
| --slope-shading SHADEAMOUNT&lt;br /&gt;
|Apply elevation shading to map preview&lt;br /&gt;
|-&lt;br /&gt;
| --slope-shade-property SHADEPROP&lt;br /&gt;
|Property to apply slope shading to (default: elevation)&lt;br /&gt;
|-&lt;br /&gt;
| --report-quantities PROTOTYPE,...&lt;br /&gt;
|When generating map preview, report approximate quantities of the named entity prototypes&lt;br /&gt;
|-&lt;br /&gt;
| --threads THREADCOUNT&lt;br /&gt;
|Number of threads to use when generating map previews&lt;br /&gt;
|-&lt;br /&gt;
| --disable-migration-window&lt;br /&gt;
|Disables the gui that is shown when opening a save with migrated content&lt;br /&gt;
|-&lt;br /&gt;
| --start-server FILE&lt;br /&gt;
|start a multiplayer server&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-scenario [MOD/]NAME&lt;br /&gt;
|start a multiplayer server and load the specified scenario. The scenario is looked for inside the given mod. If no mod is given, it is looked for in the top-level scenarios directory.&lt;br /&gt;
|-&lt;br /&gt;
| --start-server-load-latest&lt;br /&gt;
|start a multiplayer server and load the latest available save&lt;br /&gt;
|-&lt;br /&gt;
| --until-tick TICK&lt;br /&gt;
|run a save until given map tick&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark FILE&lt;br /&gt;
|load save and run benchmark&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-ticks N&lt;br /&gt;
|number of ticks for benchmarking. Default is 1000 (default: 1000)&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-verbose FILE&lt;br /&gt;
|comma seperated list of timings to ouput each tick. &amp;quot;all&amp;quot;, &amp;quot;timestamp&amp;quot; as well as all other values seen in the debug view are allowed here. An empty string disabled verbose benchmarking. (default: )&lt;br /&gt;
|-&lt;br /&gt;
| --output-perf-stats FILE&lt;br /&gt;
|path of file to which performance statistics measurements should be saved. Special tags {api}, {hw}, {time} and {tag} will be replaced.&lt;br /&gt;
|-&lt;br /&gt;
| --mp-connect ADDRESS&lt;br /&gt;
|start factorio and connect to address&lt;br /&gt;
|-&lt;br /&gt;
| --load-game FILE&lt;br /&gt;
|start Factorio and load a game in singleplayer&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-graphics FILE&lt;br /&gt;
|load save and run it with graphics for benchmark-ticks number of ticks as normal game would&lt;br /&gt;
|-&lt;br /&gt;
| --benchmark-frame FILE&lt;br /&gt;
|load save and benchmark graphics rendering of single frame (prepare + render) without updating the game&lt;br /&gt;
|-&lt;br /&gt;
| --force-opengl&lt;br /&gt;
|use OpenGL for rendering&lt;br /&gt;
|-&lt;br /&gt;
| --force-d3d&lt;br /&gt;
|use Direct3D for rendering&lt;br /&gt;
|-&lt;br /&gt;
| --debug-graphics&lt;br /&gt;
|enables debugging layer for graphics API. If DirectX is used DirectX SDK needs to be installed for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| --fullscreen&lt;br /&gt;
|start game in windowed mode (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --max-texture-size N&lt;br /&gt;
|maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048&lt;br /&gt;
|-&lt;br /&gt;
| --graphics-quality arg&lt;br /&gt;
|accepted values: normal, low, very-low&lt;br /&gt;
|-&lt;br /&gt;
| --video-memory-usage arg&lt;br /&gt;
|accepted values: all, high, medium, low&lt;br /&gt;
|-&lt;br /&gt;
| --force-graphics-preset arg&lt;br /&gt;
|accepted values: very-low, low, mac-with-low-ram, medium-with-low-vram, medium, high, very-high, extreme&lt;br /&gt;
|-&lt;br /&gt;
| --gfx-safe-mode&lt;br /&gt;
|resets some graphics settings to values that should work on most configurations&lt;br /&gt;
|-&lt;br /&gt;
| --low-vram&lt;br /&gt;
|sprites that are not put into sprite atlases won&#039;t be allocated as texture objects&lt;br /&gt;
|-&lt;br /&gt;
| --shader arg&lt;br /&gt;
|enable/disable shader postprocessing (saved to configuration)&lt;br /&gt;
|-&lt;br /&gt;
| --disable-audio&lt;br /&gt;
|Disable audio. Mainly for faster startup during development.&lt;br /&gt;
|-&lt;br /&gt;
| --window-size arg&lt;br /&gt;
|Desired window resolution. For example &amp;quot;1680x1050&amp;quot;. Or &amp;quot;maximized&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| --single-thread-loading&lt;br /&gt;
|Disables loading of sprites in multiple threads.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Server options:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| --port N&lt;br /&gt;
|network port to use&lt;br /&gt;
|-&lt;br /&gt;
| --bind ADDRESS[:PORT]&lt;br /&gt;
|IP address (and optionally port) to bind to&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-port N&lt;br /&gt;
|Port to use for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --rcon-password PASSWORD&lt;br /&gt;
|Password for RCON&lt;br /&gt;
|-&lt;br /&gt;
| --server-settings FILE&lt;br /&gt;
|Path to file with server settings. See data/server-settings.example.json&lt;br /&gt;
|-&lt;br /&gt;
| --use-server-whitelist&lt;br /&gt;
|If the whitelist should be used.&lt;br /&gt;
|-&lt;br /&gt;
| --server-whitelist FILE&lt;br /&gt;
|Path to file with server whitelist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-banlist FILE&lt;br /&gt;
|Path to file with server banlist.&lt;br /&gt;
|-&lt;br /&gt;
| --server-adminlist FILE&lt;br /&gt;
|Path to file with server adminlist.&lt;br /&gt;
|-&lt;br /&gt;
| --console-log FILE&lt;br /&gt;
|Path to file where a copy of the server&#039;s log will be stored&lt;br /&gt;
|-&lt;br /&gt;
| --server-id FILE&lt;br /&gt;
|Path where server ID will be stored or read from&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
  --map2scenario SAVE&lt;br /&gt;
Converts a save game to a User Scenario, allows saved game state to be loaded into map editor.&lt;br /&gt;
Assuming that save game name is &amp;quot;foo.zip&amp;quot;, executing &#039;./factorio --map2scenario s1&#039; will result in Factorio loading, opening the save file, and saving the scenario into the scenario folder.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
A list of the internal names of most things in the vanilla game can also be found on [[data.raw]].&lt;br /&gt;
&lt;br /&gt;
=== Print to console which tile are you have under the player position ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(game.player.surface.get_tile(game.player.position.x, game.player.position.y).name)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write all researched technologies to file ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local list = {}&lt;br /&gt;
for _, tech in pairs(game.player.force.technologies) do &lt;br /&gt;
	if tech.researched then&lt;br /&gt;
    list[#list+1] = tech.name&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
game.write_file(&amp;quot;techs.lua&amp;quot;, serpent.block(list) .. &amp;quot;\n&amp;quot;, true)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write all enabled recipes to file ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local list = {}&lt;br /&gt;
for _, recipe in pairs(game.player.force.recipes) do &lt;br /&gt;
	if recipe.enabled then&lt;br /&gt;
    list[#list+1] = recipe.name&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
game.write_file(&amp;quot;recipes.lua&amp;quot;, serpent.block(list) .. &amp;quot;\n&amp;quot;, true)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* http://lua-api.factorio.com/latest/ - Factorio API reference for latest version&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=159653</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=159653"/>
		<updated>2018-05-28T19:16:35Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: That the satellite insertion time isn&amp;#039;t included is material info - it does add noticeably in the long run. Removed another bit of the example that became pointless after the previous edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Rocket silo&#039;&#039;&#039; is currently the only win condition.  Once the silo has been built and placed it can be filled with [[low density structure]]s, [[rocket fuel]], and [[rocket control unit]]s which will allow [[rocket part]]s to be created within the silo.  &lt;br /&gt;
&lt;br /&gt;
In order to launch a rocket, 100 rocket parts need to be crafted.  Each rocket part needs 10 low density structures, 10 rocket fuel, and 10 rocket control units.&lt;br /&gt;
 &lt;br /&gt;
When all rocket parts have been completed the rocket silo interface will be at 100% and allow the player to input a [[satellite]] component.  Launching the rocket with a satellite will complete the game and a win menu will be displayed that shows all kills and the playing time, asking the player to exit the current game, continue, or view the replay. Launching a satellite also places 1000 [[space science pack]]s in the rocket result inventory.&lt;br /&gt;
&lt;br /&gt;
However, launching the silo without the satellite is sadly pointless, as it won&#039;t count as a win, and will be a massive waste of resources. More resources will be needed to make another rocket.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo.&lt;br /&gt;
&lt;br /&gt;
The rocket silo result inventory can hold up to one stack of space science packs (2000). When receiving science packs from a launched satellite, the game discards all space science packs that exceed the capacity of the rocket result inventory. The &amp;quot;Auto launch with cargo&amp;quot; checkbox does &#039;&#039;&#039;not&#039;&#039;&#039; check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Timings ==&lt;br /&gt;
&lt;br /&gt;
The duration of the rocket launch animation is 2475 [[game-tick]]s, or 41.25 seconds. This is the time from when the rocket is finished to when production on the next rocket can start, but it does not include the time to insert the payload.&lt;br /&gt;
&lt;br /&gt;
The duration not affected by any modules or beacons, which can be important to take into account when planning to launch rockets quickly. E.g. to launch one rocket per minute using a single rocket silo, the production of the rocket parts must happen within 60 - 41.25 = 18.75 seconds.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game win based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&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;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=159650</id>
		<title>Rocket silo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_silo&amp;diff=159650"/>
		<updated>2018-05-28T16:48:22Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Discuss the &amp;quot;idle&amp;quot; time during a rocket launch when the silo doesn&amp;#039;t produce rocket parts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Rocket silo}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Rocket silo&#039;&#039;&#039; is currently the only win condition.  Once the silo has been built and placed it can be filled with [[low density structure]]s, [[rocket fuel]], and [[rocket control unit]]s which will allow [[rocket part]]s to be created within the silo.  &lt;br /&gt;
&lt;br /&gt;
In order to launch a rocket, 100 rocket parts need to be crafted.  Each rocket part needs 10 low density structures, 10 rocket fuel, and 10 rocket control units.&lt;br /&gt;
 &lt;br /&gt;
When all rocket parts have been completed the rocket silo interface will be at 100% and allow the player to input a [[satellite]] component.  Launching the rocket with a satellite will complete the game and a win menu will be displayed that shows all kills and the playing time, asking the player to exit the current game, continue, or view the replay. Launching a satellite also places 1000 [[space science pack]]s in the rocket result inventory.&lt;br /&gt;
&lt;br /&gt;
However, launching the silo without the satellite is sadly pointless, as it won&#039;t count as a win, and will be a massive waste of resources. More resources will be needed to make another rocket.&lt;br /&gt;
&lt;br /&gt;
Building a silo requires, among other things, [[electric engine unit]]s, [[engine unit]]s, and [[processing unit]]s, which must be produced in [[assembling machine]]s and cannot be crafted by hand from raw materials. The rocket itself can also only be produced in the silo.&lt;br /&gt;
&lt;br /&gt;
The rocket silo result inventory can hold up to one stack of space science packs (2000). When receiving science packs from a launched satellite, the game discards all space science packs that exceed the capacity of the rocket result inventory. The &amp;quot;Auto launch with cargo&amp;quot; checkbox does &#039;&#039;&#039;not&#039;&#039;&#039; check if the rocket result inventory can hold the expected space science packs, this has to be manually ensured by the player, for example through the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
== Timings ==&lt;br /&gt;
&lt;br /&gt;
The time for a rocket launch is 2475 [[game-tick]]s, or 41.25 seconds. That is the time from a rocket is finished to production on the next rocket can start.&lt;br /&gt;
&lt;br /&gt;
It is not affected by any modules or beacons, which can be important to take into account if you plan to launch rockets quickly. E.g. to launch one rocket per minute using a single rocket silo, you can only produce rocket parts in it for 60 - 41.25 = 18.75 seconds, which means you need a lot of speed modules for the silo. If you instead use two silos, you have 60 - (41.25/2) = 39.375 seconds - i.e. more than twice the time - to produce each rocket. That since each silo is only &amp;quot;inactive&amp;quot; for 41.25 seconds every two minutes instead of one.&lt;br /&gt;
&lt;br /&gt;
Note that to be really accurate you also need to add the [[Inserters#Inserter_speed|time for an inserter]] to insert the satellite into the rocket.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
&lt;br /&gt;
The rocket silo, which is used to win the game, is directly connected to the following game win based achievements:&lt;br /&gt;
{{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
{{Achievement|no-time-for-chitchat}}&lt;br /&gt;
{{Achievement|there-is-no-spoon}}&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
{{Achievement|steam-all-the-way}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Rocket parts from building rockets in the silo now show in production statistics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.7|&lt;br /&gt;
* Updated icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.4|&lt;br /&gt;
* Rocket silo now behaves correctly when out of electricity.}}&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;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=158029</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=158029"/>
		<updated>2018-04-02T16:10:17Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Update section explaining chest-to-belt throughput for compression changes in 0.16.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from—and insert items into—machines or storage devices.&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter}} || The only [[fuel]]-powered inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter}} || Much faster than the inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Filter inserter}} || Variant of the fast inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stack inserter}} || As fast as the fast inserter but can move many more items at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Stack filter inserter}} || Variant of the stack inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* Pick up items off the ground, off of a [[Transport belts|Transport belt]], or from any object that has storage space, including [[Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* Place the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
* Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick them up.&lt;br /&gt;
&lt;br /&gt;
Inserters &#039;&#039;&#039;will not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the adjacent entity.&lt;br /&gt;
* Pick up items to place into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into an entity that can not hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].&lt;br /&gt;
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[Category:Producers|production building]]s, [[furnace]]s, and [[turret]]s.&lt;br /&gt;
&lt;br /&gt;
If two or more inserters are picking up from the same tile, the inserter who can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Insertion limits ===&lt;br /&gt;
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Automatic insertion limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery turret]]s || [[Artillery shell]]s || align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft additionally to ingredients for the number of crafts that can complete during one full inserter swing; but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of science packs needed for one research unit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
=== Inserters and transport belts ===&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter&#039;s perspective or if the belt is going the same or the opposite direction as the inserter the right side from the belt&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | [[File:Inserter_dropoff_locations.gif]] || [[File:Inserter_pickup_locations.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective. If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | Inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If a belt is in the same orientation as the inserter, the inserter &#039;&#039;&#039;prefers&#039;&#039;&#039; taking from the left lane, from the belt&#039;s perspective. If the left lane is empty it will take from the right lane.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=== Potential issues ===&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every turn&lt;br /&gt;
* The [[burner inserter]] does not drain energy when idle, but uses more energy when it is active.&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Game-tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
! Ticks per full turn&amp;lt;br/&amp;gt;Ticks per Tile&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.59&amp;lt;br/&amp;gt;1.284 || 1.7&amp;lt;br/&amp;gt;0.833 || 102&amp;lt;br/&amp;gt;76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.83&amp;lt;br/&amp;gt;1.8 || 1.2&amp;lt;br/&amp;gt;0.56 || 72&amp;lt;br/&amp;gt;54&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.15&amp;lt;br/&amp;gt;2.742 || 0.867&amp;lt;br/&amp;gt;0.416 || 52&amp;lt;br/&amp;gt;36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Stack inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack_filter_inserter|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.31&amp;lt;br/&amp;gt;4.2 || 0.433&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
The following is based on [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing experimental data] gathered in version 0.15.&lt;br /&gt;
&lt;br /&gt;
Inserter throughput between chests and other [[stack|stacks]] is a simple function of stack size and arm speed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;n&#039;&#039; = Stack size&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_arm&#039;&#039; = Time to move the arm back and forth&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / Time per item = &#039;&#039;n&#039;&#039; / &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When moving items to or from belts, the time to pick up or put down items also becomes a factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;t_item&#039;&#039; = Time to pick up or put down one item&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_cycle&#039;&#039; = Time to complete an arm cycle = &#039;&#039;t_arm&#039;&#039; + &#039;&#039;n&#039;&#039;*&#039;&#039;t_item&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_cycle&#039;&#039; / &#039;&#039;n&#039;&#039; = &#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / (&#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [https://forums.factorio.com/viewtopic.php?t=9141#p280529 Before 0.15.14], inserters were 1-4% less efficient when moving items from south to north.&lt;br /&gt;
&lt;br /&gt;
===Chest to chest===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second&lt;br /&gt;
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || 0.59 || 0.59 || (1) || 1.18 || (2) || 1.76 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || 0.83 || 0.83 || (1) || 1.67 || (2) || 2.50 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || 1.15 || 1.15 || (1) || 2.31 || (2) || 3.46 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter|Filter inserter}} || 2.31 || 2.31 || (1) || 4.62 || (2) || 6.93 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 2.31 || 4.62 || (2) || 9.23 || (4) || 27.70 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to belt===&lt;br /&gt;
&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that have items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item then the items upstream on the belt will stop to make room for the item being inserted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [https://forums.factorio.com/viewtopic.php?t=57993 Before 0.16.25], inserters would not insert items if gaps were too narrow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [https://forums.factorio.com/viewtopic.php?t=54600 Before 0.16.0], underground entrances and exits made it easier for the inserter to put down an item on a belt that wasn&#039;t fully compressed.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty perpendicular belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=3 | Type&lt;br /&gt;
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | No capacity bonus&lt;br /&gt;
! colspan=4 | Capacity bonus 2&lt;br /&gt;
! colspan=4 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || 0.59 || 0.59 || 0.59 || (1) || 1.10 || 1.13 || 1.14 || (2) || 1.53 || 1.62 || 1.67 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || 0.83 || 0.83 || 0.83 || (1) || 1.52 || 1.58 || 1.60 || (2) || 2.05 || 2.22 || 2.31 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || 1.15 || 1.15 || 1.15 || (1) || 2.03 || 2.14 || 2.18 || (2) || 2.65 || 2.95 || 3.10 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter|Filter inserter}} || 2.31 || 2.31 || 2.31 || (1) || 3.64 || 4.00 || 4.14 || (2) || 4.29 || 5.14 || 5.63 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 3.64 || 4.00 || 4.14 || (2) || 4.71 || 6.15 || 6.86 || (4) || 5.90 || 9.60 || 12.20 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To calculate the throughput for [[Stack inserter]] and [[Stack filter inserter]] at any capacity level, you can use these linearly fitted factors with the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{Imagelink|Transport belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{Imagelink|Fast transport belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{Imagelink|Express transport belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.142 || 0.292 || 0.073 || 0.360 || 0.049 || 0.384&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing source spreadsheet] for the corresponding factors for the other inserter types. Their errors are generally well below 1%.&lt;br /&gt;
&lt;br /&gt;
===Belt to chest===&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || &#039;&#039;&#039;0.56&#039;&#039;&#039; || &#039;&#039;&#039;0.56&#039;&#039;&#039; || 0.51 || 0.65 || (1) || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 1.07 || 0.98 || 1.18 || (2) || 1.43 || &#039;&#039;&#039;1.54&#039;&#039;&#039; || 1.43 || 1.75 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || &#039;&#039;&#039;0.83&#039;&#039;&#039; || 0.74 || 0.77 || 0.90 || (1) || &#039;&#039;&#039;1.57&#039;&#039;&#039; || 1.48 || 1.45 || 1.62 || (2) || 2.00 || &#039;&#039;&#039;2.11&#039;&#039;&#039; || 2.07 || 2.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || &#039;&#039;&#039;1.16&#039;&#039;&#039; || 1.11 || 1.11 || 1.22 || (1) || 2.22 || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.11 || 2.31 || (2) || 3.08 || 3.08 || &#039;&#039;&#039;3.16&#039;&#039;&#039; || 3.33 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter|Filter inserter}} || &#039;&#039;&#039;2.22&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.14 || 2.40 || (1) || &#039;&#039;&#039;4.17&#039;&#039;&#039; || 3.81 || 4.00 || 4.29 || (2) || &#039;&#039;&#039;5.71&#039;&#039;&#039; || 5.45 || 5.46 || 6.21 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || &#039;&#039;&#039;4.17&#039;&#039;&#039; || 3.81 || 4.00 || 4.29 || (2) || &#039;&#039;&#039;6.67&#039;&#039;&#039; || &#039;&#039;&#039;6.67&#039;&#039;&#039; || 6.15 || 6.67 /&amp;lt;br/&amp;gt;7.50 /&amp;lt;br/&amp;gt;7.74 * || (4) || 6.67 || 10.00 || &#039;&#039;&#039;12.00&#039;&#039;&#039; || 6.67 /&amp;lt;br/&amp;gt;11.61 /&amp;lt;br/&amp;gt;13.58 * || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
Here are linearly fitted factors to get the [[Stack inserter]] and [[Stack filter inserter]] throughput at any capacity level, by using the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{Imagelink|Transport belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{Imagelink|Fast transport belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{Imagelink|Express transport belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.045* || 0.403* || 0.063 || 0.387 || 0.049 || 0.416&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Since the belt is the limiting factor above stack size 4, these figures are only accurate up to that size. More than that and the throughput is fixed at 6.67 items per second.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=150772</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=150772"/>
		<updated>2017-09-30T14:21:33Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Remove reference to inserter orientation which isn&amp;#039;t a factor any more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from, and insert items into machines or storage devices. There are seven types of inserters, all requiring electricity to run (except the Burner Inserter, which burns [[Fuel|fuel]]).&lt;br /&gt;
&lt;br /&gt;
== Types Of Inserters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter|Burner inserter}} || The only [[fuel]]-powered inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long handed inserter|Long handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter|Fast inserter}} || Much faster than the Basic inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} || Variant of the Fast inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stack-inserter|Stack inserter}} || As fast as the Fast inserter but can move many more items at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stack_filter_inserter|Stack filter inserter}} || Variant of the Stack inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Pick up&#039;&#039;&#039; Items off the ground, off of a [[Transport belts|Transport belt]], or from any object that has storage space, including [[Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* &#039;&#039;&#039;Place&#039;&#039;&#039; the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
&lt;br /&gt;
Inserters will &#039;&#039;&#039;not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the connected entity.&lt;br /&gt;
* Pick up items into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into a stack limited inventory, beyond the stack limit (red slots).&lt;br /&gt;
&lt;br /&gt;
Inserters act differently depending on what they are moving items to/into so as not to monopolize all of the items being picked up. This allows other machines and inserters on the same transport belt to pick up a share of the items. If two inserters are picking up from the same tile, the first placed inserter has priority.&lt;br /&gt;
&lt;br /&gt;
==Insertion Limits==&lt;br /&gt;
Inserters will stop inserting items into certain buildings if they already have enough of that item. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. When the fuel drops below 5 items, the inserter will continue to insert more fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
This is to allow for all machines to receive their share of items. The common limits on insertion are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Inserter limit !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[Burner inserter]]s, [[Furnace]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10 || Since v0.8.4. Allows for 100 shots before depleting.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of items needed for one research point ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that takes items from an object containing [[Stack|stacks]] of items (such as a chest) can overfill the target building due to the [[Inserter capacity bonus (research)]] research. Overfilling can also happen if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
==Inserters And Transport Belt Interaction ==&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt. Which side they place it on depends on the orientation of the inserter and the belt, as described below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:300px;height:345px;&amp;quot; | [[File:PlaceOnFarSide.gif]] &lt;br /&gt;
|-&lt;br /&gt;
| Inserters will &#039;&#039;&#039;always&#039;&#039;&#039; place the item on the furthest lane.&lt;br /&gt;
|} &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:300px;&amp;quot; | [[File:TakeFromNearSide.gif]]&lt;br /&gt;
|- &lt;br /&gt;
| Inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane.&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:300px;&amp;quot; | [[File:PlaceOnRightSide.gif]]&lt;br /&gt;
|- &lt;br /&gt;
| If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective.&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:300px;&amp;quot; | [[File:PlaceOnInsideOfCorner.gif]] &lt;br /&gt;
|- &lt;br /&gt;
| If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
|} &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Issues ==&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
==Inserter Item Stack Size Bonus==&lt;br /&gt;
&lt;br /&gt;
If an inserter moves items from inventory to inventory (for example from an assembler into a chest), or (as of v0.13) from an inventory to a belt, it is able to transport more items at once. The secret behind this is the [[Inserter capacity bonus (research)]] research.&lt;br /&gt;
&lt;br /&gt;
==Power Usage==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every movement&lt;br /&gt;
* The [[Burner inserter]] does not drain energy when idle, but uses more energy when it is active. It is quite useful for situations where the inserter does not need to move very often.&lt;br /&gt;
&lt;br /&gt;
==Inserter Speed==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Game-tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
! Ticks per full turn&amp;lt;br/&amp;gt;Ticks per Tile&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.6&amp;lt;br/&amp;gt;1.284 || 1.667&amp;lt;br/&amp;gt;0.833 || 102&amp;lt;br/&amp;gt;76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.84&amp;lt;br/&amp;gt;1.8 || 1.191&amp;lt;br/&amp;gt;0.56 || 72&amp;lt;br/&amp;gt;54&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2&amp;lt;br/&amp;gt;2.742 || 0.833&amp;lt;br/&amp;gt;0.416 || 52&amp;lt;br/&amp;gt;36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack_filter_inserter|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
The following is based on [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing experimental data] gathered in version 0.15.&lt;br /&gt;
&lt;br /&gt;
Inserter throughput between chests and other [[stack|stacks]] is a simple function of stack size and arm speed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;n&#039;&#039; = Stack size&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_arm&#039;&#039; = Time to move the arm back and forth&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / Time per item = &#039;&#039;n&#039;&#039; / &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When moving items to or from belts, the time to pick up or put down items also becomes a factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;t_item&#039;&#039; = Time to pick up or put down one item&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_cycle&#039;&#039; = Time to complete an arm cycle = &#039;&#039;t_arm&#039;&#039; + &#039;&#039;n&#039;&#039;*&#039;&#039;t_item&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_cycle&#039;&#039; / &#039;&#039;n&#039;&#039; = &#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / (&#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [https://forums.factorio.com/viewtopic.php?t=9141#p280529 Before 0.15.14], inserters were 1-4% less efficient when moving items from south to north.&lt;br /&gt;
&lt;br /&gt;
===Chest to chest===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second&lt;br /&gt;
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || 0.59 || 0.59 || (1) || 1.18 || (2) || 1.76 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || 0.83 || 0.83 || (1) || 1.67 || (2) || 2.50 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || 1.15 || 1.15 || (1) || 2.31 || (2) || 3.46 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.31 || 2.31 || (1) || 4.62 || (2) || 6.93 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 2.31 || 4.62 || (2) || 9.23 || (4) || 27.70 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to belt===&lt;br /&gt;
&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is and how the items are spaced, i.e. if spaces are large enough to fill with items. Underground entrances and exits also makes it easier for the inserter to put down an item.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty perpendicular belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=3 | Type&lt;br /&gt;
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | No capacity bonus&lt;br /&gt;
! colspan=4 | Capacity bonus 2&lt;br /&gt;
! colspan=4 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || 0.59 || 0.59 || 0.59 || (1) || 1.10 || 1.13 || 1.14 || (2) || 1.53 || 1.62 || 1.67 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || 0.83 || 0.83 || 0.83 || (1) || 1.52 || 1.58 || 1.60 || (2) || 2.05 || 2.22 || 2.31 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || 1.15 || 1.15 || 1.15 || (1) || 2.03 || 2.14 || 2.18 || (2) || 2.65 || 2.95 || 3.10 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.31 || 2.31 || 2.31 || (1) || 3.64 || 4.00 || 4.14 || (2) || 4.29 || 5.14 || 5.63 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 3.64 || 4.00 || 4.14 || (2) || 4.71 || 6.15 || 6.86 || (4) || 5.90 || 9.60 || 12.20 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To calculate the throughput for [[Stack inserter]] and [[Stack filter inserter]] at any capacity level, you can use these linearly fitted factors with the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{Imagelink|Transport belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{Imagelink|Fast transport belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{Imagelink|Express transport belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.142 || 0.292 || 0.073 || 0.360 || 0.049 || 0.384&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing source spreadsheet] for the corresponding factors for the other inserter types. Their errors are generally well below 1%.&lt;br /&gt;
&lt;br /&gt;
===Belt to chest===&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || &#039;&#039;&#039;0.56&#039;&#039;&#039; || &#039;&#039;&#039;0.56&#039;&#039;&#039; || 0.51 || 0.65 || (1) || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 1.07 || 0.98 || 1.18 || (2) || 1.43 || &#039;&#039;&#039;1.54&#039;&#039;&#039; || 1.43 || 1.75 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || &#039;&#039;&#039;0.83&#039;&#039;&#039; || 0.74 || 0.77 || 0.90 || (1) || &#039;&#039;&#039;1.57&#039;&#039;&#039; || 1.48 || 1.45 || 1.62 || (2) || 2.00 || &#039;&#039;&#039;2.11&#039;&#039;&#039; || 2.07 || 2.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || &#039;&#039;&#039;1.16&#039;&#039;&#039; || 1.11 || 1.11 || 1.22 || (1) || 2.22 || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.11 || 2.31 || (2) || 3.08 || 3.08 || &#039;&#039;&#039;3.16&#039;&#039;&#039; || 3.33 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || &#039;&#039;&#039;2.22&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.14 || 2.40 || (1) || &#039;&#039;&#039;4.17&#039;&#039;&#039; || 3.81 || 4.00 || 4.29 || (2) || &#039;&#039;&#039;5.71&#039;&#039;&#039; || 5.45 || 5.46 || 6.21 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || &#039;&#039;&#039;4.17&#039;&#039;&#039; || 3.81 || 4.00 || 4.29 || (2) || &#039;&#039;&#039;6.67&#039;&#039;&#039; || &#039;&#039;&#039;6.67&#039;&#039;&#039; || 6.15 || 6.67 /&amp;lt;br/&amp;gt;7.50 /&amp;lt;br/&amp;gt;7.74 * || (4) || 6.67 || 10.00 || &#039;&#039;&#039;12.00&#039;&#039;&#039; || 6.67 /&amp;lt;br/&amp;gt;11.61 /&amp;lt;br/&amp;gt;13.58 * || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
Here are linearly fitted factors to get the [[Stack inserter]] and [[Stack filter inserter]] throughput at any capacity level, by using the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{Imagelink|Transport belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{Imagelink|Fast transport belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{Imagelink|Express transport belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.045* || 0.403* || 0.063 || 0.387 || 0.049 || 0.416&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Since the belt is the limiting factor above stack size 4, these figures are only accurate up to that size. More than that and the throughput is fixed at 6.67 items per second.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5253 Inserter Power Efficiency]: Movements per energy and exact power usage numbers. See also [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6258 this thread], where energy per movement is explained.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5400 Small Inserter Test]: Comparison if energy usage per item.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5524 Inserter heartbeats]: In some situations it is not possible to calculate the needed power usage.&lt;br /&gt;
===Special behavior===&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=150771</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=150771"/>
		<updated>2017-09-30T14:15:46Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Small grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from, and insert items into machines or storage devices. There are seven types of inserters, all requiring electricity to run (except the Burner Inserter, which burns [[Fuel|fuel]]).&lt;br /&gt;
&lt;br /&gt;
== Types Of Inserters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter|Burner inserter}} || The only [[fuel]]-powered inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long handed inserter|Long handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter|Fast inserter}} || Much faster than the Basic inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} || Variant of the Fast inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stack-inserter|Stack inserter}} || As fast as the Fast inserter but can move many more items at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stack_filter_inserter|Stack filter inserter}} || Variant of the Stack inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Pick up&#039;&#039;&#039; Items off the ground, off of a [[Transport belts|Transport belt]], or from any object that has storage space, including [[Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* &#039;&#039;&#039;Place&#039;&#039;&#039; the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
&lt;br /&gt;
Inserters will &#039;&#039;&#039;not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the connected entity.&lt;br /&gt;
* Pick up items into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into a stack limited inventory, beyond the stack limit (red slots).&lt;br /&gt;
&lt;br /&gt;
Inserters act differently depending on what they are moving items to/into so as not to monopolize all of the items being picked up. This allows other machines and inserters on the same transport belt to pick up a share of the items. If two inserters are picking up from the same tile, the first placed inserter has priority.&lt;br /&gt;
&lt;br /&gt;
==Insertion Limits==&lt;br /&gt;
Inserters will stop inserting items into certain buildings if they already have enough of that item. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. When the fuel drops below 5 items, the inserter will continue to insert more fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
This is to allow for all machines to receive their share of items. The common limits on insertion are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Inserter limit !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[Burner inserter]]s, [[Furnace]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10 || Since v0.8.4. Allows for 100 shots before depleting.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of items needed for one research point ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that takes items from an object containing [[Stack|stacks]] of items (such as a chest) can overfill the target building due to the [[Inserter capacity bonus (research)]] research. Overfilling can also happen if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
==Inserters And Transport Belt Interaction ==&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt. Which side they place it on depends on the orientation of the inserter and the belt, as described below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:300px;height:345px;&amp;quot; | [[File:PlaceOnFarSide.gif]] &lt;br /&gt;
|-&lt;br /&gt;
| Inserters will &#039;&#039;&#039;always&#039;&#039;&#039; place the item on the furthest lane.&lt;br /&gt;
|} &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:300px;&amp;quot; | [[File:TakeFromNearSide.gif]]&lt;br /&gt;
|- &lt;br /&gt;
| Inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane.&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:300px;&amp;quot; | [[File:PlaceOnRightSide.gif]]&lt;br /&gt;
|- &lt;br /&gt;
| If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective.&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li style=&amp;quot;display: inline-block;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:300px;&amp;quot; | [[File:PlaceOnInsideOfCorner.gif]] &lt;br /&gt;
|- &lt;br /&gt;
| If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
|} &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Issues ==&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
==Inserter Item Stack Size Bonus==&lt;br /&gt;
&lt;br /&gt;
If an inserter moves items from inventory to inventory (for example from an assembler into a chest), or (as of v0.13) from an inventory to a belt, it is able to transport more items at once. The secret behind this is the [[Inserter capacity bonus (research)]] research.&lt;br /&gt;
&lt;br /&gt;
==Power Usage==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every movement&lt;br /&gt;
* The [[Burner inserter]] does not drain energy when idle, but uses more energy when it is active. It is quite useful for situations where the inserter does not need to move very often.&lt;br /&gt;
&lt;br /&gt;
==Inserter Speed==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Game-tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
! Ticks per full turn&amp;lt;br/&amp;gt;Ticks per Tile&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.6&amp;lt;br/&amp;gt;1.284 || 1.667&amp;lt;br/&amp;gt;0.833 || 102&amp;lt;br/&amp;gt;76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.84&amp;lt;br/&amp;gt;1.8 || 1.191&amp;lt;br/&amp;gt;0.56 || 72&amp;lt;br/&amp;gt;54&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2&amp;lt;br/&amp;gt;2.742 || 0.833&amp;lt;br/&amp;gt;0.416 || 52&amp;lt;br/&amp;gt;36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack_filter_inserter|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
The following is based on [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing experimental data] gathered in version 0.15.&lt;br /&gt;
&lt;br /&gt;
Inserter throughput between chests and other [[stack|stacks]] is a simple function of stack size and arm speed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;n&#039;&#039; = Stack size&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_arm&#039;&#039; = Time to move the arm back and forth&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / Time per item = &#039;&#039;n&#039;&#039; / &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When moving items to or from belts, the time to pick up or put down items also becomes a factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;t_item&#039;&#039; = Time to pick up or put down one item&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_cycle&#039;&#039; = Time to complete an arm cycle = &#039;&#039;t_arm&#039;&#039; + &#039;&#039;n&#039;&#039;*&#039;&#039;t_item&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_cycle&#039;&#039; / &#039;&#039;n&#039;&#039; = &#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / (&#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [https://forums.factorio.com/viewtopic.php?t=9141#p280529 Before 0.15.14], inserters were 1-4% less efficient when moving items from south to north.&lt;br /&gt;
&lt;br /&gt;
===Chest to chest===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second&lt;br /&gt;
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || 0.59 || 0.59 || (1) || 1.18 || (2) || 1.76 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || 0.83 || 0.83 || (1) || 1.67 || (2) || 2.50 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || 1.15 || 1.15 || (1) || 2.31 || (2) || 3.46 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.31 || 2.31 || (1) || 4.62 || (2) || 6.93 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 2.31 || 4.62 || (2) || 9.23 || (4) || 27.70 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to belt===&lt;br /&gt;
&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is and how the items are spaced, i.e. if spaces are large enough to fill with items. Underground entrances and exits also makes it easier for the inserter to put down an item.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty perpendicular belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=3 | Type&lt;br /&gt;
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | No capacity bonus&lt;br /&gt;
! colspan=4 | Capacity bonus 2&lt;br /&gt;
! colspan=4 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || 0.59 || 0.59 || 0.59 || (1) || 1.10 || 1.13 || 1.14 || (2) || 1.53 || 1.62 || 1.67 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || 0.83 || 0.83 || 0.83 || (1) || 1.52 || 1.58 || 1.60 || (2) || 2.05 || 2.22 || 2.31 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || 1.15 || 1.15 || 1.15 || (1) || 2.03 || 2.14 || 2.18 || (2) || 2.65 || 2.95 || 3.10 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.31 || 2.31 || 2.31 || (1) || 3.64 || 4.00 || 4.14 || (2) || 4.29 || 5.14 || 5.63 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 3.64 || 4.00 || 4.14 || (2) || 4.71 || 6.15 || 6.86 || (4) || 5.90 || 9.60 || 12.20 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To calculate the throughput for [[Stack inserter]] and [[Stack filter inserter]] at any capacity level, you can use these linearly fitted factors with the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{Imagelink|Transport belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{Imagelink|Fast transport belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{Imagelink|Express transport belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.142 || 0.292 || 0.073 || 0.360 || 0.049 || 0.384&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing source spreadsheet] for the corresponding factors for the other inserter types. Their errors are generally well below 1%.&lt;br /&gt;
&lt;br /&gt;
===Belt to chest===&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with a south-to-north inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter|Burner inserter}} || &#039;&#039;&#039;0.56&#039;&#039;&#039; || &#039;&#039;&#039;0.56&#039;&#039;&#039; || 0.51 || 0.65 || (1) || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 1.07 || 0.98 || 1.18 || (2) || 1.43 || &#039;&#039;&#039;1.54&#039;&#039;&#039; || 1.43 || 1.75 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter|Inserter}} || &#039;&#039;&#039;0.83&#039;&#039;&#039; || 0.74 || 0.77 || 0.90 || (1) || &#039;&#039;&#039;1.57&#039;&#039;&#039; || 1.48 || 1.45 || 1.62 || (2) || 2.00 || &#039;&#039;&#039;2.11&#039;&#039;&#039; || 2.07 || 2.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long handed inserter|Long handed inserter}} || &#039;&#039;&#039;1.16&#039;&#039;&#039; || 1.11 || 1.11 || 1.22 || (1) || 2.22 || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.11 || 2.31 || (2) || 3.08 || 3.08 || &#039;&#039;&#039;3.16&#039;&#039;&#039; || 3.33 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || &#039;&#039;&#039;2.22&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.14 || 2.40 || (1) || &#039;&#039;&#039;4.17&#039;&#039;&#039; || 3.81 || 4.00 || 4.29 || (2) || &#039;&#039;&#039;5.71&#039;&#039;&#039; || 5.45 || 5.46 || 6.21 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || &#039;&#039;&#039;4.17&#039;&#039;&#039; || 3.81 || 4.00 || 4.29 || (2) || &#039;&#039;&#039;6.67&#039;&#039;&#039; || &#039;&#039;&#039;6.67&#039;&#039;&#039; || 6.15 || 6.67 /&amp;lt;br/&amp;gt;7.50 /&amp;lt;br/&amp;gt;7.74 * || (4) || 6.67 || 10.00 || &#039;&#039;&#039;12.00&#039;&#039;&#039; || 6.67 /&amp;lt;br/&amp;gt;11.61 /&amp;lt;br/&amp;gt;13.58 * || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
Here are linearly fitted factors to get the [[Stack inserter]] and [[Stack filter inserter]] throughput at any capacity level, by using the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{Imagelink|Transport belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{Imagelink|Fast transport belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{Imagelink|Express transport belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.045* || 0.403* || 0.063 || 0.387 || 0.049 || 0.416&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Since the belt is the limiting factor above stack size 4, these figures are only accurate up to that size. More than that and the throughput is fixed at 6.67 items per second.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5253 Inserter Power Efficiency]: Movements per energy and exact power usage numbers. See also [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6258 this thread], where energy per movement is explained.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5400 Small Inserter Test]: Comparison if energy usage per item.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5524 Inserter heartbeats]: In some situations it is not possible to calculate the needed power usage.&lt;br /&gt;
===Special behavior===&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=138756</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=138756"/>
		<updated>2017-06-11T01:39:48Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Inserter stack size can be overridden&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 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 45 extra [[Virtual signals]] which act as user-definable channels. &#039;Everything&#039;, &#039;Anything&#039; and &#039;Each&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:InnerOfGreenCable.jpg|right|thumb|400px|A player drawn visualization of the interior of a circuit cable.]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send Information ===&lt;br /&gt;
Senders broadcast the amount of [[Items]] or [[Liquids system|Fluids]] they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under Arithmetic Combinator, below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639.&lt;br /&gt;
&lt;br /&gt;
=== Control Devices ===&lt;br /&gt;
[[File:smart_inserter.png|thumb|250px|Example condition: &amp;quot;Work only if the count of Iron plates is lower than the count of Steel plates.&amp;quot; Remember to set the filter as well.]]&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device.&lt;br /&gt;
&lt;br /&gt;
They can either compare results between different channels, or compare a channel to a specific value. The pictured inserter works if the count of [[Iron plate|Iron plates]] is lower than the count of [[Steel plate|Steel plates]].&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 iron plates, a green wire with 10 copper plates and another green wire with 5 iron plates, the input signal set for that receiver will be 25 iron plates and 10 copper plates.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&lt;br /&gt;
Since version 0.13 each entity connectable to one of the networks has icons in its top right corner. By clicking the left icon, you have access to the circuit network settings (if one is connected), by clicking the right icon, you have access to the logistic network settings, if one is reachable. There can be set conditions for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
=== Senders ===&lt;br /&gt;
These devices can send signals to the circuit network.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belts}} || Transport belts can send their content to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-inserter|Inserters}} || All inserters can send their held items to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Chests}} || All chests can send their contents to the Circuit network. Logistic chests additionally send their contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || The storage tank can send its fluid content to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|gate|Gate}} || Gates can send a signal to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || Rail signals can send their state  to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|train-stop|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-accumulator|Accumulator}} || It can send its charge level in percent to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || It can send its logistic network contents or its robot statistics to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric mining drill}} || It can send output the remaining expected resources.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || It can output the current oil mining rate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Receivers ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belts}} || Transport belts can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-inserter|Inserters}} || All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} || The filter inserter can additionally set its filters from the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || Its requested items can be set by the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|gate|Gate}} || Gates can be opened on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || Rail signals can prevent trains by passing on a condition (set signal to red).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-lamp|Lamp}} || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore pump}} || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small pump}} || The small pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|train-stop|Train stop}} || Train stations can send the contents of the Circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-switch|Power switch}} || Power switches can connect to power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric mining drill}} || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Programmable_speaker|Programmable speaker}} || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire.  Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up . However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[Arithmetic Combinator]] or [[Decider Combinator]], take care to connect the wire to the correct input or output side. Use ALT-Key-Mode to see direction of combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which form the network of the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[Constant Combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
&lt;br /&gt;
*The [[Arithmetic Combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The Arithmetic Combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device). &lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for Copper Plates and broadcasting it as Copper Plates is an action that results in an infinite loop if output is connected back to input.  The value for Copper Plates will rapidly (but not instantly) shoot upward. (Fun fact: The rate at which it climbs is the current tick rate)  This technique can be combined with Decider Combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The Arithmetic Combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
&lt;br /&gt;
*The [[Decider Combinator]] functions much like an Arithmetic Combinator, but is designed to compare values. Essentially, it is a conditional. In terms of Connecting, Feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[Decider Combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&#039;&#039;&#039;[[Circuit-network Cookbook|Circuit Network Cookbook]]&#039;&#039;&#039; - &#039;&#039;Example heavy tutorials; for beginners who want to use the benefits of the Circuit Network.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combinator Tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials; for amateurs who can sometimes refer to this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[http://www.reddit.com/r/factorio The official Factorio Reddit], if you&#039;d like to ask any questions about circuitry in Factorio.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic Network ==&lt;br /&gt;
The Logistic network used by [[Logistic robot|Logistic robots]] is essentially a third network (a wireless one), along with the green and red wired network.  The Logistic Network is based on proximity to a central [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See [[Logistic network]] and [[Roboport]] for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Small 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]], [[Small pump]] and [[Offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Combinators]]&lt;br /&gt;
* [[Virtual signals]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Networks]] [[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Chemical_plant&amp;diff=138416</id>
		<title>Chemical plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Chemical_plant&amp;diff=138416"/>
		<updated>2017-06-03T01:12:20Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Chemical plant/infobox}}&lt;br /&gt;
[[File:Chemical-plant-example.png|thumb|256px|A chemical plant converting heavy oil to lubricant.]]&lt;br /&gt;
Most recipes that either require or provide a fluid other than crude oil is produced here. The chemical plant has 2 inputs and 2 outputs in fixed positions. Solid items are both inserted and removed by [[Inserters]] from any point (no need to target fluid input/output connections).&lt;br /&gt;
&lt;br /&gt;
Processes [[Heavy oil]] into [[Lubricant]] (requirement for [[Electric engine unit]]), make [[Sulfur]], [[Sulfuric acid]], [[Plastic bar]] (requirement for [[Processing unit]]s), [[Battery]] and turn any Oil byproducts into [[Solid fuel]] (See [[Fuel]] to compare that with other types), and also crack oil byproducts into lighter oil byproducts.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Module slots increased from 2 to 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Oil refinery and chemical plant are now disconnected from pipes when the recipe is reset.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Unused pipe connections don&#039;t connect to pipes.&lt;br /&gt;
* Fluid input amount is limited to 2x recipe cost.&lt;br /&gt;
* Fluid inputs for the chemical plant are now saved properly.&lt;br /&gt;
* Now accepts modules.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_refinery&amp;diff=138415</id>
		<title>Oil refinery</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_refinery&amp;diff=138415"/>
		<updated>2017-06-03T01:11:59Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Oil refinery/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Oil Refinery&#039;&#039;&#039; processes [[Crude Oil]] into 3 different fluids: [[Heavy Oil]], [[Light Oil]] and [[Petroleum Gas]].&lt;br /&gt;
&lt;br /&gt;
Oil products have many uses. Although they can be turned into [[Solid fuel]] to fuel [[Boiler|boilers]] and furnaces, it is usually used to create [[Plastic]], which is used in [[Advanced Circuit|Advanced Circuits]], and [[Sulfur]], which is used in more advanced items. They are also used as ammunition for [[Flamethrower|flamethrowers]] and [[Flamethrower turret|flamethrower turrets]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
The refinery has three available recipes, one of which must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|crude-oil|100|Crude Oil}} {{icon|time icon|5|Time}} || {{icon|heavy-oil|30|Heavy oil}} {{icon|light-oil|30|Light oil}} {{icon|petroleum-gas|40|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-oil-processing|Advanced oil processing}}(requires [[Advanced oil processing (research)|Advanced Oil Processing research]])&lt;br /&gt;
| {{icon|crude-oil|100|Crude Oil}} {{icon|water|50|Water}} {{icon|time icon|5|Time}}&lt;br /&gt;
| {{icon|heavy-oil|10|Heavy oil}} {{icon|light-oil|45|Light oil}} {{icon|petroleum-gas|55|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal_liquefaction|Coal liquefaction}}(requires [[Coal liquefaction (research)|Coal liquefaction (research)]])&lt;br /&gt;
| {{icon|coal|10|Coal}} {{icon|heavy-oil|25|Heavy Oil}} {{icon|steam|50|Steam}} {{icon|time icon|5|Time}}&lt;br /&gt;
| {{icon|heavy-oil|35|Heavy oil}} {{icon|light-oil|15|Light oil}} {{icon|petroleum-gas|20|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* When placing the refinery, it can be rotated, but otherwise neither input nor output tiles can be swapped in any way. (For advanced oil processing, the water input is to the right when the inputs are coming into the top.)&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
When the refinery is working, a flame comes out of the chimney.&lt;br /&gt;
&lt;br /&gt;
* You need to choose the recipe, otherwise it won&#039;t work.&lt;br /&gt;
* It will stop working if any of the products isn&#039;t properly drained from it (that is, 10.0 heavy oil at output will prevent production of the 2 other fluids).&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Module slots increased from 2 to 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Now disconnects from pipes when recipe is reset.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Now accepts modules&lt;br /&gt;
* Added cracking recipes}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Oil_refinery&amp;diff=138414</id>
		<title>Infobox:Oil refinery</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Oil_refinery&amp;diff=138414"/>
		<updated>2017-06-03T01:11:14Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Module slots increased from 2 to 3.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|expensive-total-raw = Time, 50 + Copper plate, 50 + Iron plate, 80 + Steel plate, 15 + Stone brick, 10&lt;br /&gt;
| category = Machinery&lt;br /&gt;
| category-name = Machine&lt;br /&gt;
|image         =Oil-refinery-example&lt;br /&gt;
|health        =300&lt;br /&gt;
|energy        =420 kW electric&lt;br /&gt;
|drain         =14 kW electric&lt;br /&gt;
|crafting-speed =1&lt;br /&gt;
|stack-size=10&lt;br /&gt;
|dimensions=5x5&lt;br /&gt;
|pollution     =3.6&lt;br /&gt;
|modules       =3&lt;br /&gt;
|recipe = Time, 10 + Electronic circuit, 10 + Iron gear wheel, 10 + Pipe, 10 + Steel plate, 15 + Stone brick, 10&lt;br /&gt;
|total-raw = Time, 32.5 + Copper plate, 15 + Iron plate, 40 + Steel plate, 15 + Stone brick, 10&lt;br /&gt;
|required-technologies  =Oil processing&lt;br /&gt;
|producers     =Manual + assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Oil_refinery&amp;diff=138413</id>
		<title>Oil refinery</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Oil_refinery&amp;diff=138413"/>
		<updated>2017-06-03T01:10:22Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Module slots increased from 2 to 3.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Oil refinery/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Oil Refinery&#039;&#039;&#039; processes [[Crude Oil]] into 3 different fluids: [[Heavy Oil]], [[Light Oil]] and [[Petroleum Gas]].&lt;br /&gt;
&lt;br /&gt;
Oil products have many uses. Although they can be turned into [[Solid fuel]] to fuel [[Boiler|boilers]] and furnaces, it is usually used to create [[Plastic]], which is used in [[Advanced Circuit|Advanced Circuits]], and [[Sulfur]], which is used in more advanced items. They are also used as ammunition for [[Flamethrower|flamethrowers]] and [[Flamethrower turret|flamethrower turrets]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
The refinery has three available recipes, one of which must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-oil-processing|Basic oil processing}} || {{icon|crude-oil|100|Crude Oil}} {{icon|time icon|5|Time}} || {{icon|heavy-oil|30|Heavy oil}} {{icon|light-oil|30|Light oil}} {{icon|petroleum-gas|40|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|advanced-oil-processing|Advanced oil processing}}(requires [[Advanced oil processing (research)|Advanced Oil Processing research]])&lt;br /&gt;
| {{icon|crude-oil|100|Crude Oil}} {{icon|water|50|Water}} {{icon|time icon|5|Time}}&lt;br /&gt;
| {{icon|heavy-oil|10|Heavy oil}} {{icon|light-oil|45|Light oil}} {{icon|petroleum-gas|55|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal_liquefaction|Coal liquefaction}}(requires [[Coal liquefaction (research)|Coal liquefaction (research)]])&lt;br /&gt;
| {{icon|coal|10|Coal}} {{icon|heavy-oil|25|Heavy Oil}} {{icon|steam|50|Steam}} {{icon|time icon|5|Time}}&lt;br /&gt;
| {{icon|heavy-oil|35|Heavy oil}} {{icon|light-oil|15|Light oil}} {{icon|petroleum-gas|20|Petroleum gas}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* When placing the refinery, it can be rotated, but otherwise neither input nor output tiles can be swapped in any way. (For advanced oil processing, the water input is to the right when the inputs are coming into the top.)&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
When the refinery is working, a flame comes out of the chimney.&lt;br /&gt;
&lt;br /&gt;
* You need to choose the recipe, otherwise it won&#039;t work.&lt;br /&gt;
* It will stop working if any of the products isn&#039;t properly drained from it (that is, 10.0 heavy oil at output will prevent production of the 2 other fluids).&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15|&lt;br /&gt;
* Module slots increased from 2 to 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Now disconnects from pipes when recipe is reset.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Now accepts modules&lt;br /&gt;
* Added cracking recipes}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Chemical_plant&amp;diff=138412</id>
		<title>Infobox:Chemical plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Chemical_plant&amp;diff=138412"/>
		<updated>2017-06-03T01:08:12Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|expensive-total-raw = Time, 25 + Copper plate, 25 + Iron plate, 40 + Steel plate, 5&lt;br /&gt;
| category = Machinery&lt;br /&gt;
| category-name = Machine&lt;br /&gt;
|health        =300&lt;br /&gt;
|stack-size    =10&lt;br /&gt;
|dimensions    =3x3&lt;br /&gt;
|energy        =210 kW electric&lt;br /&gt;
|drain         =7.0 kW electric&lt;br /&gt;
|crafting-speed =1.25&lt;br /&gt;
|pollution     =1.8&lt;br /&gt;
|modules       =3&lt;br /&gt;
|recipe = Time, 5 + Electronic circuit, 5 + Iron gear wheel, 5 + Pipe, 5 + Steel plate, 5&lt;br /&gt;
|total-raw = Time, 16.25 + Copper plate, 7.5 + Iron plate, 20 + Steel plate, 5&lt;br /&gt;
|required-technologies  =Oil processing&lt;br /&gt;
|producers     =Manual + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Chemical_plant&amp;diff=138411</id>
		<title>Chemical plant</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Chemical_plant&amp;diff=138411"/>
		<updated>2017-06-03T00:57:20Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Module slots increased from 2 to 3.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Chemical plant/infobox}}&lt;br /&gt;
[[File:Chemical-plant-example.png|thumb|256px|A chemical plant converting heavy oil to lubricant.]]&lt;br /&gt;
Most recipes that either require or provide a fluid other than crude oil is produced here. The chemical plant has 2 inputs and 2 outputs in fixed positions. Solid items are both inserted and removed by [[Inserters]] from any point (no need to target fluid input/output connections).&lt;br /&gt;
&lt;br /&gt;
Processes [[Heavy oil]] into [[Lubricant]] (requirement for [[Electric engine unit]]), make [[Sulfur]], [[Sulfuric acid]], [[Plastic bar]] (requirement for [[Processing unit]]s), [[Battery]] and turn any Oil byproducts into [[Solid fuel]] (See [[Fuel]] to compare that with other types), and also crack oil byproducts into lighter oil byproducts.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15|&lt;br /&gt;
* Module slots increased from 2 to 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Oil refinery and chemical plant are now disconnected from pipes when the recipe is reset.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Unused pipe connections don&#039;t connect to pipes.&lt;br /&gt;
* Fluid input amount is limited to 2x recipe cost.&lt;br /&gt;
* Fluid inputs for the chemical plant are now saved properly.&lt;br /&gt;
* Now accepts modules.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=138226</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=138226"/>
		<updated>2017-05-27T18:47:13Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Note when inserters stopped being slower south-to-north.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from, and insert items into machines or storage devices. There are seven types of inserters, all requiring electricity to run (except the Burner Inserter, which burns [[Fuel|fuel]]).&lt;br /&gt;
&lt;br /&gt;
== Types Of Inserters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|burner-inserter|Burner inserter}} || The only [[fuel]]-powered inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-inserter|Basic inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|long-handed-inserter|Long handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-inserter|Fast inserter}} || Much faster than the Basic inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} || Variant of the Fast inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stack-inserter|Stack inserter}} || As fast as the Fast inserter but can move many more items at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stack_filter_inserter|Stack filter inserter}} || Variant of the Stack inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Pick up&#039;&#039;&#039; [[Items]] off the ground, off of a [[Transport belts|Transport belt]], or from any object that has storage space, including [[Storages/Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* &#039;&#039;&#039;Place&#039;&#039;&#039; the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Inserters can place items on all types of conveyor belts.&lt;br /&gt;
* Try to pick up items from all types of belts (as of v0.12 there is no limitation anymore).&lt;br /&gt;
* Inserters will run at slower speeds when starved for energy.&lt;br /&gt;
&lt;br /&gt;
Inserters will &#039;&#039;&#039;not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the connected entity.&lt;br /&gt;
* Pick up items into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into a stack limited inventory, beyond the stack limit (red slots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inserters act differently depending on what they are moving items to/into so as not to monopolize all of the items being picked up. This allows other machines and inserters on the same transport belt to pick up a share of the items. If two inserters are picking up from the same tile, the first placed inserter has priority.&lt;br /&gt;
&lt;br /&gt;
==Insertion Limits==&lt;br /&gt;
Inserters will stop inserting items into certain buildings if they already have enough of that item. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. When the fuel drops below 5 items, the inserter will continue to insert more fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
This is to allow for all machines to receive their share of items. The common limits on insertion are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Inserter limit !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[Burner inserter]]s, [[Furnace]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10 || Since v0.8.4. Allows for 100 shots before depleting.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of items needed for one research point ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that takes items from an object containing [[Storage/Stack|stacks]] of items (such as a chest) can overfill the target building due to the [[Inserter item stack size bonus]] research. Overfilling can also happen if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
==Inserters And Transport Belt Interaction ==&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt. Which side they place it on depends on the orientation of the inserter and the belt, as described below.&lt;br /&gt;
&lt;br /&gt;
: [[File:PlaceOnFarSide.gif|left]]&lt;br /&gt;
* Inserters will &#039;&#039;&#039;always&#039;&#039;&#039; place the item on the furthest lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:TakeFromNearSide.gif|left]]&lt;br /&gt;
* Inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnRightSide.gif|left]]&lt;br /&gt;
* If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnInsideOfCorner.gif|left]]&lt;br /&gt;
* If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Issues ==&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
==Inserter Item Stack Size Bonus==&lt;br /&gt;
&lt;br /&gt;
If an inserter moves items from inventory to inventory (for example from an assembler into a chest), or (as of v0.13) from an inventory to a belt, it is able to transport more items at once. The secret behind this is the [[Inserter item stack size bonus]] research.&lt;br /&gt;
&lt;br /&gt;
==Power Usage==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every movement&lt;br /&gt;
* The [[Burner inserter]] does not drain energy when idle, but uses more energy when it is active. It is quite useful for situations where the inserter does not need to move very often.&lt;br /&gt;
&lt;br /&gt;
==Inserter Speed==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
! Ticks per full turn&amp;lt;br/&amp;gt;Ticks per Tile&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner Inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.6&amp;lt;br/&amp;gt;1.284 || 1.667&amp;lt;br/&amp;gt;0.833 || 102&amp;lt;br/&amp;gt;76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.84&amp;lt;br/&amp;gt;1.8 || 1.191&amp;lt;br/&amp;gt;0.56 || 72&amp;lt;br/&amp;gt;54&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2&amp;lt;br/&amp;gt;2.742 || 0.833&amp;lt;br/&amp;gt;0.416 || 52&amp;lt;br/&amp;gt;36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack_filter_inserter|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
The following is based on [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing experimental data] gathered in version 0.15.&lt;br /&gt;
&lt;br /&gt;
Inserter throughput between chests and other [[stack|stacks]] is a simple function of stack size and arm speed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;n&#039;&#039; = Stack size&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_arm&#039;&#039; = Time to move the arm back and forth&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / Time per item = &#039;&#039;n&#039;&#039; / &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When moving items to or from belts, the time to pick up or put down items also becomes a factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;t_item&#039;&#039; = Time to pick up or put down or an item&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_cycle&#039;&#039; = Time to complete an arm cycle = &#039;&#039;t_arm&#039;&#039; + &#039;&#039;n&#039;&#039;*&#039;&#039;t_item&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_cycle&#039;&#039; / &#039;&#039;n&#039;&#039; = &#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / (&#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [https://forums.factorio.com/viewtopic.php?t=9141#p280529 Before 0.15.14], inserters were 1-4% less efficient when moving items from south to north.&lt;br /&gt;
&lt;br /&gt;
===Chest to chest===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second&lt;br /&gt;
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.59 || 0.59 || (1) || 1.18 || (2) || 1.76 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.83 || 0.83 || (1) || 1.67 || (2) || 2.50 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.15 || 1.15 || (1) || 2.31 || (2) || 3.46 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.31 || 2.31 || (1) || 4.62 || (2) || 6.93 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 2.31 || 4.62 || (2) || 9.23 || (4) || 27.70 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to belt===&lt;br /&gt;
&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is and how the items are spaced, i.e. if spaces are large enough to fill with items. Underground entrances and exits also makes it easier for the inserter to put down an item.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty perpendicular belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=3 | Type&lt;br /&gt;
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | No capacity bonus&lt;br /&gt;
! colspan=4 | Capacity bonus 2&lt;br /&gt;
! colspan=4 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.59 || 0.59 || 0.59 || (1) || 1.10 || 1.13 || 1.14 || (2) || 1.53 || 1.62 || 1.67 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.83 || 0.83 || 0.83 || (1) || 1.52 || 1.58 || 1.60 || (2) || 2.05 || 2.22 || 2.31 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.15 || 1.15 || 1.15 || (1) || 2.03 || 2.14 || 2.18 || (2) || 2.65 || 2.95 || 3.10 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.31 || 2.31 || 2.31 || (1) || 3.64 || 4.00 || 4.14 || (2) || 4.29 || 5.14 || 5.63 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 3.64 || 4.00 || 4.14 || (2) || 4.71 || 6.15 || 6.86 || (4) || 5.90 || 9.60 || 12.20 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To calculate the throughput for [[Stack inserter]] and [[Stack filter inserter]] at any capacity level, you can use these linearly fitted factors with the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.142 || 0.292 || 0.073 || 0.360 || 0.049 || 0.384&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing source spreadsheet] for the corresponding factors for the other inserter types. Their errors are generally well below 1%.&lt;br /&gt;
&lt;br /&gt;
===Belt to chest===&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with a south-to-north inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || &#039;&#039;&#039;0.56&#039;&#039;&#039; || &#039;&#039;&#039;0.56&#039;&#039;&#039; || 0.51 || 0.65 || (1) || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 1.07 || 0.98 || 1.18 || (2) || 1.43 || &#039;&#039;&#039;1.54&#039;&#039;&#039; || 1.43 || 1.75 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || &#039;&#039;&#039;0.83&#039;&#039;&#039; || 0.74 || 0.77 || 0.90 || (1) || &#039;&#039;&#039;1.57&#039;&#039;&#039; || 1.48 || 1.45 || 1.62 || (2) || 2.00 || &#039;&#039;&#039;2.11&#039;&#039;&#039; || 2.07 || 2.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || &#039;&#039;&#039;1.16&#039;&#039;&#039; || 1.11 || 1.11 || 1.22 || (1) || 2.22 || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.11 || 2.31 || (2) || 3.08 || 3.08 || &#039;&#039;&#039;3.16&#039;&#039;&#039; || 3.33 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || &#039;&#039;&#039;2.22&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.14 || 2.40 || (1) || &#039;&#039;&#039;4.17&#039;&#039;&#039; || 3.81 || 4.00 || 4.29 || (2) || &#039;&#039;&#039;5.71&#039;&#039;&#039; || 5.45 || 5.46 || 6.21 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || &#039;&#039;&#039;4.17&#039;&#039;&#039; || 3.81 || 4.00 || 4.29 || (2) || &#039;&#039;&#039;6.67&#039;&#039;&#039; || &#039;&#039;&#039;6.67&#039;&#039;&#039; || 6.15 || 6.67 /&amp;lt;br/&amp;gt;7.50 /&amp;lt;br/&amp;gt;7.74 * || (4) || 6.67 || 10.00 || &#039;&#039;&#039;12.00&#039;&#039;&#039; || 6.67 /&amp;lt;br/&amp;gt;11.61 /&amp;lt;br/&amp;gt;13.58 * || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
Here are linearly fitted factors to get the [[Stack inserter]] and [[Stack filter inserter]] throughput at any capacity level, by using the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.045* || 0.403* || 0.063 || 0.387 || 0.049 || 0.416&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Since the belt is the limiting factor above stack size 4, these figures are only accurate up to that size. More than that and the throughput is fixed at 6.67 items per second.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5253 Inserter Power Efficiency]: Movements per energy and exact power usage numbers. See also [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6258 this thread], where energy per movement is explained.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5400 Small Inserter Test]: Comparison if energy usage per item.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5524 Inserter heartbeats]: In some situations it is not possible to calculate the needed power usage.&lt;br /&gt;
===Special behavior===&lt;br /&gt;
* [[Inserters/Interaction with other Entities]]&lt;br /&gt;
* [[Inserter item stack size bonus]]: Inserter moves more than an item per turn.&lt;br /&gt;
* [[Inserter experiments]]&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=138225</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=138225"/>
		<updated>2017-05-27T18:41:06Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Inserters are no longer worse in south-north direction. Also updated numbers from improved test rig.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from, and insert items into machines or storage devices. There are seven types of inserters, all requiring electricity to run (except the Burner Inserter, which burns [[Fuel|fuel]]).&lt;br /&gt;
&lt;br /&gt;
== Types Of Inserters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|burner-inserter|Burner inserter}} || The only [[fuel]]-powered inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-inserter|Basic inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|long-handed-inserter|Long handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-inserter|Fast inserter}} || Much faster than the Basic inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} || Variant of the Fast inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stack-inserter|Stack inserter}} || As fast as the Fast inserter but can move many more items at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stack_filter_inserter|Stack filter inserter}} || Variant of the Stack inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Pick up&#039;&#039;&#039; [[Items]] off the ground, off of a [[Transport belts|Transport belt]], or from any object that has storage space, including [[Storages/Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* &#039;&#039;&#039;Place&#039;&#039;&#039; the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Inserters can place items on all types of conveyor belts.&lt;br /&gt;
* Try to pick up items from all types of belts (as of v0.12 there is no limitation anymore).&lt;br /&gt;
* Inserters will run at slower speeds when starved for energy.&lt;br /&gt;
&lt;br /&gt;
Inserters will &#039;&#039;&#039;not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the connected entity.&lt;br /&gt;
* Pick up items into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into a stack limited inventory, beyond the stack limit (red slots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inserters act differently depending on what they are moving items to/into so as not to monopolize all of the items being picked up. This allows other machines and inserters on the same transport belt to pick up a share of the items. If two inserters are picking up from the same tile, the first placed inserter has priority.&lt;br /&gt;
&lt;br /&gt;
==Insertion Limits==&lt;br /&gt;
Inserters will stop inserting items into certain buildings if they already have enough of that item. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. When the fuel drops below 5 items, the inserter will continue to insert more fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
This is to allow for all machines to receive their share of items. The common limits on insertion are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Inserter limit !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[Burner inserter]]s, [[Furnace]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10 || Since v0.8.4. Allows for 100 shots before depleting.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of items needed for one research point ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that takes items from an object containing [[Storage/Stack|stacks]] of items (such as a chest) can overfill the target building due to the [[Inserter item stack size bonus]] research. Overfilling can also happen if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
==Inserters And Transport Belt Interaction ==&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt. Which side they place it on depends on the orientation of the inserter and the belt, as described below.&lt;br /&gt;
&lt;br /&gt;
: [[File:PlaceOnFarSide.gif|left]]&lt;br /&gt;
* Inserters will &#039;&#039;&#039;always&#039;&#039;&#039; place the item on the furthest lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:TakeFromNearSide.gif|left]]&lt;br /&gt;
* Inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnRightSide.gif|left]]&lt;br /&gt;
* If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnInsideOfCorner.gif|left]]&lt;br /&gt;
* If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Issues ==&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
==Inserter Item Stack Size Bonus==&lt;br /&gt;
&lt;br /&gt;
If an inserter moves items from inventory to inventory (for example from an assembler into a chest), or (as of v0.13) from an inventory to a belt, it is able to transport more items at once. The secret behind this is the [[Inserter item stack size bonus]] research.&lt;br /&gt;
&lt;br /&gt;
==Power Usage==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every movement&lt;br /&gt;
* The [[Burner inserter]] does not drain energy when idle, but uses more energy when it is active. It is quite useful for situations where the inserter does not need to move very often.&lt;br /&gt;
&lt;br /&gt;
==Inserter Speed==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
! Ticks per full turn&amp;lt;br/&amp;gt;Ticks per Tile&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner Inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.6&amp;lt;br/&amp;gt;1.284 || 1.667&amp;lt;br/&amp;gt;0.833 || 102&amp;lt;br/&amp;gt;76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.84&amp;lt;br/&amp;gt;1.8 || 1.191&amp;lt;br/&amp;gt;0.56 || 72&amp;lt;br/&amp;gt;54&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2&amp;lt;br/&amp;gt;2.742 || 0.833&amp;lt;br/&amp;gt;0.416 || 52&amp;lt;br/&amp;gt;36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack_filter_inserter|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
The following is based on [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing experimental data] gathered in version 0.15.&lt;br /&gt;
&lt;br /&gt;
Inserter throughput between chests and other [[stack|stacks]] is a simple function of stack size and arm speed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;n&#039;&#039; = Stack size&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_arm&#039;&#039; = Time to move the arm back and forth&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / Time per item = &#039;&#039;n&#039;&#039; / &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When moving items to or from belts, the time to pick up or put down items also becomes a factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;t_item&#039;&#039; = Time to pick up or put down or an item&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_cycle&#039;&#039; = Time to complete an arm cycle = &#039;&#039;t_arm&#039;&#039; + &#039;&#039;n&#039;&#039;*&#039;&#039;t_item&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_cycle&#039;&#039; / &#039;&#039;n&#039;&#039; = &#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / (&#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chest to chest===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second&lt;br /&gt;
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.59 || 0.59 || (1) || 1.18 || (2) || 1.76 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.83 || 0.83 || (1) || 1.67 || (2) || 2.50 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.15 || 1.15 || (1) || 2.31 || (2) || 3.46 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.31 || 2.31 || (1) || 4.62 || (2) || 6.93 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 2.31 || 4.62 || (2) || 9.23 || (4) || 27.70 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to belt===&lt;br /&gt;
&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is and how the items are spaced, i.e. if spaces are large enough to fill with items. Underground entrances and exits also makes it easier for the inserter to put down an item.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty perpendicular belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=3 | Type&lt;br /&gt;
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | No capacity bonus&lt;br /&gt;
! colspan=4 | Capacity bonus 2&lt;br /&gt;
! colspan=4 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.59 || 0.59 || 0.59 || (1) || 1.10 || 1.13 || 1.14 || (2) || 1.53 || 1.62 || 1.67 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.83 || 0.83 || 0.83 || (1) || 1.52 || 1.58 || 1.60 || (2) || 2.05 || 2.22 || 2.31 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.15 || 1.15 || 1.15 || (1) || 2.03 || 2.14 || 2.18 || (2) || 2.65 || 2.95 || 3.10 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.31 || 2.31 || 2.31 || (1) || 3.64 || 4.00 || 4.14 || (2) || 4.29 || 5.14 || 5.63 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 3.64 || 4.00 || 4.14 || (2) || 4.71 || 6.15 || 6.86 || (4) || 5.90 || 9.60 || 12.20 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To calculate the throughput for [[Stack inserter]] and [[Stack filter inserter]] at any capacity level, you can use these linearly fitted factors with the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.142 || 0.292 || 0.073 || 0.360 || 0.049 || 0.384&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing source spreadsheet] for the corresponding factors for the other inserter types. Their errors are generally well below 1%.&lt;br /&gt;
&lt;br /&gt;
===Belt to chest===&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with a south-to-north inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || &#039;&#039;&#039;0.56&#039;&#039;&#039; || &#039;&#039;&#039;0.56&#039;&#039;&#039; || 0.51 || 0.65 || (1) || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 1.07 || 0.98 || 1.18 || (2) || 1.43 || &#039;&#039;&#039;1.54&#039;&#039;&#039; || 1.43 || 1.75 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || &#039;&#039;&#039;0.83&#039;&#039;&#039; || 0.74 || 0.77 || 0.90 || (1) || &#039;&#039;&#039;1.57&#039;&#039;&#039; || 1.48 || 1.45 || 1.62 || (2) || 2.00 || &#039;&#039;&#039;2.11&#039;&#039;&#039; || 2.07 || 2.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || &#039;&#039;&#039;1.16&#039;&#039;&#039; || 1.11 || 1.11 || 1.22 || (1) || 2.22 || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.11 || 2.31 || (2) || 3.08 || 3.08 || &#039;&#039;&#039;3.16&#039;&#039;&#039; || 3.33 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || &#039;&#039;&#039;2.22&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.14 || 2.40 || (1) || &#039;&#039;&#039;4.17&#039;&#039;&#039; || 3.81 || 4.00 || 4.29 || (2) || &#039;&#039;&#039;5.71&#039;&#039;&#039; || 5.45 || 5.46 || 6.21 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || &#039;&#039;&#039;4.17&#039;&#039;&#039; || 3.81 || 4.00 || 4.29 || (2) || &#039;&#039;&#039;6.67&#039;&#039;&#039; || &#039;&#039;&#039;6.67&#039;&#039;&#039; || 6.15 || 6.67 /&amp;lt;br/&amp;gt;7.50 /&amp;lt;br/&amp;gt;7.74 * || (4) || 6.67 || 10.00 || &#039;&#039;&#039;12.00&#039;&#039;&#039; || 6.67 /&amp;lt;br/&amp;gt;11.61 /&amp;lt;br/&amp;gt;13.58 * || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
Here are linearly fitted factors to get the [[Stack inserter]] and [[Stack filter inserter]] throughput at any capacity level, by using the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.045* || 0.403* || 0.063 || 0.387 || 0.049 || 0.416&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Since the belt is the limiting factor above stack size 4, these figures are only accurate up to that size. More than that and the throughput is fixed at 6.67 items per second.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5253 Inserter Power Efficiency]: Movements per energy and exact power usage numbers. See also [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6258 this thread], where energy per movement is explained.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5400 Small Inserter Test]: Comparison if energy usage per item.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5524 Inserter heartbeats]: In some situations it is not possible to calculate the needed power usage.&lt;br /&gt;
===Special behavior===&lt;br /&gt;
* [[Inserters/Interaction with other Entities]]&lt;br /&gt;
* [[Inserter item stack size bonus]]: Inserter moves more than an item per turn.&lt;br /&gt;
* [[Inserter experiments]]&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=138217</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=138217"/>
		<updated>2017-05-27T01:25:43Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Some clarifications and details on the number range.&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 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 45 extra [[Virtual signals]] which act as user-definable channels. &#039;Everything&#039;, &#039;Anything&#039; and &#039;Each&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:InnerOfGreenCable.jpg|right|thumb|400px|A player drawn visualization of the interior of a circuit cable.]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send Information ===&lt;br /&gt;
Senders broadcast the amount of [[Items]] or [[Liquids system|Fluids]] they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under Arithmetic Combinator, below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639.&lt;br /&gt;
&lt;br /&gt;
=== Control Devices ===&lt;br /&gt;
[[File:smart_inserter.png|thumb|250px|Example condition: &amp;quot;Work only if the count of Iron plates is lower than the count of Steel plates.&amp;quot; Remember to set the filter as well.]]&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device.&lt;br /&gt;
&lt;br /&gt;
They can either compare results between different channels, or compare a channel to a specific value. The pictured inserter works if the count of [[Iron plate|Iron plates]] is lower than the count of [[Steel plate|Steel plates]].&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 iron plates, a green wire with 10 copper plates and another green wire with 5 iron plates, the input signal set for that receiver will be 25 iron plates and 10 copper plates.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&lt;br /&gt;
Since version 0.13 each entity connectable to one of the networks has icons in its top right corner. By clicking the left icon, you have access to the circuit network settings (if one is connected), by clicking the right icon, you have access to the logistic network settings, if one is reachable. There can be set conditions for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
=== Senders ===&lt;br /&gt;
These devices can send signals to the circuit network.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belts}} || Transport belts can send their content to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-inserter|Inserters}} || All inserters can send their held items to the Circuit network.&lt;br /&gt;
&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Chests}} || All chests can send their contents to the Circuit network. Logistic chests additionally send their contents to the [[Logistic network]].&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-tank|Storage tank}} || The storage tank can send its fluid content to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|gate|Gate}} || Gates can send a signal to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || Rail signals can send their state  to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-accumulator|Accumulator}} || It can send its charge level in percent to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || It can send its logistic network contents or its robot statistics to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric mining drill}} || It can send output the remaining expected resources.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || It can output the current oil mining rate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Receivers ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belts}} || Transport belts can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-inserter|Inserters}} || All inserters can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} || The filter inserter can additionally set its filters from the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|requester-chest|Requester chest}} || Its requested items can be set by the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|gate|Gate}} || Gates can be opened on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || Rail signals can prevent trains by passing on a condition (set signal to red).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-lamp|Lamp}} || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|offshore-pump|Offshore pump}} || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-pump|Small pump}} || The small pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|train-stop|Train stop}} || Train stations can send the contents of the Circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-switch|Power switch}} || Power switches can connect to power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|electric-mining-drill|Electric mining drill}} || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|pumpjack|Pumpjack}} || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Programmable_speaker|Programmable speaker}} || shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire.  Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up . However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don&#039;t get the wires back.&lt;br /&gt;
* When connecting to a [[Arithmetic Combinator]] or [[Decider Combinator]], take care to connect the wire to the correct input or output side. Use ALT-Key-Mode to see direction of combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which form the network of the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[Constant Combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 15 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
&lt;br /&gt;
*The [[Arithmetic Combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The Arithmetic Combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device). &lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for Copper Plates and broadcasting it as Copper Plates is an action that results in an infinite loop if output is connected back to input.  The value for Copper Plates will rapidly (but not instantly) shoot upward. (Fun fact: The rate at which it climbs is the current tick rate)  This technique can be combined with Decider Combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The Arithmetic Combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
&lt;br /&gt;
*The [[Decider Combinator]] functions much like an Arithmetic Combinator, but is designed to compare values. Essentially, it is a conditional. In terms of Connecting, Feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[Decider Combinator]] page for more details on how to use this.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&#039;&#039;&#039;[[Circuit-network Cookbook|Circuit Network Cookbook]]&#039;&#039;&#039; - &#039;&#039;Example heavy tutorials; for beginners who want to use the benefits of the Circuit Network.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combinator Tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials; for amateurs who can sometimes refer to this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[http://www.reddit.com/r/factorio The official Factorio Reddit], if you&#039;d like to ask any questions about circuitry in Factorio.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic Network ==&lt;br /&gt;
The Logistic network used by [[Logistic robot|Logistic robots]] is essentially a third network (a wireless one), along with the green and red wired network.  The Logistic Network is based on proximity to a central [[Roboport]].&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.&lt;br /&gt;
&lt;br /&gt;
See [[Logistic network]] and [[Roboport]] for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Small 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]], [[Small pump]] and [[Offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Combinators]]&lt;br /&gt;
* [[Virtual signals]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&amp;amp;t=4728&amp;amp;p=37251#p37157 Logic gates revisited]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Networks]] [[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=138104</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=138104"/>
		<updated>2017-05-22T01:18:47Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Made some tables a bit prettier.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from, and insert items into machines or storage devices. There are seven types of inserters, all requiring electricity to run (except the Burner Inserter, which burns [[Fuel|fuel]]).&lt;br /&gt;
&lt;br /&gt;
== Types Of Inserters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|burner-inserter|Burner inserter}} || The only [[fuel]]-powered inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-inserter|Basic inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|long-handed-inserter|Long handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-inserter|Fast inserter}} || Much faster than the Basic inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|filter-inserter|Filter inserter}} || Variant of the Fast inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stack-inserter|Stack inserter}} || As fast as the Fast inserter but can move many more items at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|stack_filter_inserter|Stack filter inserter}} || Variant of the Stack inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Pick up&#039;&#039;&#039; [[Items]] off the ground, off of a [[Transport belts|Transport belt]], or from any object that has storage space, including [[Storages/Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* &#039;&#039;&#039;Place&#039;&#039;&#039; the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Inserters can place items on all types of conveyor belts.&lt;br /&gt;
* Try to pick up items from all types of belts (as of v0.12 there is no limitation anymore).&lt;br /&gt;
* Inserters will run at slower speeds when starved for energy.&lt;br /&gt;
&lt;br /&gt;
Inserters will &#039;&#039;&#039;not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the connected entity.&lt;br /&gt;
* Pick up items into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into a stack limited inventory, beyond the stack limit (red slots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inserters act differently depending on what they are moving items to/into so as not to monopolize all of the items being picked up. This allows other machines and inserters on the same transport belt to pick up a share of the items. If two inserters are picking up from the same tile, the first placed inserter has priority.&lt;br /&gt;
&lt;br /&gt;
==Insertion Limits==&lt;br /&gt;
Inserters will stop inserting items into certain buildings if they already have enough of that item. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. When the fuel drops below 5 items, the inserter will continue to insert more fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
This is to allow for all machines to receive their share of items. The common limits on insertion are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Inserter limit !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[Burner inserter]]s, [[Furnace]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10 || Since v0.8.4. Allows for 100 shots before depleting.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of items needed for one research point ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that takes items from an object containing [[Storage/Stack|stacks]] of items (such as a chest) can overfill the target building due to the [[Inserter item stack size bonus]] research. Overfilling can also happen if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
==Inserters And Transport Belt Interaction ==&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt. Which side they place it on depends on the orientation of the inserter and the belt, as described below.&lt;br /&gt;
&lt;br /&gt;
: [[File:PlaceOnFarSide.gif|left]]&lt;br /&gt;
* Inserters will &#039;&#039;&#039;always&#039;&#039;&#039; place the item on the furthest lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:TakeFromNearSide.gif|left]]&lt;br /&gt;
* Inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnRightSide.gif|left]]&lt;br /&gt;
* If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnInsideOfCorner.gif|left]]&lt;br /&gt;
* If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Issues ==&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
==Inserter Item Stack Size Bonus==&lt;br /&gt;
&lt;br /&gt;
If an inserter moves items from inventory to inventory (for example from an assembler into a chest), or (as of v0.13) from an inventory to a belt, it is able to transport more items at once. The secret behind this is the [[Inserter item stack size bonus]] research.&lt;br /&gt;
&lt;br /&gt;
==Power Usage==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every movement&lt;br /&gt;
* The [[Burner inserter]] does not drain energy when idle, but uses more energy when it is active. It is quite useful for situations where the inserter does not need to move very often.&lt;br /&gt;
&lt;br /&gt;
==Inserter Speed==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
! Ticks per full turn&amp;lt;br/&amp;gt;Ticks per Tile&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner Inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.6&amp;lt;br/&amp;gt;1.284 || 1.667&amp;lt;br/&amp;gt;0.833 || 102&amp;lt;br/&amp;gt;76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.84&amp;lt;br/&amp;gt;1.8 || 1.191&amp;lt;br/&amp;gt;0.56 || 72&amp;lt;br/&amp;gt;54&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2&amp;lt;br/&amp;gt;2.742 || 0.833&amp;lt;br/&amp;gt;0.416 || 52&amp;lt;br/&amp;gt;36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack_filter_inserter|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
The following is based on [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing experimental data] gathered in version 0.15.&lt;br /&gt;
&lt;br /&gt;
Inserter throughput between chests and other [[stack|stacks]] is a simple function of stack size and arm speed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;n&#039;&#039; = Stack size&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_arm&#039;&#039; = Time to move the arm back and forth&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / Time per item = &#039;&#039;n&#039;&#039; / &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When moving items to or from belts, the time to pick up or put down items also becomes a factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;t_item&#039;&#039; = Time to pick up or put down or an item&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_c&#039;&#039; = Time to complete an arm cycle = &#039;&#039;t_arm&#039;&#039; + &#039;&#039;n&#039;&#039;*&#039;&#039;t_item&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_c&#039;&#039; / &#039;&#039;n&#039;&#039; = &#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / (&#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Due to some simulation quirk, inserters are noticeably slower when moving items from south to north. The effect is between 1% and 4% and it tends to be bigger for larger stack sizes. All the measurements below are based on south-to-north movement, to avoid overestimating throughput.&lt;br /&gt;
&lt;br /&gt;
===Chest to chest===&lt;br /&gt;
&lt;br /&gt;
These are measurements chest-to-chest in south-to-north direction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second&lt;br /&gt;
! rowspan=2 | Percent&amp;lt;br/&amp;gt;faster not&amp;lt;br/&amp;gt;south-to-north&lt;br /&gt;
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.59 || 1.0% || 0.59 || (1) || 1.18 || (2) || 1.77 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.83 || 1.4% || 0.83 || (1) || 1.66 || (2) || 2.49 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.14 || 1.9% || 1.14 || (1) || 2.29 || (2) || 3.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.24 || 3.7% || 2.24 || (1) || 4.49 || (2) || 6.73 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 2.24 || 3.7% || 4.49 || (2) || 8.98 || (4) || 26.93 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to belt===&lt;br /&gt;
&lt;br /&gt;
Besides the inserter direction as noted above, the throughput going from chest to belt depends on how full the belt is and how the items are spaced, i.e. if spaces are large enough to fill with items. Underground entrances and exits also makes it easier for the inserter to put down an item.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items south-to-north onto an empty perpendicular belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=3 | Type&lt;br /&gt;
! rowspan=3 | Percent&amp;lt;br/&amp;gt;faster not&amp;lt;br/&amp;gt;south-to-north&lt;br /&gt;
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | No capacity bonus&lt;br /&gt;
! colspan=4 | Capacity bonus 2&lt;br /&gt;
! colspan=4 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.9% || 0.58 || 0.58 || 0.58 || (1) || 1.10 || 1.13 || 1.14 || (2) || 1.53 || 1.62 || 1.67 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 1.3% || 0.82 || 0.82 || 0.82 || (1) || 1.51 || 1.57 || 1.59 || (2) || 2.04 || 2.22 || 2.30 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.7% || 1.14 || 1.14 || 1.14 || (1) || 2.01 || 2.12 || 2.16 || (2) || 2.63 || 2.93 || 3.08 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 3.0% || 2.23 || 2.23 || 2.23 || (1) || 3.55 || 3.90 || 4.03 || (2) || 4.23 || 5.05 || 5.51 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 1.7% || 3.55 || 3.90 || 4.03 || (2) || 4.68 || 6.08 || 6.75 || (4) || 6.09 || 9.86 || 12.49 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To calculate the throughput for [[Stack inserter]] and [[Stack filter inserter]] at any capacity level, you can use these linearly fitted factors with the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.137 || 0.312 || 0.070 || 0.378 || 0.047 || 0.402&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing source spreadsheet] for the corresponding factors for the other inserter types. Their errors are generally well below 1%.&lt;br /&gt;
&lt;br /&gt;
===Belt to chest===&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides those mentioned above (inserter direction and belt fullness):&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with a south-to-north inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! rowspan=4 | Percent&amp;lt;br/&amp;gt;faster not&amp;lt;br/&amp;gt;south-to-north&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.9% || &#039;&#039;&#039;0.56&#039;&#039;&#039; || 0.53 || 0.50 || 0.64 || (1) || &#039;&#039;&#039;1.03&#039;&#039;&#039; || 1.03 || 0.98 || 1.17 || (2) || 1.44 || &#039;&#039;&#039;1.54&#039;&#039;&#039; || 1.43 || 1.70 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 1.3% || &#039;&#039;&#039;0.82&#039;&#039;&#039; || 0.74 || 0.77 || 0.88 || (1) || &#039;&#039;&#039;1.57&#039;&#039;&#039; || 1.49 || 1.48 || 1.60 || (2) || 2.01 || &#039;&#039;&#039;2.11&#039;&#039;&#039; || 2.01 || 2.38 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.8% || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 1.11 || 1.05 || 1.20 || (1) || &#039;&#039;&#039;2.11&#039;&#039;&#039; || 2.06 || 2.01 || 2.27 || (2) || &#039;&#039;&#039;3.01&#039;&#039;&#039; || 2.97 || 3.01 || 3.28 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 3.3% || 2.15 || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.07 || 2.31 || (1) || 4.01 || &#039;&#039;&#039;3.82&#039;&#039;&#039; || &#039;&#039;&#039;3.82&#039;&#039;&#039; || 4.14 || (2) || 5.47 || 5.02 || &#039;&#039;&#039;5.47&#039;&#039;&#039; || 6.01 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 1.9% || 4.01 || &#039;&#039;&#039;3.82&#039;&#039;&#039; || 3.82 || 4.14 || (2) || 6.17 || 6.18 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.69 || (4) || 6.67 || 10.03 || &#039;&#039;&#039;12.09&#039;&#039;&#039; || 13.40 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. There is however one exception - see (*) below.&lt;br /&gt;
&lt;br /&gt;
Here are linearly fitted factors to get the [[Stack inserter]] and [[Stack filter inserter]] throughput at any capacity level, by using the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.054 (*) || 0.410 (*) || 0.065 || 0.386 || 0.045 || 0.437&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; A stack inserter combined with a basic transport belt gets capped by the belt speed at stack sizes above 4, so these figures are only accurate up to size 4. More than that and the throughput is fixed at 6.67 items per second.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5253 Inserter Power Efficiency]: Movements per energy and exact power usage numbers. See also [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6258 this thread], where energy per movement is explained.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5400 Small Inserter Test]: Comparison if energy usage per item.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5524 Inserter heartbeats]: In some situations it is not possible to calculate the needed power usage.&lt;br /&gt;
===Special behavior===&lt;br /&gt;
* [[Inserters/Interaction with other Entities]]&lt;br /&gt;
* [[Inserter item stack size bonus]]: Inserter moves more than an item per turn.&lt;br /&gt;
* [[Inserter experiments]]&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Long-handed_inserter&amp;diff=138103</id>
		<title>Long-handed inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Long-handed_inserter&amp;diff=138103"/>
		<updated>2017-05-22T00:58:46Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: All inserters can pick up from all belts, at least if they are fully compressed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Long handed inserter/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Long handed inserter&#039;&#039;&#039; is an electric [[inserter]] that picks up and places items two tiles from its location instead of the usual one. They are commonly used for placing items on a [[Transport belts|belt]] that is three tiles away from either an [[Assembling machine]] or a [[Furnace]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long handed inserters&#039;&#039; have trouble grabbing moving items from [[Express transport belt|express belts]], but can do it if the belt is compressed enough. They can&#039;t grab moving items from red/blue turning belts if the item is on the far side.&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics and uses see [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from splitters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Roboports and Beacons.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimisation, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Inserter experiments]]: Info about throughput&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Electric network]]&lt;br /&gt;
[[Category:Inserters]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserter&amp;diff=138102</id>
		<title>Inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserter&amp;diff=138102"/>
		<updated>2017-05-22T00:56:03Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: All inserters can pick up from all belts, at least if they are fully compressed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Inserter/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;inserter&#039;&#039;&#039; (also known as &#039;&#039;&#039;yellow inserter&#039;&#039;&#039;, or &#039;&#039;&#039;basic inserter&#039;&#039;&#039;) can be used to transfer items between entities such as [[transport belt|transport belts]] and [[stone furnace|stone furnaces]]. It is the most basic electric inserter.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[fast inserter]], the inserter is not fast enough to pick up items moving on a [[express transport belt|express transport belts]], unless it is highly compressed or items have stopped due to a blockage. Additionally, the basic inserter is unable to access items on the far side of a curving transport belt.&lt;br /&gt;
&lt;br /&gt;
The inserter is notable in that it is used in the creation of [[Science Pack 2|Science Pack 2]], so players must create an automated inserter assembly line. The basic inserter is also used in the creation of both the fast inserter and the long inserter, and serves as the base item for all electric inserters.&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics and uses see [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
* Inserter stack size bonus research is now only used for [[stack inserter]]s.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from [[splitter]]s.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from [[Roboport]]s and [[Beacon]]s.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimization, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Inserter experiments]] for their throughput.&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=138101</id>
		<title>Burner inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Burner_inserter&amp;diff=138101"/>
		<updated>2017-05-22T00:52:42Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: All inserters can pick up from all belts, at least if they are fully compressed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Burner inserter/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Burner inserter&#039;&#039;&#039; is the most basic and slowest type of [[Inserter]]. They are powered by burning [[Fuel]], compared to the more advanced inserters which are powered by [[Electric network|electricity]]. When moving [[fuel]], they will fuel themselves as well, which makes it useful for filling [[Boiler|Boilers]] with [[coal]]. This has the advantage that they will continue working even if the power fails. This is not the case for electrically powered [[inserters]]. While having no drain, they consume vastly more energy than comparable [[Inserters]] when active.&lt;br /&gt;
&lt;br /&gt;
Burner inserters sometimes cannot grab moving items from either red belts or blue belts. They also cannot grab moving items from turning belts if the item is on the far side. They however will try to grab things, and consume fuel in their attempts. Eventually, the Burner Inserter will run out of fuel, be unable to refuel itself, and stop working.&lt;br /&gt;
&lt;br /&gt;
Even though they don&#039;t use electricity, Burner inserters can be linked to and manipulated by the [[logistic network|logistic]] and the [[circuit network]].&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics and uses, see [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
== Power Comparison ==&lt;br /&gt;
&lt;br /&gt;
A burner inserter consumes (at a rate of 188kW) exactly 1 coal (8.0MJ burner energy) every 42.55 seconds (0.0235 coal/second) when running continuously. In practice, the burner inserter may not run continuously, however burner inserters consume no idle power, therefore 1 coal will last 42.55 seconds of &#039;&#039;&#039;run time&#039;&#039;&#039;. In this time, a burner inserter will transfer items approximately 25 times. In contrast, a regular [[inserter]] will transfer approximately 256 times using the same amount of coal (through steam power). However, due to the electric energy drain of other inserters, a burner inserter is more coal efficient than a regular inserter if the inserter only operates less than once every 1560 seconds (26 minutes). This makes these burners useful in situations where a boiler-fueled electrical plant is switched off for large amounts of time, acting as a backup power plant. These burners are also useful for automatic recovery from a blackout after fuel starvation of a power plant, since they don&#039;t require power to resupply the boilers to get power production going again.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.16|&lt;br /&gt;
* Improved burner inserter&#039;s fuel searching logic; it will now search both transport belt lines for fuel}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
*  Burner inserter now grabs fuel for itself even if the target doesn&#039;t need it}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from splitters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Burner inserters start with enough energy to pick up 1 item and fuel themselves.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from Roboports and Beacons.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimisation, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Inserter experiments]] : Info on throughput&lt;br /&gt;
* http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5387&amp;amp;p=41576#p41456&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6850 Burner Inserters: Less polluting than non-burning!?]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=138100</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=138100"/>
		<updated>2017-05-22T00:50:16Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: All inserters can pick up from all belts, at least in 0.15.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from, and insert items into machines or storage devices. There are seven types of inserters, all requiring electricity to run (except the Burner Inserter, which burns [[Fuel|fuel]]).&lt;br /&gt;
&lt;br /&gt;
== Types Of Inserters ==&lt;br /&gt;
&lt;br /&gt;
* [[Burner inserter]] - The only [[fuel]]-powered inserter.&lt;br /&gt;
* [[Inserter]] - The standard yellow electrical inserter.&lt;br /&gt;
* [[Fast inserter]] - The much faster blue inserter.&lt;br /&gt;
* [[Long handed inserter]] - Capable of inserting and removing from a greater range.&lt;br /&gt;
* [[Filter inserter]] - Purple inserter used for filtering.&lt;br /&gt;
* [[Stack inserter]] - New inserter available with V0.13, allows much greater throughput.&lt;br /&gt;
* [[Stack filter inserter]] - A filtered version of the Stack inserter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Pick up&#039;&#039;&#039; [[Items]] off the ground, off of a [[Transport belts|Transport belt]], or from any object that has storage space, including [[Storages/Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* &#039;&#039;&#039;Place&#039;&#039;&#039; the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Inserters can place items on all types of conveyor belts.&lt;br /&gt;
* Try to pick up items from all types of belts (as of v0.12 there is no limitation anymore).&lt;br /&gt;
* Inserters will run at slower speeds when starved for energy.&lt;br /&gt;
&lt;br /&gt;
Inserters will &#039;&#039;&#039;not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the connected entity.&lt;br /&gt;
* Pick up items into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into a stack limited inventory, beyond the stack limit (red slots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inserters act differently depending on what they are moving items to/into so as not to monopolize all of the items being picked up. This allows other machines and inserters on the same transport belt to pick up a share of the items. If two inserters are picking up from the same tile, the first placed inserter has priority.&lt;br /&gt;
&lt;br /&gt;
==Insertion Limits==&lt;br /&gt;
Inserters will stop inserting items into certain buildings if they already have enough of that item. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. When the fuel drops below 5 items, the inserter will continue to insert more fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
This is to allow for all machines to receive their share of items. The common limits on insertion are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Inserter limit !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[Burner inserter]]s, [[Furnace]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10 || Since v0.8.4. Allows for 100 shots before depleting.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of items needed for one research point ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that takes items from an object containing [[Storage/Stack|stacks]] of items (such as a chest) can overfill the target building due to the [[Inserter item stack size bonus]] research. Overfilling can also happen if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
==Inserters And Transport Belt Interaction ==&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt. Which side they place it on depends on the orientation of the inserter and the belt, as described below.&lt;br /&gt;
&lt;br /&gt;
: [[File:PlaceOnFarSide.gif|left]]&lt;br /&gt;
* Inserters will &#039;&#039;&#039;always&#039;&#039;&#039; place the item on the furthest lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:TakeFromNearSide.gif|left]]&lt;br /&gt;
* Inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnRightSide.gif|left]]&lt;br /&gt;
* If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnInsideOfCorner.gif|left]]&lt;br /&gt;
* If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Issues ==&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
==Inserter Item Stack Size Bonus==&lt;br /&gt;
&lt;br /&gt;
If an inserter moves items from inventory to inventory (for example from an assembler into a chest), or (as of v0.13) from an inventory to a belt, it is able to transport more items at once. The secret behind this is the [[Inserter item stack size bonus]] research.&lt;br /&gt;
&lt;br /&gt;
==Power Usage==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every movement&lt;br /&gt;
* The [[Burner inserter]] does not drain energy when idle, but uses more energy when it is active. It is quite useful for situations where the inserter does not need to move very often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inserter Speed==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
! Ticks per full turn&amp;lt;br/&amp;gt;Ticks per Tile&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner Inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.6&amp;lt;br/&amp;gt;1.284 || 1.667&amp;lt;br/&amp;gt;0.833 || 102&amp;lt;br/&amp;gt;76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.84&amp;lt;br/&amp;gt;1.8 || 1.191&amp;lt;br/&amp;gt;0.56 || 72&amp;lt;br/&amp;gt;54&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2&amp;lt;br/&amp;gt;2.742 || 0.833&amp;lt;br/&amp;gt;0.416 || 52&amp;lt;br/&amp;gt;36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|Stack_filter_inserter|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
The following is based on [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing experimental data] gathered in version 0.15.&lt;br /&gt;
&lt;br /&gt;
Inserter throughput between chests and other [[stack|stacks]] is a simple function of stack size and arm speed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;n&#039;&#039; = Stack size&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_arm&#039;&#039; = Time to move the arm back and forth&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / Time per item = &#039;&#039;n&#039;&#039; / &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When moving items to or from belts, the time to pick up or put down items also becomes a factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;t_item&#039;&#039; = Time to pick up or put down or an item&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_c&#039;&#039; = Time to complete an arm cycle = &#039;&#039;t_arm&#039;&#039; + &#039;&#039;n&#039;&#039;*&#039;&#039;t_item&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_c&#039;&#039; / &#039;&#039;n&#039;&#039; = &#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / (&#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Due to some simulation quirk, inserters are noticeably slower when moving items from south to north. The effect is between 1% and 4% and it tends to be bigger for larger stack sizes. All the measurements below are based on south-to-north movement, to avoid overestimating throughput.&lt;br /&gt;
&lt;br /&gt;
===Chest to chest===&lt;br /&gt;
&lt;br /&gt;
These are measurements chest-to-chest in south-to-north direction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second&lt;br /&gt;
! rowspan=2 | Percent&amp;lt;br/&amp;gt;faster not&amp;lt;br/&amp;gt;south-to-north&lt;br /&gt;
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.59 || 1.0% || 0.59 || (1) || 1.18 || (2) || 1.77 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.83 || 1.4% || 0.83 || (1) || 1.66 || (2) || 2.49 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.14 || 1.9% || 1.14 || (1) || 2.29 || (2) || 3.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.24 || 3.7% || 2.24 || (1) || 4.49 || (2) || 6.73 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 2.24 || 3.7% || 4.49 || (2) || 8.98 || (4) || 26.93 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to belt===&lt;br /&gt;
&lt;br /&gt;
Besides the inserter direction as noted above, the throughput going from chest to belt depends on how full the belt is and how the items are spaced, i.e. if spaces are large enough to fill with items. Underground entrances and exits also makes it easier for the inserter to put down an item.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items south-to-north onto an empty perpendicular belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=3 | Type&lt;br /&gt;
! rowspan=3 | Percent&amp;lt;br/&amp;gt;faster not&amp;lt;br/&amp;gt;south-to-north&lt;br /&gt;
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | No capacity bonus&lt;br /&gt;
! colspan=4 | Capacity bonus 2&lt;br /&gt;
! colspan=4 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.9% || 0.58 || 0.58 || 0.58 || (1) || 1.10 || 1.13 || 1.14 || (2) || 1.53 || 1.62 || 1.67 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 1.3% || 0.82 || 0.82 || 0.82 || (1) || 1.51 || 1.57 || 1.59 || (2) || 2.04 || 2.22 || 2.30 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.7% || 1.14 || 1.14 || 1.14 || (1) || 2.01 || 2.12 || 2.16 || (2) || 2.63 || 2.93 || 3.08 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 3.0% || 2.23 || 2.23 || 2.23 || (1) || 3.55 || 3.90 || 4.03 || (2) || 4.23 || 5.05 || 5.51 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 1.7% || 3.55 || 3.90 || 4.03 || (2) || 4.68 || 6.08 || 6.75 || (4) || 6.09 || 9.86 || 12.49 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To calculate the throughput for [[Stack inserter]] and [[Stack filter inserter]] at any capacity level, you can use these linearly fitted factors with the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.137 || 0.312 || 0.070 || 0.378 || 0.047 || 0.402&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing source spreadsheet] for the corresponding factors for the other inserter types. Their errors are generally well below 1%.&lt;br /&gt;
&lt;br /&gt;
===Belt to chest===&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides those mentioned above (inserter direction and belt fullness):&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with a south-to-north inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! rowspan=4 | Percent&amp;lt;br/&amp;gt;faster not&amp;lt;br/&amp;gt;south-to-north&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.9% || &#039;&#039;&#039;0.56&#039;&#039;&#039; || 0.53 || 0.50 || 0.64 || (1) || &#039;&#039;&#039;1.03&#039;&#039;&#039; || 1.03 || 0.98 || 1.17 || (2) || 1.44 || &#039;&#039;&#039;1.54&#039;&#039;&#039; || 1.43 || 1.70 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 1.3% || &#039;&#039;&#039;0.82&#039;&#039;&#039; || 0.74 || 0.77 || 0.88 || (1) || &#039;&#039;&#039;1.57&#039;&#039;&#039; || 1.49 || 1.48 || 1.60 || (2) || 2.01 || &#039;&#039;&#039;2.11&#039;&#039;&#039; || 2.01 || 2.38 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.8% || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 1.11 || 1.05 || 1.20 || (1) || &#039;&#039;&#039;2.11&#039;&#039;&#039; || 2.06 || 2.01 || 2.27 || (2) || &#039;&#039;&#039;3.01&#039;&#039;&#039; || 2.97 || 3.01 || 3.28 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 3.3% || 2.15 || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.07 || 2.31 || (1) || 4.01 || &#039;&#039;&#039;3.82&#039;&#039;&#039; || &#039;&#039;&#039;3.82&#039;&#039;&#039; || 4.14 || (2) || 5.47 || 5.02 || &#039;&#039;&#039;5.47&#039;&#039;&#039; || 6.01 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 1.9% || 4.01 || &#039;&#039;&#039;3.82&#039;&#039;&#039; || 3.82 || 4.14 || (2) || 6.17 || 6.18 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.69 || (4) || 6.67 || 10.03 || &#039;&#039;&#039;12.09&#039;&#039;&#039; || 13.40 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. There is however one exception - see (*) below.&lt;br /&gt;
&lt;br /&gt;
Here are linearly fitted factors to get the [[Stack inserter]] and [[Stack filter inserter]] throughput at any capacity level, by using the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.054 (*) || 0.410 (*) || 0.065 || 0.386 || 0.045 || 0.437&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; A stack inserter combined with a basic transport belt gets capped by the belt speed at stack sizes above 4, so these figures are only accurate up to size 4. More than that and the throughput is fixed at 6.67 items per second.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5253 Inserter Power Efficiency]: Movements per energy and exact power usage numbers. See also [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6258 this thread], where energy per movement is explained.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5400 Small Inserter Test]: Comparison if energy usage per item.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5524 Inserter heartbeats]: In some situations it is not possible to calculate the needed power usage.&lt;br /&gt;
===Special behavior===&lt;br /&gt;
* [[Inserters/Interaction with other Entities]]&lt;br /&gt;
* [[Inserter item stack size bonus]]: Inserter moves more than an item per turn.&lt;br /&gt;
* [[Inserter experiments]]&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Inserter_experiments&amp;diff=138099</id>
		<title>Talk:Inserter experiments</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Inserter_experiments&amp;diff=138099"/>
		<updated>2017-05-22T00:47:54Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Created page with &amp;quot;The data on this page is no longer very relevant since it doesn&amp;#039;t cover stack sizes. With that now being covered in the Inserter Throughput section, I suggest removing this pa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The data on this page is no longer very relevant since it doesn&#039;t cover stack sizes. With that now being covered in the Inserter Throughput section, I suggest removing this page. I&#039;ve put a notice at the top of the page for now.&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserter_capacity_bonus_(research)&amp;diff=138098</id>
		<title>Inserter capacity bonus (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserter_capacity_bonus_(research)&amp;diff=138098"/>
		<updated>2017-05-22T00:43:45Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Added pointer to updater inserter throughput section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{:Inserter capacity bonus (research)/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inserter capacity bonus&#039;&#039; research increases the &#039;&#039;stack size&#039;&#039; for [[inserters]], i.e. the number of items they can hold in the arm at once.&lt;br /&gt;
&lt;br /&gt;
* When moving items from one [[stack]] to another, the inserter takes as many items as it can (i.e. up to the stack size) at once, without any additional delay.&lt;br /&gt;
&lt;br /&gt;
* When moving items to a [[transport belt|belt]], the inserter picks up several items and then drops those items on the belt one by one. While this takes longer than dropping a single item, the overall throughput is still higher because the arm doesn&#039;t have to move back and forth.&lt;br /&gt;
&lt;br /&gt;
* When moving items from a belt, the inserter tries to fill its stack to capacity before moving the arm to drop them off. To do this, it waits for a short time for a new item to become in range. The wait time is long enough to make the inserter fill up completely on a fully compressed belt. It is shorter than the time to move the arm away and back, so even though it waits it is a net benefit for throughput.&lt;br /&gt;
&lt;br /&gt;
: However, the extra time to fill the stack and wait for more items mean longer delays, e.g. for a machine to get enough items to start working. Beginning with 0.15 it is possible to override the max stack size.&lt;br /&gt;
&lt;br /&gt;
This means the bonus is more effective when moving from stack to stack than when moving from stack to belt or belt to stack. The increased throughput is significant in any case though, especially for the [[Stack inserter]] that has a max size of 12. See the [[Inserters#Inserter_Throughput|inserter throughput]] section for more details.&lt;br /&gt;
&lt;br /&gt;
A slow [[Inserter]] with stack size bonus of 4, which moves from chest to chest, can easily keep up with a [[Fast inserter]], moving from chest to a belt. This is why it is recommended to move items that are required in high quantities at high speeds directly between machines.&lt;br /&gt;
&lt;br /&gt;
A high inserter capacity bonus can break some constructions that use the [[circuit network]]; since an inserter can move more items at once an equal (&amp;quot;=&amp;quot;) condition might not be met because the number of items &amp;quot;jumps&amp;quot; over the specified number.&lt;br /&gt;
&lt;br /&gt;
In 0.15 it is possible to override the max stack size to overcome problems like that. It can also be controlled by a circuit network signal.&lt;br /&gt;
&lt;br /&gt;
This bonus is is also often called &amp;quot;inserter bonus&amp;quot;, &amp;quot;stacksize bonus&amp;quot; , or &amp;quot;stack bonus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Technology !! rowspan=2 | Cost !! colspan=2 | Pickup bonus (total stack size)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Non-Stack&amp;lt;br&amp;gt;Inserter !! style=&amp;quot;width: 100px;&amp;quot; | Stack&amp;lt;br&amp;gt;Inserter&lt;br /&gt;
|-&lt;br /&gt;
| none || - || (1) || (2)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|1|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;1 || {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;200&amp;lt;/big&amp;gt; ||  || +1 (3)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|2|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;2 || {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;250&amp;lt;/big&amp;gt; || +1 (2) || +1 (4)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|3|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;3 || {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;250&amp;lt;/big&amp;gt; ||  || +1 (5)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|4|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;4 || {{icon|time|30}} {{icon|science pack 1|2}} {{icon|science pack 2|2}} {{icon|science pack 3|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;250&amp;lt;/big&amp;gt; ||  || +1 (6)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|5|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;5 || {{icon|time|30}} {{icon|science pack 1|2}} {{icon|science pack 2|2}} {{icon|science pack 3|2}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;300&amp;lt;/big&amp;gt; ||  || +2 (8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|6|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;6 || {{icon|time|30}} {{icon|science pack 1|2}} {{icon|science pack 2|2}} {{icon|science pack 3|2}} {{icon|alien science pack|2}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;400&amp;lt;/big&amp;gt; ||  || +2 (10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|7|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;7 || {{icon|time|30}} {{icon|science pack 1|4}} {{icon|science pack 2|4}} {{icon|science pack 3|3}} {{icon|alien science pack|2}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;600&amp;lt;/big&amp;gt; || +1 (3) || +2 (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=138096</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=138096"/>
		<updated>2017-05-22T00:10:46Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Extensive discussion on inserter throughput, based on experiments in 0.15.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from, and insert items into machines or storage devices. There are seven types of inserters, all requiring electricity to run (except the Burner Inserter, which burns [[Fuel|fuel]]).&lt;br /&gt;
&lt;br /&gt;
== Types Of Inserters ==&lt;br /&gt;
&lt;br /&gt;
* [[Burner inserter]] - The only [[fuel]]-powered inserter.&lt;br /&gt;
* [[Inserter]] - The standard yellow electrical inserter.&lt;br /&gt;
* [[Fast inserter]] - The much faster blue inserter.&lt;br /&gt;
* [[Long handed inserter]] - Capable of inserting and removing from a greater range.&lt;br /&gt;
* [[Filter inserter]] - Purple inserter used for filtering.&lt;br /&gt;
* [[Stack inserter]] - New inserter available with V0.13, allows much greater throughput.&lt;br /&gt;
* [[Stack filter inserter]] - A filtered version of the Stack inserter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Pick up&#039;&#039;&#039; [[Items]] off the ground, off of a [[Transport belts|Transport belt]], or from any object that has storage space, including [[Storages/Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* &#039;&#039;&#039;Place&#039;&#039;&#039; the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Inserters can place items on all types of conveyor belts.&lt;br /&gt;
* Try to pick up items from all types of belts (as of v0.12 there is no limitation anymore).&lt;br /&gt;
* Inserters will run at slower speeds when starved for energy.&lt;br /&gt;
&lt;br /&gt;
Inserters will &#039;&#039;&#039;not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the connected entity.&lt;br /&gt;
* Pick up items into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into a stack limited inventory, beyond the stack limit (red slots).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inserters act differently depending on what they are moving items to/into so as not to monopolize all of the items being picked up. This allows other machines and inserters on the same transport belt to pick up a share of the items. If two inserters are picking up from the same tile, the first placed inserter has priority.&lt;br /&gt;
&lt;br /&gt;
==Insertion Limits==&lt;br /&gt;
Inserters will stop inserting items into certain buildings if they already have enough of that item. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. When the fuel drops below 5 items, the inserter will continue to insert more fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
This is to allow for all machines to receive their share of items. The common limits on insertion are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Inserter limit !! Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[Burner inserter]]s, [[Furnace]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10 || Since v0.8.4. Allows for 100 shots before depleting.&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace]]s || Items needed for the recipe || Double the number of items needed in the recipe ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of items needed for one research point ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that takes items from an object containing [[Storage/Stack|stacks]] of items (such as a chest) can overfill the target building due to the [[Inserter item stack size bonus]] research. Overfilling can also happen if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
==Inserters And Transport Belt Interaction ==&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt. Which side they place it on depends on the orientation of the inserter and the belt, as described below.&lt;br /&gt;
&lt;br /&gt;
: [[File:PlaceOnFarSide.gif|left]]&lt;br /&gt;
* Inserters will &#039;&#039;&#039;always&#039;&#039;&#039; place the item on the furthest lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:TakeFromNearSide.gif|left]]&lt;br /&gt;
* Inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnRightSide.gif|left]]&lt;br /&gt;
* If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective.&lt;br /&gt;
{{clear}}&lt;br /&gt;
: [[File:PlaceOnInsideOfCorner.gif|left]]&lt;br /&gt;
* If the item is placed on a corner piece, it will be put on the inside of the curve, regardless of orientation.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Issues ==&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly. ([[Inserter|basic inserters]] cannot pick up from [[express transport belt]] for example)&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
==Inserter Item Stack Size Bonus==&lt;br /&gt;
&lt;br /&gt;
If an inserter moves items from inventory to inventory (for example from an assembler into a chest), or (as of v0.13) from an inventory to a belt, it is able to transport more items at once. The secret behind this is the [[Inserter item stack size bonus]] research.&lt;br /&gt;
&lt;br /&gt;
==Power Usage==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every movement&lt;br /&gt;
* The [[Burner inserter]] does not drain energy when idle, but uses more energy when it is active. It is quite useful for situations where the inserter does not need to move very often.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inserter Speed==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Tile]]s per Tick)&lt;br /&gt;
! Turns per [[Game-second]]&amp;lt;br/&amp;gt;Tiles per Game-second&lt;br /&gt;
! Game-second per full turn&amp;lt;br/&amp;gt;Game-seconds per Tile&lt;br /&gt;
! Ticks per full turn&amp;lt;br/&amp;gt;Ticks per Tile&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner Inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.6&amp;lt;br/&amp;gt;1.284 || 1.667&amp;lt;br/&amp;gt;0.833 || 102&amp;lt;br/&amp;gt;76&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.84&amp;lt;br/&amp;gt;1.8 || 1.191&amp;lt;br/&amp;gt;0.56 || 72&amp;lt;br/&amp;gt;54&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2&amp;lt;br/&amp;gt;2.742 || 0.833&amp;lt;br/&amp;gt;0.416 || 52&amp;lt;br/&amp;gt;36&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|Stack_filter_inserter|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.4&amp;lt;br/&amp;gt;4.2 || 0.417&amp;lt;br/&amp;gt;0.238 || 26&amp;lt;br/&amp;gt;24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
The following is based on [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing experimental data] gathered in version 0.15.&lt;br /&gt;
&lt;br /&gt;
Inserter throughput between chests and other [[stack|stacks]] is a simple function of stack size and arm speed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;n&#039;&#039; = Stack size&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_arm&#039;&#039; = Time to move the arm back and forth&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / Time per item = &#039;&#039;n&#039;&#039; / &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When moving items to or from belts, the time to pick up or put down items also becomes a factor:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;t_item&#039;&#039; = Time to pick up or put down or an item&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;t_c&#039;&#039; = Time to complete an arm cycle = &#039;&#039;t_arm&#039;&#039; + &#039;&#039;n&#039;&#039;*&#039;&#039;t_item&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Time per item = &#039;&#039;t_c&#039;&#039; / &#039;&#039;n&#039;&#039; = &#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughput (items/sec) = 1 / (&#039;&#039;t_item&#039;&#039; + &#039;&#039;t_arm&#039;&#039; / &#039;&#039;n&#039;&#039;)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Due to some simulation quirk, inserters are noticeably slower when moving items from south to north. The effect is between 1% and 4% and it tends to be bigger for larger stack sizes. All the measurements below are based on south-to-north movement, to avoid overestimating throughput.&lt;br /&gt;
&lt;br /&gt;
===Chest to chest===&lt;br /&gt;
&lt;br /&gt;
These are measurements chest-to-chest in south-to-north direction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second&lt;br /&gt;
! rowspan=2 | Percent&amp;lt;br/&amp;gt;faster not&amp;lt;br/&amp;gt;south-to-north&lt;br /&gt;
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.59 || 1.0% || 0.59 || (1) || 1.18 || (2) || 1.77 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 0.83 || 1.4% || 0.83 || (1) || 1.66 || (2) || 2.49 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.14 || 1.9% || 1.14 || (1) || 2.29 || (2) || 3.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 2.24 || 3.7% || 2.24 || (1) || 4.49 || (2) || 6.73 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 2.24 || 3.7% || 4.49 || (2) || 8.98 || (4) || 26.93 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to belt===&lt;br /&gt;
&lt;br /&gt;
Besides the inserter direction as noted above, the throughput going from chest to belt depends on how full the belt is and how the items are spaced, i.e. if spaces are large enough to fill with items. Underground entrances and exits also makes it easier for the inserter to put down an item.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items south-to-north onto an empty perpendicular belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=3 | Type&lt;br /&gt;
! rowspan=3 | Percent&amp;lt;br/&amp;gt;faster not&amp;lt;br/&amp;gt;south-to-north&lt;br /&gt;
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | No capacity bonus&lt;br /&gt;
! colspan=4 | Capacity bonus 2&lt;br /&gt;
! colspan=4 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.9% || 0.58 || 0.58 || 0.58 || (1) || 1.10 || 1.13 || 1.14 || (2) || 1.53 || 1.62 || 1.67 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 1.3% || 0.82 || 0.82 || 0.82 || (1) || 1.51 || 1.57 || 1.59 || (2) || 2.04 || 2.22 || 2.30 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.7% || 1.14 || 1.14 || 1.14 || (1) || 2.01 || 2.12 || 2.16 || (2) || 2.63 || 2.93 || 3.08 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 3.0% || 2.23 || 2.23 || 2.23 || (1) || 3.55 || 3.90 || 4.03 || (2) || 4.23 || 5.05 || 5.51 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 1.7% || 3.55 || 3.90 || 4.03 || (2) || 4.68 || 6.08 || 6.75 || (4) || 6.09 || 9.86 || 12.49 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To calculate the throughput for [[Stack inserter]] and [[Stack filter inserter]] at any capacity level, you can use these linearly fitted factors with the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.137 || 0.312 || 0.070 || 0.378 || 0.047 || 0.402&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing source spreadsheet] for the corresponding factors for the other inserter types. Their errors are generally well below 1%.&lt;br /&gt;
&lt;br /&gt;
===Belt to chest===&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides those mentioned above (inserter direction and belt fullness):&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with a south-to-north inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! rowspan=4 | Percent&amp;lt;br/&amp;gt;faster not&amp;lt;br/&amp;gt;south-to-north&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
! [[File:Basic-transport-belt.png|link=Transport belt]] || [[File:Fast-transport-belt.png|link=Fast transport belt]] || [[File:Express-transport-belt.png|link=Express transport belt]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|burner-inserter|Burner inserter}} || 0.9% || &#039;&#039;&#039;0.56&#039;&#039;&#039; || 0.53 || 0.50 || 0.64 || (1) || &#039;&#039;&#039;1.03&#039;&#039;&#039; || 1.03 || 0.98 || 1.17 || (2) || 1.44 || &#039;&#039;&#039;1.54&#039;&#039;&#039; || 1.43 || 1.70 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|basic-inserter|Basic inserter}} || 1.3% || &#039;&#039;&#039;0.82&#039;&#039;&#039; || 0.74 || 0.77 || 0.88 || (1) || &#039;&#039;&#039;1.57&#039;&#039;&#039; || 1.49 || 1.48 || 1.60 || (2) || 2.01 || &#039;&#039;&#039;2.11&#039;&#039;&#039; || 2.01 || 2.38 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|long-handed-inserter|Long handed inserter}} || 1.8% || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 1.11 || 1.05 || 1.20 || (1) || &#039;&#039;&#039;2.11&#039;&#039;&#039; || 2.06 || 2.01 || 2.27 || (2) || &#039;&#039;&#039;3.01&#039;&#039;&#039; || 2.97 || 3.01 || 3.28 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|fast-inserter|Fast inserter}}&amp;lt;br/&amp;gt;{{imagelink|filter-inserter|Filter inserter}} || 3.3% || 2.15 || &#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.07 || 2.31 || (1) || 4.01 || &#039;&#039;&#039;3.82&#039;&#039;&#039; || &#039;&#039;&#039;3.82&#039;&#039;&#039; || 4.14 || (2) || 5.47 || 5.02 || &#039;&#039;&#039;5.47&#039;&#039;&#039; || 6.01 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 1.9% || 4.01 || &#039;&#039;&#039;3.82&#039;&#039;&#039; || 3.82 || 4.14 || (2) || 6.17 || 6.18 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.69 || (4) || 6.67 || 10.03 || &#039;&#039;&#039;12.09&#039;&#039;&#039; || 13.40 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. There is however one exception - see (*) below.&lt;br /&gt;
&lt;br /&gt;
Here are linearly fitted factors to get the [[Stack inserter]] and [[Stack filter inserter]] throughput at any capacity level, by using the belt/chest throughput formula above:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! colspan=2 | {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
! colspan=2 | {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
! &#039;&#039;t_item&#039;&#039; || &#039;&#039;t_arm&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{imagelink|stack-inserter|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.054 (*) || 0.410 (*) || 0.065 || 0.386 || 0.045 || 0.437&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; A stack inserter combined with a basic transport belt gets capped by the belt speed at stack sizes above 4, so these figures are only accurate up to size 4. More than that and the throughput is fixed at 6.67 items per second.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5253 Inserter Power Efficiency]: Movements per energy and exact power usage numbers. See also [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6258 this thread], where energy per movement is explained.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5400 Small Inserter Test]: Comparison if energy usage per item.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5524 Inserter heartbeats]: In some situations it is not possible to calculate the needed power usage.&lt;br /&gt;
===Special behavior===&lt;br /&gt;
* [[Inserters/Interaction with other Entities]]&lt;br /&gt;
* [[Inserter item stack size bonus]]: Inserter moves more than an item per turn.&lt;br /&gt;
* [[Inserter experiments]]&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Circuit network]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserter_capacity_bonus_(research)&amp;diff=138031</id>
		<title>Inserter capacity bonus (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserter_capacity_bonus_(research)&amp;diff=138031"/>
		<updated>2017-05-20T19:01:53Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Rewrote much of the intro section for clarity, giving more details on the wait time etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{:Inserter capacity bonus (research)/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inserter capacity bonus&#039;&#039; research increases the &#039;&#039;stack size&#039;&#039; for [[inserters]], i.e. the number of items they can hold in the arm at once.&lt;br /&gt;
&lt;br /&gt;
* When moving items from one [[stack]] to another, the inserter takes as many items as it can (i.e. up to the stack size) at once, without any additional delay.&lt;br /&gt;
&lt;br /&gt;
* When moving items to a [[transport belt|belt]], the inserter picks up several items and then drops those items on the belt one by one. While this takes longer than dropping a single item, the overall throughput is still higher because the arm doesn&#039;t have to move back and forth.&lt;br /&gt;
&lt;br /&gt;
* When moving items from a belt, the inserter tries to fill its stack to capacity before moving the arm to drop them off. To do this, it waits for a short time for a new item to become in range. The wait time is long enough to make the inserter fill up completely on a fully compressed belt. It is shorter than the time to move the arm away and back, so even though it waits it is a net benefit for throughput.&lt;br /&gt;
&lt;br /&gt;
: However, the extra time to fill the stack and wait for more items mean longer delays, e.g. for a machine to get enough items to start working. Beginning with 0.15 it is possible to override the max stack size.&lt;br /&gt;
&lt;br /&gt;
This means the bonus is more effective when moving from stack to stack than when moving from stack to belt or belt to stack. The increased throughput is still significant in any case though, especially for the [[Stack inserter]] that has a max size of 12.&lt;br /&gt;
&lt;br /&gt;
A slow [[Inserter]] with stack size bonus of 4, which moves from chest to chest, can easily keep up with a [[Fast inserter]], moving from chest to a belt. This is why it is recommended to move items that are required in high quantities at high speeds directly between machines.&lt;br /&gt;
&lt;br /&gt;
A high inserter capacity bonus can break some constructions that use the [[circuit network]]; since an inserter can move more items at once an equal (&amp;quot;=&amp;quot;) condition might not be met because the number of items &amp;quot;jumps&amp;quot; over the specified number.&lt;br /&gt;
&lt;br /&gt;
In 0.15 it is possible to override the max stack size to overcome problems like that. It can also be controlled by a circuit network signal.&lt;br /&gt;
&lt;br /&gt;
This bonus is is also often called &amp;quot;inserter bonus&amp;quot;, &amp;quot;stacksize bonus&amp;quot; , or &amp;quot;stack bonus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Technology !! rowspan=2 | Cost !! colspan=2 | Pickup bonus (total stack size)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Non-Stack&amp;lt;br&amp;gt;Inserter !! style=&amp;quot;width: 100px;&amp;quot; | Stack&amp;lt;br&amp;gt;Inserter&lt;br /&gt;
|-&lt;br /&gt;
| none || - || (1) || (2)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|1|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;1 || {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;200&amp;lt;/big&amp;gt; ||  || +1 (3)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|2|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;2 || {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;250&amp;lt;/big&amp;gt; || +1 (2) || +1 (4)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|3|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;3 || {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;250&amp;lt;/big&amp;gt; ||  || +1 (5)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|4|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;4 || {{icon|time|30}} {{icon|science pack 1|2}} {{icon|science pack 2|2}} {{icon|science pack 3|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;250&amp;lt;/big&amp;gt; ||  || +1 (6)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|5|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;5 || {{icon|time|30}} {{icon|science pack 1|2}} {{icon|science pack 2|2}} {{icon|science pack 3|2}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;300&amp;lt;/big&amp;gt; ||  || +2 (8)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|6|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;6 || {{icon|time|30}} {{icon|science pack 1|2}} {{icon|science pack 2|2}} {{icon|science pack 3|2}} {{icon|alien science pack|2}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;400&amp;lt;/big&amp;gt; ||  || +2 (10)&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|inserter-capacity-research|7|Inserter capacity bonus (research)}} Inserter capacity bonus&amp;amp;nbsp;7 || {{icon|time|30}} {{icon|science pack 1|4}} {{icon|science pack 2|4}} {{icon|science pack 3|3}} {{icon|alien science pack|2}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;600&amp;lt;/big&amp;gt; || +1 (3) || +2 (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Express_transport_belt&amp;diff=137945</id>
		<title>Express transport belt</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Express_transport_belt&amp;diff=137945"/>
		<updated>2017-05-20T17:42:52Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Skip the disambiguation page in a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{:Express transport belt/infobox}}&lt;br /&gt;
The [[Express transport belt]] is the most advanced variant of the [[Basic transport belt]]. Its available when [[Logistics 3]] has been [[Research|researched]]. Its behaviour is exactly the same as the [[Basic transport belt]] at triple speed. Making an express transport belt is costly and should be used mainly in places where high throughput is needed. &lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;[[belt transport system]]&#039;&#039;&#039; for more general information about transport belts.&lt;br /&gt;
&lt;br /&gt;
[[File:Express_transport_belt_fulldensity.gif|right|300px|thumb| 9 [[Fast inserter]] per side will fill an express belt to max. density.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. throughput ([[Items]] per [[game-second]]*)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Speed ([[Tile|Tiles]] per [[game-second]])*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Max. density ([[Items]] per [[Tile|tile]])*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Required [[Research|technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}} || 40.0 || 5.625 || 7.111 || [[Logistics 3]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;*See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Production Layouts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
This is a hacky way to do this, but I&#039;ll leave it for now. -Gangsir&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Design&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Input: ([[Items]] per [[game-second]])&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | [[File:Express_Transport_belt_layout1.jpg|top|400px]] &lt;br /&gt;
|{{icon|iron plate|21.5}}&amp;amp;nbsp;{{icon|Lubricant|2}} &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Output: ([[Items]] per [[game-second]])&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|{{icon|express transport belt|1}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Transport belt is now connectible to the [[circuit network]]. &lt;br /&gt;
* Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Items on transport belts don&#039;t go off the belt at the end, so the transport belt has to go directly in front of the required inserter.&lt;br /&gt;
* Optimised the transport belt movement.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Items marked for deconstruction cannot be moved by belts anymore. &lt;br /&gt;
* Reduced the CPU load caused by big counts of [[inserters]] loading/unloading transport belts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express belts are now made from the slower variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.7|&lt;br /&gt;
* Belts to be deconstructed no longer accept items. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.6|&lt;br /&gt;
* New transport belt graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* [[Express transport belt]] now takes 15 [[Iron gear wheel]]s to craft. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* Transport belt doesn&#039;t pull player out of the edge of it (like items), so player won&#039;t be almost trapped on faster transport belts. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Better movement on transport belts in turns and crossings. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Cross connections of transport belt of the same type are disabled. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.2|&lt;br /&gt;
* When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Small optimisation. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Splitters]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Console&amp;diff=137485</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Console&amp;diff=137485"/>
		<updated>2017-05-14T21:30:56Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: Clarified docs for the take_screenshot command.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The in-game console is used for:&lt;br /&gt;
&lt;br /&gt;
* Chatting with other players&lt;br /&gt;
* Running commands / scripts / cheats&lt;br /&gt;
* Occasional status updates&lt;br /&gt;
&lt;br /&gt;
There are three types of command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Multiplayer&#039;&#039;&#039; - message filtering, banning users, etc.&lt;br /&gt;
* &#039;&#039;&#039;Information&#039;&#039;&#039; - display various information about the game&lt;br /&gt;
* &#039;&#039;&#039;Scripting/Cheating&#039;&#039;&#039; - run small Lua scripts (but they &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;disable achievements for the save game&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Using the console ===&lt;br /&gt;
The console display can be toggled with the {{keybinding|/}} (slash) or {{keybinding|~}} (tilde) keys.&lt;br /&gt;
&lt;br /&gt;
You can customize the keys via &#039;&#039;&#039;Options Menu -&amp;gt; Keyboard -&amp;gt; Toggle Lua console&#039;&#039;&#039;. When the console is open, you&#039;ll see a blinking cursor at the bottom of the screen; type your message or command and hit &#039;&#039;&#039;Return&#039;&#039;&#039; to send it (this will also close the console). Documentation about message and command prefixes can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
When console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately re-display all recent messages). Note that by default, all executed commands are made visible to all users. You can set the fade out time via &#039;&#039;&#039;Options Menu -&amp;gt; Other Settings -&amp;gt; Message Delay&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you want to immediately hide the console, open the console and then press &#039;&#039;&#039;Escape&#039;&#039;&#039; key (or press &#039;&#039;&#039;Return&#039;&#039;&#039; without entering any message/command). This not only closes the console, but it also hides all the recent messages/commands. In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32389 Factorio 0.14.5 and later], you can clear the console with the &#039;&#039;&#039;/clear&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
Note that the console can also accept raw Lua code as well as game commands.&lt;br /&gt;
&lt;br /&gt;
=== Console history ===&lt;br /&gt;
&lt;br /&gt;
The console has an inbuilt history; it&#039;s a bit like a text editor where only one line of text is displayed at a time.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;uarr;}} and {{keybinding|&amp;amp;darr;}} keys to scroll through the console history.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;larr;}} and {{keybinding|&amp;amp;rarr;}} keys to cursor through the currently displayed message or command, which you can edit (delete, insert, etc.) and resend (by pressing &#039;&#039;&#039;Return&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32389 Factorio 0.14.5 and later], the &#039;&#039;&#039;Tab&#039;&#039;&#039; key will auto-complete commands and player ids.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Chat ==&lt;br /&gt;
&lt;br /&gt;
Send private message to specific player with &#039;&#039;&#039;/whisper&#039;&#039;&#039; (or &#039;&#039;&#039;/w&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 /whisper &amp;lt;playerId&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reply to the most recently received private message with &#039;&#039;&#039;/reply&#039;&#039;&#039; (or &#039;&#039;&#039;/r&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
 /reply &amp;lt;message&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32248 Factorio 0.14.4 and later], group chat works like this:&lt;br /&gt;
&lt;br /&gt;
 hello my team!&lt;br /&gt;
&lt;br /&gt;
 /s hello all players!&lt;br /&gt;
 /shout same as /s&lt;br /&gt;
&lt;br /&gt;
In Factorio 0.14.3 and earlier, group chat worked like this:&lt;br /&gt;
&lt;br /&gt;
 hello all players!&lt;br /&gt;
&lt;br /&gt;
 /team hello my team!&lt;br /&gt;
&lt;br /&gt;
These are just the main chat features - there are also options for banning, ignoring and muting players; see the console &#039;&#039;&#039;/help&#039;&#039;&#039; for a full list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
To see a list of all available commands, enter &#039;&#039;&#039;/help&#039;&#039;&#039; (or &#039;&#039;&#039;/h&#039;&#039;&#039;) in to the console. The available commands will depend on Factorio version and game setup.&lt;br /&gt;
&lt;br /&gt;
 /help&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?f=3&amp;amp;t=32248 Factorio 0.14.4 and later], the &#039;&#039;&#039;/help&#039;&#039;&#039; command will just display a list of commands - to get full details for a command add the command name (without slash) after &#039;&#039;&#039;/help&#039;&#039;&#039; (or &#039;&#039;&#039;/h&#039;&#039;&#039;), for example if you want help on the &#039;&#039;&#039;/evolution&#039;&#039;&#039; command, you&#039;d type:&lt;br /&gt;
&lt;br /&gt;
 /h evolution&lt;br /&gt;
&lt;br /&gt;
=== Scripting and cheat commands ===&lt;br /&gt;
You can run Lua script commands via the console. It works similarly to any command line interface or the JavaScript console for your browser.&lt;br /&gt;
&lt;br /&gt;
This is a very powerful feature, which also allows cheating, and as such &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;achievements will be permanently disabled for the save&amp;lt;/span&amp;gt; as soon as you use a script command.&lt;br /&gt;
&lt;br /&gt;
To run a script, prefix it with &#039;&#039;&#039;/command&#039;&#039;&#039; (or &#039;&#039;&#039;/c&#039;&#039;&#039;), for example:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print &#039;hello me!&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in a multiplayer game, the command will be echoed to all other players (so they can see if you&#039;re cheating).&lt;br /&gt;
&lt;br /&gt;
In [https://forums.factorio.com/viewtopic.php?p=203991#p203991 Factorio 0.14.5 and later], multiplayer server admins can use &#039;&#039;&#039;/silent-command&#039;&#039;&#039; (only via RCON/server console) instead of &#039;&#039;&#039;/c&#039;&#039;&#039; to avoid the command being echoed to all players.&lt;br /&gt;
&lt;br /&gt;
 /silent-command game.player.print &#039;only admins can use (and see) silent commands&#039;&lt;br /&gt;
&lt;br /&gt;
Mod developers can also take advantage of the special &#039;&#039;&#039;/measured-command&#039;&#039;&#039; which is like &#039;&#039;&#039;/c&#039;&#039;&#039; but will time how long the command takes to run. This is very useful for performance tuning your scripts.&lt;br /&gt;
&lt;br /&gt;
 /measured-command game.player.print &#039;how much time does this take to run?&#039;&lt;br /&gt;
&lt;br /&gt;
The game ignores newlines when pasting &amp;quot;scriptlets&amp;quot; in the console. This means they can be written in a human readable form in an editor and copy/pasted into the console, making understanding and editing a bit easier.&lt;br /&gt;
&lt;br /&gt;
You can essentially fire any Lua command here, just as you would from a Lua program - Factorio [[Mods]] are merely Lua commands. Therefore you don&#039;t necessarily need &amp;quot;cheats&amp;quot; active per-se, as the console allows you full access to the game&#039;s internals. You only need a familiarity with the commands and types, as shown in the below examples and the [[Modding]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Command Examples==&lt;br /&gt;
&lt;br /&gt;
=== Large Screenshots ===&lt;br /&gt;
&lt;br /&gt;
This is how you would take a large HD screenshot. As usual, replace the X and Y with the values you wish.&lt;br /&gt;
&lt;br /&gt;
The file is put into a folder called &amp;quot;script-output&amp;quot;, which is located in the same location as the mods folder. These pictures can be quite large.&lt;br /&gt;
&lt;br /&gt;
 /c game.take_screenshot{&#039;&#039;&amp;lt;parameter&amp;gt;&#039;&#039;=&#039;&#039;&amp;lt;value&amp;gt;&#039;&#039;,...}&lt;br /&gt;
&lt;br /&gt;
The command takes the following parameters:&lt;br /&gt;
&lt;br /&gt;
* showgui - Boolean value, true or false. True if GUIs should be included in the screenshot.&lt;br /&gt;
* resolution - Takes an x and y, in the form {x = &#039;&#039;&amp;lt;x-size&amp;gt;&#039;&#039;, y = &#039;&#039;&amp;lt;y-size&amp;gt;&#039;&#039;}.&lt;br /&gt;
* show_entity_info - Boolean value, true if alt info should be shown in the screenshot.&lt;br /&gt;
* zoom - The zoom level. 1 is normal, 2 is zoomed in to half the area, 0.5 is zoomed out to twice the area, etc.&lt;br /&gt;
&lt;br /&gt;
=== Use it as calculator ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print(1234 * 5678)&lt;br /&gt;
&lt;br /&gt;
=== Mine faster ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.manual_mining_speed_modifier=1000&lt;br /&gt;
&lt;br /&gt;
=== Craft faster ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.manual_crafting_speed_modifier=1000&lt;br /&gt;
&lt;br /&gt;
=== Unlock and Research all Technology ===&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.research_all_technologies()&lt;br /&gt;
&lt;br /&gt;
Undo this with:&lt;br /&gt;
&lt;br /&gt;
 /c for _, tech in pairs(game.player.force.technologies) do tech.researched=false end&lt;br /&gt;
&lt;br /&gt;
=== Reset any modifiers to default ===&lt;br /&gt;
This includes Tech and speed alterations.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.force.reset()&lt;br /&gt;
&lt;br /&gt;
=== Zoom beyond normal bounds ===&lt;br /&gt;
Note that zooming too far out can cause performance hits. Be careful.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.zoom = 0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inventory Manipulation ==&lt;br /&gt;
&lt;br /&gt;
=== Refill resources (refill oil, iron etc.) ===&lt;br /&gt;
While holding the cursor over a resource tile in-game&lt;br /&gt;
 /c game.player.selected.amount=7500&lt;br /&gt;
&lt;br /&gt;
=== Add items to the player&#039;s inventory ===&lt;br /&gt;
Replace iron-plate with the internal name of the item desired.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.insert{name=&amp;quot;iron-plate&amp;quot;, count=100}&lt;br /&gt;
&lt;br /&gt;
For instance, here&#039;s a god-mode energy system interface:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.insert{name=&amp;quot;electric-energy-interface&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
=== Cheat mode ===&lt;br /&gt;
Allows for infinite free crafting. Disable by replacing true with false.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.cheat_mode=true&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Manipulation ==&lt;br /&gt;
&lt;br /&gt;
=== Reveal the map around the player ===&lt;br /&gt;
&lt;br /&gt;
Reveals the map around the player, similar to a [[radar]].&lt;br /&gt;
&lt;br /&gt;
  /c local radius = 150; game.player.force.chart(game.player.surface, {{game.player.position.x - radius, game.player.position.y - radius}, {game.player.position.x + radius, game.player.position.y + radius}})&lt;br /&gt;
&lt;br /&gt;
Change 150 to the desired radius, higher values take longer.&lt;br /&gt;
&lt;br /&gt;
=== Turn off night ===&lt;br /&gt;
Enables eternal day.&lt;br /&gt;
 /c game.surfaces[1].always_day=true&lt;br /&gt;
&lt;br /&gt;
=== Change game speed ===&lt;br /&gt;
0.5 is half speed, 1 is default, 2 is double speed, etc. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful.&lt;br /&gt;
&lt;br /&gt;
 /c game.speed = X&lt;br /&gt;
&lt;br /&gt;
=== Freeze Time Passage ===&lt;br /&gt;
Stops the advancement of the time if you replace &amp;quot;BOOL&amp;quot; with &amp;quot;true&amp;quot; or unfreezes it if you replace it with &amp;quot;false&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.surface.freeze_daytime(BOOL)&lt;br /&gt;
&lt;br /&gt;
=== Remove all pollution ===&lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface;&lt;br /&gt;
 for coord in surface.get_chunks() do&lt;br /&gt;
  surface.pollute({coord.x * 32, coord.y * 32}, -10000000)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Add new resource patch ===&lt;br /&gt;
This creates a new 11x11 patch of resources, centered on the player character. The patch it creates is perfectly square but it randomizes the amount similar to natural generation, with fewer ore at the edges and more ore in the center. The default numbers result in a patch with 2500-3000 ore.&lt;br /&gt;
&lt;br /&gt;
If you want a larger patch, change &amp;quot;local size = 5&amp;quot; to a larger number. A larger patch will have exponentially more ore. Entering a number above 30 is not recommended.&lt;br /&gt;
&lt;br /&gt;
If you want a richer patch, change &amp;quot;local density = 10&amp;quot; to a larger number. Entering a very large number shouldn&#039;t hurt anything but you probably don&#039;t need to go above 100.&lt;br /&gt;
&lt;br /&gt;
To choose which resource is spawned, change &amp;quot;stone&amp;quot; near the bottom to &amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, &amp;quot;coal&amp;quot;, or &amp;quot;uranium-ore&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface;&lt;br /&gt;
 local ore = nil&lt;br /&gt;
 local size = 5&lt;br /&gt;
 local density = 10&lt;br /&gt;
 for y=-size,size do&lt;br /&gt;
  for x=-size,size do&lt;br /&gt;
   a = (((size+1) - math.abs(x))*10)&lt;br /&gt;
   b = (((size+1) - math.abs(y))*10)&lt;br /&gt;
   if a &amp;lt; b then&lt;br /&gt;
    ore = math.random(((a*density)-(a*(density-8))),((a*density)+(a*(density-8))))&lt;br /&gt;
   end&lt;br /&gt;
   if b &amp;lt; a then&lt;br /&gt;
    ore = math.random(((b*density)-(b*(density-8))),((b*density)+(b*(density-8))))&lt;br /&gt;
   end&lt;br /&gt;
   surface.create_entity({name=&amp;quot;stone&amp;quot;, amount=ore, position={game.player.position.x+x, game.player.position.y+y}})&lt;br /&gt;
  end&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Add new oil patch ===&lt;br /&gt;
This creates 9 crude oil patches in a 3x3 square.&lt;br /&gt;
&lt;br /&gt;
 /c for y=0,2 do&lt;br /&gt;
   for x=0,2 do&lt;br /&gt;
     game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=5000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})&lt;br /&gt;
   end&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
or randomly without any collision:&lt;br /&gt;
&lt;br /&gt;
 /c local position = nil&lt;br /&gt;
 for i=1,9 do&lt;br /&gt;
 	position = game.player.surface.find_non_colliding_position(&amp;quot;crude-oil&amp;quot;, game.player.position, 0, i/2+1.5)&lt;br /&gt;
 	if position then &lt;br /&gt;
 		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=5000, position=position})&lt;br /&gt;
 	end&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== Count entities ===&lt;br /&gt;
Counts all entities whose name includes the string in local entity.&lt;br /&gt;
&lt;br /&gt;
 /c&lt;br /&gt;
 local entity = &amp;quot;belt&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 local surface = game.player.surface&lt;br /&gt;
 local count = 0&lt;br /&gt;
 for c in surface.get_chunks() do&lt;br /&gt;
   for key, ent in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= game.player.force})) do&lt;br /&gt;
     if string.find(ent.name,entity) then&lt;br /&gt;
       count = count + 1&lt;br /&gt;
     end&lt;br /&gt;
   end&lt;br /&gt;
 end&lt;br /&gt;
 game.player.print(count)&lt;br /&gt;
&lt;br /&gt;
== Enemy/Evolution ==&lt;br /&gt;
=== Check how far the biters have evolved ===&lt;br /&gt;
Note that commands that do not start with &amp;quot;/c&amp;quot; do not disable achievements.&lt;br /&gt;
 /evolution&lt;br /&gt;
&lt;br /&gt;
=== Set evolution factor ===&lt;br /&gt;
Ranges from 0 (new game) to 1.&lt;br /&gt;
&lt;br /&gt;
 /c game.evolution_factor=X&lt;br /&gt;
&lt;br /&gt;
In 0.15, use the following command instead:&lt;br /&gt;
&lt;br /&gt;
 /c game.forces[&amp;quot;enemy&amp;quot;].evolution_factor=X&lt;br /&gt;
&lt;br /&gt;
=== Disable time-based evolution &amp;amp; increases pollution-based evolution ===&lt;br /&gt;
 /c game.map_settings.enemy_evolution.time_factor = 0&lt;br /&gt;
 /c game.map_settings.enemy_evolution.pollution_factor = game.map_settings.enemy_evolution.pollution_factor * 2&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2&amp;quot; at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.&lt;br /&gt;
&lt;br /&gt;
=== Kill all biters on the &amp;quot;enemy&amp;quot; force ===&lt;br /&gt;
Note that this will kill only mobile units and worms, spawners will not be killed.&lt;br /&gt;
 /c game.forces[&amp;quot;enemy&amp;quot;].kill_all_units()&lt;br /&gt;
&lt;br /&gt;
=== Kill all enemies ===&lt;br /&gt;
This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the explored world, so any unexplored parts of the map which still need to be generated will still have enemies.&lt;br /&gt;
&lt;br /&gt;
 /c local surface = game.player.surface&lt;br /&gt;
 for c in surface.get_chunks() do&lt;br /&gt;
    for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= &amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
        entity.destroy()&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
=== Enable peaceful mode ===&lt;br /&gt;
Peaceful mode prevents biter attacks until provoked. Substitute false for true to disable.&lt;br /&gt;
 /c game.player.surface.peaceful_mode = true&lt;br /&gt;
&lt;br /&gt;
=== Disable biter expansion ===&lt;br /&gt;
This prevents biters from creating new spawners.&lt;br /&gt;
 /c game.map_settings.enemy_expansion.enabled = false&lt;br /&gt;
&lt;br /&gt;
== Player Character ==&lt;br /&gt;
Commands concerning the player directly.&lt;br /&gt;
=== Get Player Position ===&lt;br /&gt;
Prints coordinates of your current position.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.print({&amp;quot;&amp;quot;, &amp;quot;(&amp;quot;, game.player.position.x, &amp;quot;, &amp;quot;, game.player.position.y, &amp;quot;)&amp;quot;})&lt;br /&gt;
&lt;br /&gt;
=== Teleport player ===&lt;br /&gt;
Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.teleport({X, Y})&lt;br /&gt;
&lt;br /&gt;
To teleport to the world&#039;s origin, use 0,0.&lt;br /&gt;
&lt;br /&gt;
=== Spawn a player character ===&lt;br /&gt;
This is useful for escaping god mode. (see [[Console#Enable_god_mode]].) This will spawn a new player at the spawn point of the world, and connect your controls to it.&lt;br /&gt;
&lt;br /&gt;
 /c game.player.character = game.player.surface.create_entity{name=&amp;quot;player&amp;quot;, position = {0,0}, force = game.forces.player}&lt;br /&gt;
&lt;br /&gt;
=== Change Player color ===&lt;br /&gt;
Note that commands that do not start with &amp;quot;/c&amp;quot; do not disable achievements. Replace COLOR with the name of a color. Available names are: Black, blue, brown, cyan, gray, green, orange, pink, purple, red, white, and yellow &lt;br /&gt;
 /color COLOR&lt;br /&gt;
&lt;br /&gt;
=== Enable god mode ===&lt;br /&gt;
God mode removes your player character allowing you to fly over obstacles and take no damage.&lt;br /&gt;
&lt;br /&gt;
Disassociate your controls from the player:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.character = nil&lt;br /&gt;
&lt;br /&gt;
Then, hover the mouse over the useless player and destroy it by typing:&lt;br /&gt;
&lt;br /&gt;
 /c game.player.selected.destroy()&lt;br /&gt;
&lt;br /&gt;
To undo&lt;br /&gt;
&lt;br /&gt;
 /c game.player.create_character()&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Enable faster research ===&lt;br /&gt;
 /c game.player.force.laboratory_speed_modifier = 1&lt;br /&gt;
1 is normal speed, 2 is double speed 3 is triple etc. I think it goes up to 100.&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific technologies ===&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=6633 Enabling technologies] (forums)&lt;br /&gt;
 /c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=true&lt;br /&gt;
 /c game.player.force.technologies[&#039;steel-processing&#039;].researched=true&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific recipes ===&lt;br /&gt;
 /c game.player.force.recipes[&amp;quot;electric-energy-interface&amp;quot;].enabled = true&lt;br /&gt;
 /c game.player.force.recipes[&amp;quot;rocket-silo&amp;quot;].enabled = true&lt;br /&gt;
&lt;br /&gt;
=== Finish research immediately ===&lt;br /&gt;
 /c for name,technology in pairs(game.player.force.technologies) do technology.researched=technology.enabled end&lt;br /&gt;
&lt;br /&gt;
== Command Line Parameters ==&lt;br /&gt;
&#039;&#039;&#039;As of Game Version 0.14.21&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.&lt;br /&gt;
&lt;br /&gt;
General options:&lt;br /&gt;
  -h [ --help ]                      display help&lt;br /&gt;
  --version                          show version information&lt;br /&gt;
  -v [ --verbose ]                   enable verbose logging&lt;br /&gt;
  -c [ --config ] PATH               config file to use&lt;br /&gt;
  --no-log-rotation                  don&#039;t rotate log file&lt;br /&gt;
  --mod-directory PATH               Mod directory to use&lt;br /&gt;
&lt;br /&gt;
Running options:&lt;br /&gt;
  -s [ --map2scenario ] arg          map to scenario conversion&lt;br /&gt;
  -m [ --scenario2map ] arg          scenario to map conversion&lt;br /&gt;
  --apply-update arg                 immediately apply update package&lt;br /&gt;
  --create FILE                      create a new map&lt;br /&gt;
  --map-gen-settings FILE            Map generation settings for use with&lt;br /&gt;
                                     --create. See data/map-gen-settings.exampl&lt;br /&gt;
                                     e.json&lt;br /&gt;
  --start-server FILE                start a multiplayer server&lt;br /&gt;
  --start-server-load-scenario FILE  start a multiplayer server and load the&lt;br /&gt;
                                     specified scenario&lt;br /&gt;
  --start-server-load-latest         start a multiplayer server and load the&lt;br /&gt;
                                     latest available save&lt;br /&gt;
  --until-tick TICK                  run a save until given map tick&lt;br /&gt;
  --mp-connect ADDRESS               start factorio and connect to address&lt;br /&gt;
  --load-game FILE                   start Factorio and load a game in&lt;br /&gt;
                                     singleplayer&lt;br /&gt;
  --benchmark FILE                   load save and run benchmark&lt;br /&gt;
  --benchmark-ticks N (=1,000)       number of ticks for benchmarking. Default&lt;br /&gt;
                                     is 1000&lt;br /&gt;
  --force-opengl                     use OpenGL for rendering&lt;br /&gt;
  --force-d3d                        use Direct3D for rendering&lt;br /&gt;
&lt;br /&gt;
Server options:&lt;br /&gt;
  --port N                           network port to use&lt;br /&gt;
  --bind ADDRESS[:PORT]              IP address (and optionally port) to bind&lt;br /&gt;
                                     to&lt;br /&gt;
  --rcon-port N                      Port to use for RCON&lt;br /&gt;
  --rcon-password PASSWORD           Password for RCON&lt;br /&gt;
  --server-settings FILE             Path to file with server settings. See&lt;br /&gt;
                                     data/server-settings.example.json&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As of Game Version 0.15.9&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
0.15.x Adds in a couple of new command line options.&lt;br /&gt;
&lt;br /&gt;
General options:&lt;br /&gt;
  -h [ --help ]                      display help&lt;br /&gt;
  --version                          show version information&lt;br /&gt;
  -v [ --verbose ]                   enable verbose logging&lt;br /&gt;
  -c [ --config ] PATH               config file to use&lt;br /&gt;
  --no-log-rotation                  don&#039;t rotate log file&lt;br /&gt;
  --mod-directory PATH               Mod directory to use&lt;br /&gt;
  --check-unused-prototype-data      Print a warning for all prototype values&lt;br /&gt;
                                     that were not accessed&lt;br /&gt;
&lt;br /&gt;
Running options:&lt;br /&gt;
  -s [ --map2scenario ] arg          map to scenario conversion&lt;br /&gt;
  -m [ --scenario2map ] arg          scenario to map conversion&lt;br /&gt;
  --apply-update arg                 immediately apply update package&lt;br /&gt;
  --create FILE                      create a new map&lt;br /&gt;
  --map-gen-settings FILE            Map generation settings for use with&lt;br /&gt;
                                     --create. See data/map-gen-settings.exampl&lt;br /&gt;
                                     e.json&lt;br /&gt;
  --map-settings FILE                Map settings for use with --create. See&lt;br /&gt;
                                     data/base/prototypes/map-settings.lua&lt;br /&gt;
  --preset arg                       Name of the map generation preset to be&lt;br /&gt;
                                     used.&lt;br /&gt;
  --start-server FILE                start a multiplayer server&lt;br /&gt;
  --start-server-load-scenario FILE  start a multiplayer server and load the&lt;br /&gt;
                                     specified scenario&lt;br /&gt;
  --start-server-load-latest         start a multiplayer server and load the&lt;br /&gt;
                                     latest available save&lt;br /&gt;
  --until-tick TICK                  run a save until given map tick&lt;br /&gt;
  --mp-connect ADDRESS               start factorio and connect to address&lt;br /&gt;
  --load-game FILE                   start Factorio and load a game in&lt;br /&gt;
                                     singleplayer&lt;br /&gt;
  --benchmark FILE                   load save and run benchmark&lt;br /&gt;
  --benchmark-ticks N (=1.000)       number of ticks for benchmarking. Default&lt;br /&gt;
                                     is 1000&lt;br /&gt;
  --force-opengl                     use OpenGL for rendering&lt;br /&gt;
  --force-d3d                        use Direct3D for rendering&lt;br /&gt;
  --fullscreen BOOL                  start game in windowed mode (saved to&lt;br /&gt;
                                     configuration)&lt;br /&gt;
  --max-texture-size N               maximal size of texture that the game can&lt;br /&gt;
                                     use (saved to configuration). Should be&lt;br /&gt;
                                     power of two greater than 2048&lt;br /&gt;
  --graphics-quality arg             accepted values: normal, low, very-low&lt;br /&gt;
  --video-memory-usage arg           accepted values: all, high, medium, low&lt;br /&gt;
  --gfx-safe-mode                    resets some graphics settings to values&lt;br /&gt;
                                     that should work on most configurations&lt;br /&gt;
  --shader arg                       enable/disable shader postprocessing&lt;br /&gt;
                                     (saved to configuration)&lt;br /&gt;
  --disable-audio                    Disable audio. Mainly for faster startup&lt;br /&gt;
                                     during development.&lt;br /&gt;
&lt;br /&gt;
Server options:&lt;br /&gt;
  --port N                           network port to use&lt;br /&gt;
  --bind ADDRESS[:PORT]              IP address (and optionally port) to bind&lt;br /&gt;
                                     to&lt;br /&gt;
  --rcon-port N                      Port to use for RCON&lt;br /&gt;
  --rcon-password PASSWORD           Password for RCON&lt;br /&gt;
  --server-settings FILE             Path to file with server settings. See&lt;br /&gt;
                                     data/server-settings.example.json&lt;br /&gt;
  --server-whitelist FILE            Path to file with server whitelist.&lt;br /&gt;
  --server-banlist FILE              Path to file with server banlist.&lt;br /&gt;
  --console-log FILE                 Path to file where a copy of the server&#039;s&lt;br /&gt;
                                     log will be stored&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
  --start-server SAVE&lt;br /&gt;
&lt;br /&gt;
Will start a Headless (Dedicated) server, with no GUI.&lt;br /&gt;
&lt;br /&gt;
  --mp-connect ADDRESS&lt;br /&gt;
ADDRESS is the IP:port of the remote host. Port is optional.&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101&lt;br /&gt;
  ./factorio --mp-connect 192.168.1.101:2345&lt;br /&gt;
&lt;br /&gt;
As above, port can be specified by placing the port number after a colon in the address.&lt;br /&gt;
&lt;br /&gt;
  --map2scenario SAVE&lt;br /&gt;
Converts a save game to a User Scenario, allows saved game state to be loaded into map editor. Assuming that save game name is &amp;quot;foo.zip&amp;quot;, executing &#039;./factorio --map2scenario s1&#039; will result in Factorio loading, opening the save file, and saving the scenario into the scenario folder.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* http://lua-api.factorio.com/latest/ - Factorio API reference for latest version&lt;br /&gt;
* http://lua-api.factorio.com/ - links to specific versions of API reference&lt;br /&gt;
[[Category:Console]]&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel&amp;diff=137423</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel&amp;diff=137423"/>
		<updated>2017-05-13T14:26:00Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fuel&#039;&#039;&#039; can be inserted into [[burner devices]] and burned to power them. Different types of Fuel provide different amounts of energy, measured in megajoules (MJ). A megajoule (MJ) is equivalent to one megawatt second (MWs), so dividing the megajoule (MJ) value by the power consumption in megawatts (MW) gives the time the fuel will last.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
This is a list of all [[Items]] usable as fuel in burner devices, ordered by fuel value:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Fuel value !! Fuel value per raw total !! Vehicle acceleration&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood}} || 2 MJ || 4 MJ per raw wood || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|raw-wood|Raw wood}} || 4 MJ || 4 MJ per raw wood || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-electric-pole|Small electric pole}} || 4 MJ || 4 MJ per raw wood || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Wooden chest}} || 6 MJ || 3 MJ per raw wood || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal}} || 8 MJ || 8 MJ per coal || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel|Solid fuel}} || 25 MJ || 20 MJ per unit of [[Crude oil]]¹ || 120%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-fuel|Rocket fuel}} || 225 MJ || || 180%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|uranium_fuel_cell|Uranium_fuel_cell}} || 8 GJ² || 507 MJ per [[Uranium ore]]³ || Unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(¹) This assumes the Crude oil is processed completely into Solid fuel, using [[Advanced oil processing]] and [[Heavy oil cracking]] as intermediate steps, but not [[Light oil cracking]]. Less efficient methods are possible.  In practice, the [[Petroleum Gas]] part of processed crude oil is more likely to be used for something other than Solid fuel.&lt;br /&gt;
&lt;br /&gt;
(²) This fuel type can only be used in a [[nuclear reactor]]. Unlike other fuel types, it can&#039;t be placed into standard burners.&lt;br /&gt;
&lt;br /&gt;
(³) Assuming that all U-238 is enriched, all used up cells are reprocessed, and there is no reactor neighbor bonus.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Burner devices]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel&amp;diff=137422</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel&amp;diff=137422"/>
		<updated>2017-05-13T14:24:58Z</updated>

		<summary type="html">&lt;p&gt;Ignatio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Fuel&#039;&#039;&#039; can be inserted into [[burner devices]] and burned to power them. Different types of Fuel provide different amounts of energy, measured in megajoules (MJ). A megajoule (MJ) is equivalent to one megawatt second (MWs), so dividing the megajoule (MJ) value by the power consumption in megawatts (MW) gives the time the fuel will last.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
This is a list of all [[Items]] usable as fuel in burner devices, ordered by fuel value:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Fuel value !! Fuel value per raw total !! Vehicle acceleration&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood}} || 2 MJ || 4 MJ per raw wood || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|raw-wood|Raw wood}} || 4 MJ || 4 MJ per raw wood || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-electric-pole|Small electric pole}} || 4 MJ || 4 MJ per raw wood || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Wooden chest}} || 6 MJ || 3 MJ per raw wood || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal}} || 8 MJ || 8 MJ per coal || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel|Solid fuel}} || 25 MJ || 20 MJ per unit of [[Crude oil]]¹ || 120%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-fuel|Rocket fuel}} || 225 MJ || || 180%&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|uranium_fuel_cell|Uranium_fuel_cell}} || 8 GJ² || 507 MJ per [[Uranium ore]]³ || Unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(¹) This assumes the Crude oil is processed completely into Solid fuel, using [[Advanced oil processing]] and [[Heavy oil cracking]] as intermediate steps, but not [[Light oil cracking]]. Less efficient methods are possible.  In practice, the [[Petroleum Gas]] part of processed crude oil is more likely to be used for something other than Solid fuel.&lt;br /&gt;
&lt;br /&gt;
(²) This fuel type can only be used in a [[nuclear reactor]]. Unlike other fuel types, it can&#039;t be placed into standard burners.&lt;br /&gt;
&lt;br /&gt;
(³) Assuming that all U-238 is enriched, all used up cells are reprocessed, and there is no reactor neighbor bonus.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15|&lt;br /&gt;
* Fuel type affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Burner devices]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;/div&gt;</summary>
		<author><name>Ignatio</name></author>
	</entry>
</feed>