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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LowBattery</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LowBattery"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/LowBattery"/>
	<updated>2026-04-22T18:28:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=173966</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=173966"/>
		<updated>2019-06-20T02:54:25Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Coverage */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Radar}}&lt;br /&gt;
The radar triggers charting of the map of the force it belongs to.&lt;br /&gt;
&lt;br /&gt;
It can be used to provide a small area of remote vision on the map; it also allows periodic scanning of distant chunks around it. The Radar has a high [[Electric system|power]] demand (300kW) so a radar indirectly contributes to [[pollution]] when powered by [[boiler]]s and [[Steam engine|steam engines]]. A radar can be continuously powered by eight solar panels and six accumulators. Seven solar panels and five accumulators is the most efficient; it gives the radar full power all but a short time in the morning, but never dips below the 20% power threshold for nearby scanning.&lt;br /&gt;
&lt;br /&gt;
The radar will be attacked by enemies that come within very close range, like turrets, due to its status as a military building, but will not attract biters from long range like polluting structures do. The radar will show enemy lifeforms and structures, as well as [[Train|trains]], [[Car|cars]], and other [[player]]s in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar continuously charts an area of 7×7 [[chunk]]s (224×224 [[Tile (unit)|tile]]s), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels, this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations.&lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail. 20% power can be achieved by a single [[solar panel]], or by using one isolating accumulator for every 5 radars.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
The Radar charts one distant [[chunk]] every time the sector scanning progress bar fills. This will take 33.333 seconds, if the Radar is receiving full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored chunks first, represented by the black areas on the map. Note that it also generates the chunks if they weren&#039;t generated at the time of the scan.&lt;br /&gt;
* One chunk scan takes 10 MJ of energy to complete. Since the Radar draws 300 kW of power, it takes 10 MJ ÷ 300 kW = 33.333 seconds to scan one chunk.&lt;br /&gt;
* This is done in an 29×29 chunks around the Radar, excluding the nearby 7×7 chunks.&lt;br /&gt;
** With a total number of 797 chunks (29×29 − 7×7), it takes one radar &#039;&#039;&#039;7 hours 20 minutes&#039;&#039;&#039; to complete one full scan cycle.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the longest-ago scanned chunk within range.&lt;br /&gt;
* Multiple radars will share long-range chunks, reducing the amount of time it takes to complete long-range survey scanning.&lt;br /&gt;
** This is a smart process, meaning that the radars will not scan chunks currently being scanned by other radars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible that a new alien nest will appear in a previously scanned chunk; just because you don&#039;t see it on the map, doesn&#039;t mean it is not there.&lt;br /&gt;
&lt;br /&gt;
== Coverage ==&lt;br /&gt;
&lt;br /&gt;
Radars grant sight of a square area around them, which is displayed brighter than the rest of the map. This allows the player to zoom into the normal world view from the map and makes interaction with [[blueprint]]s and [[deconstruction planner]]s possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Radar_coverage.png|thumb|500px|none|The coverage area of a radar and the player.]]&lt;br /&gt;
&lt;br /&gt;
== Charting ==&lt;br /&gt;
&lt;br /&gt;
If a [[chunk]] is &#039;&#039;&#039;scanned&#039;&#039;&#039; by a radar or player, the image of that chunk that is copied into the map of the players of this surface force (every force has its own map).&lt;br /&gt;
&lt;br /&gt;
This procedure is called &amp;quot;charting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Charting Process ===&lt;br /&gt;
&lt;br /&gt;
If the contents of a chunk changes between two ticks, the content of that chunk is &amp;quot;charted&amp;quot; into the map. The map is just a bitmap, a picture. You can see the entities moving, you can see enemies walking. Every entity is represented by one or more pixels. Not every entity is drawn. Users can recognize what is drawn because of the color.&lt;br /&gt;
&lt;br /&gt;
Charting of several chunks that change each tick might have an impact on game performance, manifesting in the form of lowered &amp;lt;abbr title=&amp;quot;Updates Per Second&amp;quot;&amp;gt;UPS&amp;lt;/abbr&amp;gt; or &amp;lt;abbr title=&amp;quot;Frames Per Second&amp;quot;&amp;gt;FPS&amp;lt;/abbr&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Charting Decay Time / Fog of War ===&lt;br /&gt;
&lt;br /&gt;
Once a scan for a chunk is triggered, it keeps actively charted for &#039;&#039;&#039;10 seconds&#039;&#039;&#039;. This effect can also be seen in the map of the chunk highlighted and dims within 10 seconds to a greyed out version of the chunk.&lt;br /&gt;
&lt;br /&gt;
If charting is not repeated within the 10 seconds, the charting process stops for this chunk after 10 seconds and is not longer updated. What you see after that time is the last charted picture for that chunk (also called &amp;quot;fog of war&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Charting of Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Even in the fog of war you can see the last charted position of vehicles. Trains last positions are not charted, because they normally always move after the charting stops.&lt;br /&gt;
&lt;br /&gt;
Vehicles are shown as a circle, with an arrow pointing in the direction that they&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
=== Invisible (black) parts of the Map ===&lt;br /&gt;
&lt;br /&gt;
The [[World_generator#Generating_new_Chunks|World Generator]] creates a &amp;quot;border&amp;quot; of invisible chunks around each chunk, that becomes active at some time. Active chunks are those that become charted or those that are active because the pollution spreads onto them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Radar now allows remote view via map.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.17|&lt;br /&gt;
* Updated icons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.11|&lt;br /&gt;
* Radar ignores chunks outside the map radius.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Halved radar electricity consumption.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Radar continues refreshing chunks after all chunks in range have been discovered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New Graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|Unknown, presumed 0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Damage&amp;diff=170155</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Damage&amp;diff=170155"/>
		<updated>2019-03-06T15:24:04Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Percentile resistance */ Fixed incorrect usage of the word &amp;quot;percentile&amp;quot;, changed to &amp;quot;percentage&amp;quot; and &amp;quot;percent&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
In Factorio, entities have health, can die/be destroyed, and have resistances. &#039;&#039;Damage&#039;&#039; is defined as the concept of lowering an entity&#039;s health by using an attack, such as a gun firing at it, or a biter chewing on it. An entity&#039;s resistances will define exactly how much damage the entity will take off of an arbitrary attack.&lt;br /&gt;
&lt;br /&gt;
The [[player|character]]&#039;s maximum health is 250 (without [[energy shield]]s). Other entities&#039; health values are listed in their individual entries.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
The concept of damage is directly connected to the following achievements:&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
{{Achievement|pyromaniac}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|golem}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
&lt;br /&gt;
== Damage types ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage type !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| Physical || Bullets ([[Firearm magazine|regular]]/[[Piercing rounds magazine|piercing]]/[[Uranium rounds magazine|uranium]]), shotgun ([[Shotgun shells|regular]]/[[Piercing shotgun shells|piercing]]), [[Enemies#Biters|biters]], axe ([[Iron axe|iron]]/[[Steel axe|steel]]), [[Defender_capsule|defender robots]]&lt;br /&gt;
|-&lt;br /&gt;
| Impact || Collision (of [[Locomotive|train]]/[[car]]/[[tank]])&lt;br /&gt;
|-&lt;br /&gt;
| Fire || [[Flamethrower]]&lt;br /&gt;
|-&lt;br /&gt;
| Acid || [[Enemies#Worms|Worm Turrets]], [[Enemies#Spitters|Spitters]]&lt;br /&gt;
|-&lt;br /&gt;
| Poison || [[Poison capsule]]&lt;br /&gt;
|-&lt;br /&gt;
| Explosion || [[Rocket|Rockets]], [[Explosive rocket|Explosive Rockets]], [[Grenade]], [[Cluster grenade]], [[Artillery shell]]&lt;br /&gt;
|-&lt;br /&gt;
| Laser || [[Turret#Laser Turrets|Laser turrets]], [[Distractor capsule|distractor]]/[[Destroyer capsule|destroyer robots]], [[personal laser defense]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Piercing power ===&lt;br /&gt;
Piercing power is present with [[Tank]] ammunition and piercing shotgun shells. It determines how many HP of enemies can a projectile damage before it is no longer able to travel further. To penetrate an enemy, the enemy has to be killed by the projectile, and the damage dealt for the kill must be less than current piercing power.[https://forums.factorio.com/viewtopic.php?f=5&amp;amp;t=30917] The damage dealt also decreases piercing power. For example, shooting medium biters with 75 health with a cannon shell of 300 piercing power means that the shell will pierce through 4 medium biters, killing them, and still destroy/damage one more target.&lt;br /&gt;
&lt;br /&gt;
== Resistance ==&lt;br /&gt;
Resistance has two aspects:&lt;br /&gt;
=== Decrease, or &amp;quot;flat&amp;quot; resistance ===&lt;br /&gt;
Decrease resistance decreases the damage by specified number as long as the resulting damage wouldn&#039;t be less than 1. If the result damage would be less than 1, an alternate formula is used.&lt;br /&gt;
Let R denote the flat resistance value, D the incoming damage, and M the modified damage, after accounting for flat resistance. Then&lt;br /&gt;
&lt;br /&gt;
if R+1&amp;lt;D&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M=D-R&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
otherwise if D&amp;gt;1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M=1/(R-D+2)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
otherwise&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;M=1/(R+1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If flat resistance matches or exceeds the raw damage, then modified damage is asymptotic towards 0, as shown by following example table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage !! Flat Resistance !! Modified damage (with 0% resistance)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 1/2&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 6 || 1/3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 7 || 1/4&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 8 || 1/5&lt;br /&gt;
|-&lt;br /&gt;
| ... || ... || ...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Percentage resistance ===&lt;br /&gt;
&lt;br /&gt;
Percenage resistance reduces the damage by the specified percent. It is applied &#039;&#039;after&#039;&#039; flat/decrease resistances when both are present and thus changes the &#039;modified damage&#039; value above, decreasing it by the specified percentage. If the value is 100%, the entity is immune to the damage. This is the only way to have an entity immune to a type of damage, as flat reduction cannot reduce damage beneath 1.&lt;br /&gt;
&lt;br /&gt;
As an example, an entity with 25% resistance to physical damage hit with a bullet dealing 100 physical damage would take 75 damage instead of 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The formula used for percentage resistance to damage is as follows:&lt;br /&gt;
&lt;br /&gt;
Let M denote the flat-resistance-modified starter damage, and let P denote the percentage resistance (in decimal form, so 25%=0.25), and let F denote final damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;F = M * (1 - P)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
In Factorio, resistances are displayed in the UI as follows:&lt;br /&gt;
&lt;br /&gt;
Decrease resistance/Percentage resistance (Damage type)&lt;br /&gt;
&lt;br /&gt;
So, an entity that displays 10/20% resistance to fire has 10 flat resistance and 20% percent resistance to fire. If the aforementioned entity were to take 30 fire damage, they would instead take 16 damage, after resistances were applied.&lt;br /&gt;
&lt;br /&gt;
The formula used for the above:&lt;br /&gt;
&lt;br /&gt;
16&amp;lt;sup&amp;gt;final damage&amp;lt;/sup&amp;gt; = (30&amp;lt;sup&amp;gt;initial raw damage&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;flat resist&amp;lt;/sup&amp;gt;) * 0.8&amp;lt;sup&amp;gt;20% resistance&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combined formulas ==&lt;br /&gt;
Let D denote the raw incoming damage (of applicable type), R denoted the flat resistance value (against damage of the applicable type), P the percentage resistance (against damage of the same type) in decimal form (e.g. 20%=0.2), and let F denote the final damage (of applicable type) dealt to the target.&lt;br /&gt;
=== If R+1&amp;lt;D ===&lt;br /&gt;
F = (D - R) * (1 - P)&lt;br /&gt;
=== otherwise if D&amp;gt;1 ===&lt;br /&gt;
F = (1 - P) / (R-D+2)&lt;br /&gt;
=== otherwise ===&lt;br /&gt;
F = (1 - P) / (R+1)&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=169883</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=169883"/>
		<updated>2019-03-04T16:39:04Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Fuel duration (in seconds) */ Removed Wooden Chest, Small Power Pole from table (no longer fuel sources as of 0.17), removed duplicate incorrect entry for Wood.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Locomotive}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Locomotive&#039;&#039;&#039; is the engine for movement of [[Railway|trains]] over [[Railway#Tracks|track]]. Trains are useful for moving large amounts of items over large distances.&lt;br /&gt;
&lt;br /&gt;
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the [[car]] or [[tank]].  Naturally they do not have the same freedom of movement, however, as they are confined to the track. They can be set up to travel automatically between [[train stop]]s, or be controlled manually, even if the [[player]] is in a [[cargo wagon]] attached to the train, rather than the controlling locomotive itself. Automatic trains can also use [[rail signal]]s and [[rail chain signal]]s to designate different or changing paths on a railway, as well as manage multiple trains on multiple or intertwining tracks.&lt;br /&gt;
&lt;br /&gt;
Locomotives are [[burner devices]] and require [[fuel]] to run; the more powerful the fuel used, the faster the locomotive&#039;s acceleration and top speed will be. [[Solid fuel]], [[rocket fuel]] and [[nuclear fuel]] will give +20%, +80% and +150% acceleration respectively, and provide +5%, +15% and +15% for top speed respectively. Multiple locomotives can be used on a single train to increase its speed.&lt;br /&gt;
&lt;br /&gt;
While locomotives can be assembled by hand, the [[engine unit]] for it require [[Assembling machine|automated construction]] to build, so it cannot be built from raw materials by hand. The color of the locomotive can be customized.&lt;br /&gt;
&lt;br /&gt;
== Connecting/Disconnecting a locomotive ==&lt;br /&gt;
To connect locomotives, cargo wagons or [[fluid wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or connect an already existing disconnected car by driving the locomotive near the car and press {{Keybinding|G}} by default. To disconnect the last car in a train, press {{Keybinding|V}} by default.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Locomotives are a priority target of [[enemies]], so places where trains can stop should be [[Defense|defended]]. Locomotives in transit can usually crash through everything in its way (including biters, [[tank]]s, and the player), so defense in transit is less important. However, enemies can attack and destroy rails, potentially stopping the train. Biters won&#039;t often cause this, since automated trains will not move if they can&#039;t find a path to their destination - a broken rail interrupts their path.&lt;br /&gt;
&lt;br /&gt;
[[Construction robot]]s are a good way to automatically repair damage at train stations.&lt;br /&gt;
&lt;br /&gt;
== Maximum speed ==&lt;br /&gt;
The maximum speed that a locomotive can get to depends on the train that it is pulling. The speed of an accelerating train can be calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
    train_speed = (old_train_speed - (train_friction_force ÷ train_weight) + ((10 × number_of_locomotives_in_moving_direction × fuel_acceleration_bonus) ÷ train_weight)) × (1 - air_resistance_of_front_rolling_stock × 1000 ÷ train_weight)&lt;br /&gt;
&lt;br /&gt;
where train_friction_force is &amp;lt;code&amp;gt;amount of wagons and locomotives ÷ 2&amp;lt;/code&amp;gt; and train_weight is the summed up weight of each wagon and locomotive, see their individual pages for the weight values. The calculated train_speed is capped to &amp;lt;code&amp;gt;max_speed = 1.2 * fuel_top_speed_multiplier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Fuel duration (in seconds) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1 item of !! Burning time in seconds&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wood}} || 3.33&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Coal}} || 13.33&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Solid fuel}} || 41.67&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket fuel}} || 375&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear fuel}} || 2016.67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Driving controls ==&lt;br /&gt;
&#039;&#039;These are the default bindings. They can be changed in the Options menu.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|Enter/Exit&lt;br /&gt;
|{{Keybinding|enter}}&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate&lt;br /&gt;
|{{Keybinding|W}}&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate/Reverse&lt;br /&gt;
|{{Keybinding|S}}&lt;br /&gt;
|-&lt;br /&gt;
|Pick which fork to take at junction&lt;br /&gt;
|{{Keybinding|A}},{{Keybinding|D}}&lt;br /&gt;
|-&lt;br /&gt;
|Connect/Disconnect rolling stock&lt;br /&gt;
|{{Keybinding|G}},{{Keybinding|V}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Locomotives are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|getting-on-track}}&lt;br /&gt;
{{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px&amp;gt;&lt;br /&gt;
File:trains_colors.png|The player among different colored locomotives.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.19|&lt;br /&gt;
* Locomotive snaps to a train stop when placing the first locomotive next to the train stop.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.7|&lt;br /&gt;
* Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Renamed &amp;quot;diesel-locomotive&amp;quot; to &amp;quot;locomotive&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Can now be colored.&lt;br /&gt;
* Trains are now regular size in horizontal and vertical orientations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Trains that are moving automatically cannot be rotated.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now show contents in tooltip.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Increased the crafting cost of the cargo wagon and locomotive.&lt;br /&gt;
* Removing and merging the locomotive of a train without any additional locomotives doesn&#039;t clear the schedule anymore.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Copy paste can now be used for train schedules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* Now recalculates path on rotation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Backer names are used for locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Recipe change}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Train can find the path backward when it has locomotives in the back&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Locomotive + wagon + rails are more expensive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Locomotive uses fuel.&lt;br /&gt;
* Locomotive and Car are minable&lt;br /&gt;
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Now shows health bar below locomotive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Now emits light if active.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.16.0&amp;diff=166181</id>
		<title>Version history/0.16.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.16.0&amp;diff=166181"/>
		<updated>2018-12-13T21:17:19Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* 0.16.8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== 0.16.51 ==&lt;br /&gt;
Date: 15. 06. 2018&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* Changed the battery item icon to be more consistent with the technology icon.&lt;br /&gt;
&lt;br /&gt;
== 0.16.50 ==&lt;br /&gt;
Date: 11. 06. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading script data when a mod is disabled. ([https://forums.factorio.com/60874 more])&lt;br /&gt;
* Fixed that 0 time interval was shown as an empty string. ([https://forums.factorio.com/60875 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.49 ==&lt;br /&gt;
Date: 08. 06. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed belts in blueprints weren&#039;t selectable in the blueprint GUI.&lt;br /&gt;
* Fixed bad mouse-point when holding blueprints with belts.&lt;br /&gt;
* Fixed wrong connectivity in underground belt fast replace. ([https://forums.factorio.com/60589 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.48 ==&lt;br /&gt;
Date: 07. 06. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed changing filters in cars wouldn&#039;t wake up inserters. ([https://forums.factorio.com/60717 more])&lt;br /&gt;
* Fixed train driving directions when not accelerating while driving backwards. ([https://forums.factorio.com/60731 more])&lt;br /&gt;
* Fixed copy-pasting between surfaces would render incorrectly. ([https://forums.factorio.com/60785 more])&lt;br /&gt;
* Fixed that empty storage tanks had the sound of fluid. ([https://forums.factorio.com/60803 more])&lt;br /&gt;
* Circuit connection distance check fix. ([https://forums.factorio.com/60744 more])&lt;br /&gt;
* The logic that shows rail signal indicators now respects bounding box and collision box of the currently held signal. ([https://forums.factorio.com/60829 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Fixed &amp;lt;code&amp;gt;allow_copy_paste&amp;lt;/code&amp;gt; only worked on the source entity. ([https://forums.factorio.com/60730 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.47 ==&lt;br /&gt;
Date: 31. 05. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed wall related consistency check related to modded walls with altered collision boxes. ([https://forums.factorio.com/60677 more])&lt;br /&gt;
* Fixed inconsistent train direction when reversing in a train vehicle that is not a locomotive. ([https://forums.factorio.com/60633 more])&lt;br /&gt;
* Fixed that having more than 6 products didn&#039;t fit the ui, as it wasn&#039;t wrapped. ([https://forums.factorio.com/60636 more])&lt;br /&gt;
* The system data path is removed from the log when it&#039;s automatically uploaded by the crash reporter.&lt;br /&gt;
* IP addresses are no longer hashed in the log file. All IP addresses are removed from the log when it&#039;s automatically uploaded by the crash reporter.&lt;br /&gt;
* Fixed crash when placing an entity with title while backers list was emptied.&lt;br /&gt;
&lt;br /&gt;
== 0.16.46 ==&lt;br /&gt;
Date: 29. 05. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Another fix for setting PvP map dimensions to 0. ([https://forums.factorio.com/60570 more])&lt;br /&gt;
* Fixed possible desync related to circuit networks.&lt;br /&gt;
* Another possible fix for multi-GPU setups on Linux. ([https://forums.factorio.com/60609 more])&lt;br /&gt;
* Fixed that modded infinite inserter stack size research would wrap around instead of maxing out. ([https://forums.factorio.com/60613 more])&lt;br /&gt;
* Fixed scenarios with partial identical names didn&#039;t work correctly. ([https://forums.factorio.com/60624 more])&lt;br /&gt;
* Fixed splitter lane selection inconsistency when inserting into middle. (Now it is always right for both belts, splitters and underground belts.) ([https://forums.factorio.com/60653 more])&lt;br /&gt;
* Fixed &amp;lt;code&amp;gt;LuaPlayer::build_from_cursor&amp;lt;/code&amp;gt;. ([https://forums.factorio.com/60644 more])&lt;br /&gt;
* Fixed a desync in replay that would happen if console commands were used during the play. ([https://forums.factorio.com/60661 more])&lt;br /&gt;
* Fixed desync when setting inserter filters while it&#039;s connected to the circuit network ([https://forums.factorio.com/60245 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.45 ==&lt;br /&gt;
Date: 22. 05. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed infinite research multiplier was always 1. ([https://forums.factorio.com/60550 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.44 ==&lt;br /&gt;
Date: 22. 05. 2018&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Added technology price multiplier PvP scenario config.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Underground belt marked for deconstruction no longer connects to other underground belts.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed some cases of fast replacement by underground belt. ([https://forums.factorio.com/60060 more])&lt;br /&gt;
* Fixed corrupted config.ini in Steam cloud would prevent the game from starting.&lt;br /&gt;
* Fixed that using &amp;quot;Save and play&amp;quot; feature in the freeplay could specify the official freeplay map to be always that one forever. ([https://forums.factorio.com/60340 more])&lt;br /&gt;
* Fixed underground belt connection overlay when hovering over another underground belt. ([https://forums.factorio.com/60147 more])&lt;br /&gt;
* Fixed a crash when mods define empty result items. ([https://forums.factorio.com/60406 more])&lt;br /&gt;
* Fixed a crash when switching games and joining quickly in the server browser.&lt;br /&gt;
* Fixed that clicking rail planner with no available path while recording replay invalidated all other actions of the replay. ([https://forums.factorio.com/59588 more])&lt;br /&gt;
* Fixed a crash that would happen after opening a library blueprint that contained only entities from a disabled mod. ([https://forums.factorio.com/60374 more])&lt;br /&gt;
* Fixed &amp;lt;code&amp;gt;LuaEntityPrototype::braking_force&amp;lt;/code&amp;gt; return value. ([https://forums.factorio.com/60444 more])&lt;br /&gt;
* Fixed &amp;lt;code&amp;gt;LuaPlayer::ticks_to_respawn&amp;lt;/code&amp;gt; would read in seconds. ([https://forums.factorio.com/60501 more])&lt;br /&gt;
* Fixed certain type of energy source migrations. ([https://forums.factorio.com/60465 more])&lt;br /&gt;
* Fixed rare possibility of crash when two trains crash into each other. ([https://forums.factorio.com/60097 more])&lt;br /&gt;
* Fixed a rare crash that occurs when train collides in a way, that its position is reserved back while approaching closed signal which caused path recalculation. ([https://forums.factorio.com/60472 more])&lt;br /&gt;
* Fixed PvP error when setting map height to 0. ([https://forums.factorio.com/60536 more])&lt;br /&gt;
* Fixed construction robot tutorial breaking when removing the radar from the storage chest. ([https://forums.factorio.com/60012 more])&lt;br /&gt;
* Fixed crash when adding train station to a train while the train is modified (added/removed rolling stock). ([https://forums.factorio.com/59363 more])&lt;br /&gt;
* Fixed that destroying part of a cliff with tile ghost under it destroyed the whole part of the cliff. ([https://forums.factorio.com/60449 more])&lt;br /&gt;
* Fixed browse games dialog problems with the active game not being updated while searching. ([https://forums.factorio.com/60545 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added support to set &amp;lt;code&amp;gt;ReactorPrototype::neighbour_collision_increase&amp;lt;/code&amp;gt; which controls how much a reactor extends when connected to other reactors.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Allow &amp;lt;code&amp;gt;technology_price_multiplier&amp;lt;/code&amp;gt; to be less than 1 by script/scenario only.&lt;br /&gt;
* Added support for localised strings in &amp;lt;code&amp;gt;LuaGameScript::write_file&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== 0.16.43 ==&lt;br /&gt;
Date: 14. 05. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that consistency check failed on ghost wall entity on top of wall entity marked for deconstruction. ([https://forums.factorio.com/60074 more])&lt;br /&gt;
* Fixed, that it was possible (through mod or script) to build ghost entity of belt/wall on top of existing belt/wall causing inconsistency later on. ([https://forums.factorio.com/60288 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.42 ==&lt;br /&gt;
Date: 11. 05. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Changed the searching logic, that searching every word separately is only done when the fuzzy search option is on. ([https://forums.factorio.com/59670 more])&lt;br /&gt;
* Fixed a desync when printing a Lua error to players with different installation paths. ([https://forums.factorio.com/60049 more])&lt;br /&gt;
* Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).&lt;br /&gt;
* Fixed that rail signal migration didn&#039;t update the state of the signal controlled by the circuit network. ([https://forums.factorio.com/60068 more])&lt;br /&gt;
* Fixed decimals displaying in production statistics that caused the numbers to be too long. ([https://forums.factorio.com/59997 more])&lt;br /&gt;
* Fixed high CPU usage on the main menu. ([https://forums.factorio.com/60063 more])&lt;br /&gt;
* Fixed an issue when joining friends games through steam. ([https://forums.factorio.com/60157 more])&lt;br /&gt;
* Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.&lt;br /&gt;
* Added train path finding penalty for train with no path equal to 1000 tiles. ([https://forums.factorio.com/60211 more])&lt;br /&gt;
* Fixed a crash when building modded rolling stock entities on diagonal rails. ([https://forums.factorio.com/60014 more])&lt;br /&gt;
* Fixed &amp;quot;header errors&amp;quot; when extracting factorio zip files with 7zip.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntityPrototype::collision_mask_collides_with_tiles_only&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;collision_mask_considers_tile_transitions&amp;lt;/code&amp;gt; read.&lt;br /&gt;
&lt;br /&gt;
== 0.16.41 ==&lt;br /&gt;
Date: 03. 05. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Yet another rail signal connection fix.&lt;br /&gt;
&lt;br /&gt;
== 0.16.40 ==&lt;br /&gt;
Date: 02. 05. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Yet another rail signal connection fix.&lt;br /&gt;
* Fixed a crash when killing the character during the &amp;lt;code&amp;gt;gun_inventory_changed&amp;lt;/code&amp;gt; event. ([https://forums.factorio.com/59784 more])&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaPlayer::opened&amp;lt;/code&amp;gt; wouldn&#039;t return the opened equipment grid. ([https://forums.factorio.com/59790 more])&lt;br /&gt;
* Fixed &amp;lt;code&amp;gt;LuaInventory::sort_and_merge()&amp;lt;/code&amp;gt; would break furnaces and assembling machines.&lt;br /&gt;
* Fixed crash when trying to migrate circuit connected entities. Any migrated entities will be disconnected. ([https://forums.factorio.com/59974 more])&lt;br /&gt;
* Fixed round input in team production challenge. ([https://forums.factorio.com/59970 more])&lt;br /&gt;
* Recipe item ingredients with a count of 0 are reported as an error instead of allowing inconsistent behaviour. ([https://forums.factorio.com/60016 more])&lt;br /&gt;
* Fixed missing reset of state of signal right next to removed rail. ([https://forums.factorio.com/60026 more])&lt;br /&gt;
* Fixed a crash that could happen in multiplayer over a poor connection. ([https://forums.factorio.com/59993 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;ItemPrototype::fuel_glow_color&amp;lt;/code&amp;gt;, it colors the fuel glow of entities that use that item as fuel.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;on_player_trash_inventory_changed&amp;lt;/code&amp;gt; event.&lt;br /&gt;
* Changed &amp;lt;code&amp;gt;LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered&amp;lt;/code&amp;gt; to additionally accept a table of filters.&lt;br /&gt;
&lt;br /&gt;
== 0.16.39 ==&lt;br /&gt;
Date: 30. 04. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed function of enter key in number input. ([https://forums.factorio.com/59862 more])&lt;br /&gt;
* Fixed consistency check and migration related to rail internal inconsistency. ([https://forums.factorio.com/59765 more])&lt;br /&gt;
* Fixed that rail signals weren&#039;t fast replaceable.&lt;br /&gt;
* Fixed that the headless server wouldn&#039;t be able to restart for a while if it was stopped with an RCON client connected. ([https://forums.factorio.com/59830 more])&lt;br /&gt;
* Fixed that selecting map without a preview in the save/load dialog disallowed to delete the save by the ingame delete button.&lt;br /&gt;
* Fixed wrong calculation of item insertion into splitter in some cases, which could indirectly cause inconsistency in behaviour. ([https://forums.factorio.com/59950 more])&lt;br /&gt;
* Localised zip opening/closing error messages + added reason or error code there.&lt;br /&gt;
&lt;br /&gt;
== 0.16.38 ==&lt;br /&gt;
Date: 26. 04. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed drawing of icons with multiple layers. ([https://forums.factorio.com/59811 more])&lt;br /&gt;
* Fixed that changing force of a wall didn&#039;t update the connections, which could lead to a desync.&lt;br /&gt;
* Changed that walls and gates marked for deconstruction don&#039;t connect, which solves some desync related problems with walls/gates marked for deconstruction with walls/gates ghosts on top of it.&lt;br /&gt;
* Changed, that rail signals marked for deconstruction disconnect from the rails.&lt;br /&gt;
* Changed, that rail signals marked for deconstruction are not blocking blueprint placement of rail signals. These changes should make it reliable to mark rail setup for deconstruction and build blueprint right on top of it before it is deconstructed.&lt;br /&gt;
* Changed the logic of &amp;quot;toggle LUA console&amp;quot; key to only open and not close the console (exception are ` and F1-F12 keys). ([https://forums.factorio.com/59825 more])&lt;br /&gt;
* Fixed &amp;lt;code&amp;gt;LuaEntity::splitter_output_priority&amp;lt;/code&amp;gt; read/write didn&#039;t work. ([https://forums.factorio.com/59864 more])&lt;br /&gt;
* Fixed malformed sprite path error would not trigger minimal mode when loading mods. ([https://forums.factorio.com/59827 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.37 ==&lt;br /&gt;
Date: 23. 04. 2018&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Added an option to interface settings to allow the user to change the distance of tooltips from the mouse. ([https://forums.factorio.com/59269 more])&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Added optional resolution and zoom parameters to the screenshot command.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that right click didn&#039;t work in the market GUI. ([https://forums.factorio.com/59230 more])&lt;br /&gt;
* Fixed a modded crash related to fire flame smoke.&lt;br /&gt;
* Fixed &amp;lt;code&amp;gt;ignored_by_interaction&amp;lt;/code&amp;gt; when creating modded custom GUI elements. ([https://forums.factorio.com/59301 more])&lt;br /&gt;
* Fixed noise program compilation bug that resulted in broken programs. ([https://forums.factorio.com/58579 more])&lt;br /&gt;
* Fixed light from lamps outside of screen was not rendered properly. ([https://forums.factorio.com/59095 more])&lt;br /&gt;
* Fixed the steam engines in New Hope level 4. ([https://forums.factorio.com/59299 more])&lt;br /&gt;
* Possible fix for a crash on Linux with a multi-GPU setup. ([https://forums.factorio.com/59315 more])&lt;br /&gt;
* Fixed graphics of battery indicator ([https://forums.factorio.com/59170 more])&lt;br /&gt;
* Boiler and heat exchanger will spawn medium remnants instead of small remnants when destroyed. ([https://forums.factorio.com/59356 more])&lt;br /&gt;
* Fixed that a well (offshore pump with water landfilled) was not rebuildable by construction robots. ([https://forums.factorio.com/59447 more])&lt;br /&gt;
* Fixed gates sometimes not detecting car being driven by god controller. ([https://forums.factorio.com/59472 more])&lt;br /&gt;
* Fixed that some of the achievements were obtainable even when player didn&#039;t spend more than 50% of time in the game. ([https://forums.factorio.com/59467 more])&lt;br /&gt;
* Fixed that character window was closed when doing fast transfer between armor slot and inventory. ([https://forums.factorio.com/59486 more])&lt;br /&gt;
* Fixed that modded inserters would some times get stuck. ([https://forums.factorio.com/59316 more])&lt;br /&gt;
* Fixed that Wave defense would error when played on a headless server. ([https://forums.factorio.com/59420 more])&lt;br /&gt;
* Improved system of key blocking now allows more key bindings to work correctly. ([https://forums.factorio.com/59415 more])&lt;br /&gt;
* Fixed underground pipe ghost would block underground connections of other forces. ([https://forums.factorio.com/59624 more])&lt;br /&gt;
* Added missing directions to util.oppositedirection. ([https://forums.factorio.com/59550 more])&lt;br /&gt;
* Fixed that the sound sliders went to 200% causing a lost of audio quality. ([https://forums.factorio.com/59638 more])&lt;br /&gt;
* Fixed save corruption when forces are merged while there is a rocket on the map. ([https://forums.factorio.com/59661 more])&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaEntity::teleport&amp;lt;/code&amp;gt; could teleport ghost belts/rails.&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaEntity::teleport&amp;lt;/code&amp;gt; of ghost walls could create wall and ghost wall on the same position which could cause desyncs.&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaEntity::teleport&amp;lt;/code&amp;gt; didn&#039;t put entities that are supposed to be aligned to grid onto grid.&lt;br /&gt;
* Fixed wrong behavior of mining of a vehicle the player is in in multiplayer. ([https://forums.factorio.com/59709 more])&lt;br /&gt;
* Fixed crash on starting mod scenario in multiplayer for the first time. ([https://forums.factorio.com/59027 more])&lt;br /&gt;
* Fixed signal placeability in junction with different directions in different ways. ([https://forums.factorio.com/59210 more])&lt;br /&gt;
* Added electric energy consistency check to avoid one more corrupted save situation resulting from memory corruption. ([https://forums.factorio.com/59693 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaTrain::killed_players&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaTrain::kill_count&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaInventory::is_quickbar()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaInventory::get_selected_index()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaFluidPrototype::fuel_value&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* &amp;lt;code&amp;gt;LuaEntity::teleport&amp;lt;/code&amp;gt; puts entity to correct location on the grid when it doesn&#039;t have the off-grid flag.&lt;br /&gt;
&lt;br /&gt;
== 0.16.36 ==&lt;br /&gt;
Date: 28. 03. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a crash when opening the graphics settings GUI on a single core CPU. ([https://forums.factorio.com/59023 more])&lt;br /&gt;
* Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. ([https://forums.factorio.com/59052 more])&lt;br /&gt;
* Fixed that entering rectangular vehicles didn&#039;t work correctly. ([https://forums.factorio.com/58958 more])&lt;br /&gt;
* Fixed that totals in production statistics were 0.33% off. ([https://forums.factorio.com/59063 more])&lt;br /&gt;
* Fixed a crash when loading blueprint storage data.&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaGameScript::check_prototype_translations()&amp;lt;/code&amp;gt; would report custom-inputs as having no translation.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed a crash by changing &amp;lt;code&amp;gt;LuaGameScript::merge_forces()&amp;lt;/code&amp;gt; so the force is merged at the end of the tick.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;on_forces_merged&amp;lt;/code&amp;gt; event.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::armed&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntityPrototype::timeout&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;on_land_mine_armed&amp;lt;/code&amp;gt; event.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaPlayer::spectator&amp;lt;/code&amp;gt; read/write.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGameScript::enemy_has_vision_on_land_mines&amp;lt;/code&amp;gt; read/write.&lt;br /&gt;
&lt;br /&gt;
== 0.16.35 ==&lt;br /&gt;
Date: 24. 03. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed shifting for half-belt drawn as part of loader. ([https://forums.factorio.com/58919 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added recipe-prototype &amp;lt;code&amp;gt;show_amount_in_title&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;always_show_products&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added Added &amp;lt;code&amp;gt;LuaRecipePrototype::show_amount_in_title&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;always_show_products&amp;lt;/code&amp;gt; read.&lt;br /&gt;
&lt;br /&gt;
== 0.16.34 ==&lt;br /&gt;
Date: 22. 03. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that long description in achievement cards was cut off. The card will be larger in this case now. ([https://forums.factorio.com/58891 more])&lt;br /&gt;
* Fixed a crash when rendering stickers. ([https://forums.factorio.com/58953 more])&lt;br /&gt;
== 0.16.33 ==&lt;br /&gt;
Date: 22. 03. 2018&lt;br /&gt;
===  Features ===&lt;br /&gt;
* Added dropdown to the replay viewing control that allows to switch between the view of different players.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Updated map-gen-settings.example.json. ([https://forums.factorio.com/55859 more])&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed, that when the server is slower then the client, the player input is stuck. ([https://forums.factorio.com/48387 more])&lt;br /&gt;
* Fixed that using rail by the rail planner stopped replay. ([https://forums.factorio.com/58933 more])&lt;br /&gt;
* Fixed that burner inserter didn&#039;t show fuel in the entity info. ([https://forums.factorio.com/58876 more])&lt;br /&gt;
* Fixed that blueprint manipulation was broken in replays. (even opening the gui crashed the game) ([https://forums.factorio.com/58870 more])&lt;br /&gt;
* Fixed PvP script error when &#039;DEFCON timer&#039; was set too low. ([https://forums.factorio.com/58855 more])&lt;br /&gt;
* Fixed that ctrl-click to transfer modules into assembling machines didn&#039;t work correctly. ([https://forums.factorio.com/58896 more])&lt;br /&gt;
* Small improvement in mining logic when using rail planner. ([https://forums.factorio.com/58483 more])&lt;br /&gt;
* Fixed an issue with un-researching upgrade-based technologies. ([https://forums.factorio.com/58885 more])&lt;br /&gt;
* Fixed a layering issue related to the train stop visualization. ([https://forums.factorio.com/58857 more])&lt;br /&gt;
* Fixed that player joined/left game messages weren&#039;t visible in the replay.&lt;br /&gt;
* Fixed that health bar of other players weren&#039;t visible.&lt;br /&gt;
* Fixed a rare crash when joining multiplayer games on Mac.&lt;br /&gt;
* Fixed crash when player with debuff sticker disconnected from game and later reconnected.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added recipe-prototype allow_intermediates.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added events and remote interface to PvP scenario.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaRecipePrototype::allow_intermediates&amp;lt;/code&amp;gt; read.&lt;br /&gt;
== 0.16.32 ==&lt;br /&gt;
Date: 20. 03. 2018&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Added string import/export to PvP config.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Only item ingredients are automatically sorted in recipes.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed &amp;lt;code&amp;gt;LuaEntity::get_merged_signals()&amp;lt;/code&amp;gt; would always require a parameter. ([https://forums.factorio.com/58861 more])&lt;br /&gt;
* Fixed a crash related to mod settings losing precision when being saved through JSON. ([https://forums.factorio.com/58859 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* mod-settings.json is now mod-settings.dat - settings will be auto migrated.&lt;br /&gt;
== 0.16.31 ==&lt;br /&gt;
Date: 19. 03. 2018&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Added &#039;Max players&#039;, &#039;Neutral chests&#039; and &#039;DEFCON mode&#039; PvP options.&lt;br /&gt;
* Empty fuel slot tooltips show what fuel they accept.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Enemy mines are not completely invisible anymore in PvP scenarios.&lt;br /&gt;
* Land mines now also stun enemy players.&lt;br /&gt;
* Walls will extend towards cliffs same as they already do towards water. ([https://forums.factorio.com/58273 more])&lt;br /&gt;
* Blueprint building over entities of an enemy force is no longer ignorable(blue). ([https://forums.factorio.com/58715 more])&lt;br /&gt;
* Ingredients in recipes are automatically sorted. ([https://forums.factorio.com/58757 more])&lt;br /&gt;
* Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. ([https://forums.factorio.com/58485 more])&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* One more transport belt unsquashing tweak. ([https://forums.factorio.com/58638 more])&lt;br /&gt;
* Changed &amp;lt;code&amp;gt;LuaSurface::find_entity&amp;lt;/code&amp;gt; to also find entities with zero sized bounding boxes but with the given position. ([https://forums.factorio.com/58765 more])&lt;br /&gt;
* Fixed drawing icons with layers when layers didn&#039;t have same source size as main icon. ([https://forums.factorio.com/58681 more])&lt;br /&gt;
* Fixed another bug where tables were disabled at certain scroll positions. ([https://forums.factorio.com/58652 more])&lt;br /&gt;
* Fixed applying blueprints could rotate unrelated assembling machines. ([https://forums.factorio.com/58729 more])&lt;br /&gt;
* Fixed that the god controller wouldn&#039;t trigger the player_moved event. ([https://forums.factorio.com/58702 more])&lt;br /&gt;
* Fixed script error in logistic tutorial when player went outside of logistic area. ([https://forums.factorio.com/58581 more])&lt;br /&gt;
* Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. ([https://forums.factorio.com/58717 more])&lt;br /&gt;
* Fixed that blueprint tooltip text wouldn&#039;t line wrap. ([https://forums.factorio.com/58582 more])&lt;br /&gt;
* Fixed that heat and electric energy sources would show prototype efficiency even when they didn&#039;t support it. ([https://forums.factorio.com/58161 more])&lt;br /&gt;
* Fixed wrong scroll pane size in a specific situation. ([https://forums.factorio.com/56441 more])&lt;br /&gt;
* Fixed a crash when resetting technology effects while the technology GUI is open. ([https://forums.factorio.com/58756 more])&lt;br /&gt;
* Fixed crash with high-speed short trains crashing into something. ([https://forums.factorio.com/58504 more])&lt;br /&gt;
* Fixed that multi-line descriptions for multiplayer games would break the config.ini. ([https://forums.factorio.com/58626 more])&lt;br /&gt;
* Fixed creating cliffs through script or map editor didn&#039;t snap them to proper position. ([https://forums.factorio.com/58625 more])&lt;br /&gt;
* Fixed a crash related to biters in modded games. ([https://forums.factorio.com/58576 more])&lt;br /&gt;
* Fixed that several errors related to HTTP failure weren&#039;t localized. ([https://forums.factorio.com/58669 more])&lt;br /&gt;
* Fixed ghost rail-planner building would lock in the build rotation after being used once. ([https://forums.factorio.com/58776 more])&lt;br /&gt;
* Fixed that mod-associated character entities wouldn&#039;t be effected by force modifiers. ([https://forums.factorio.com/58808 more])&lt;br /&gt;
* Fixed that fast-transferring equipment into modded car equipment grids didn&#039;t work correctly. ([https://forums.factorio.com/54461 more])&lt;br /&gt;
* Partially fixed trains sending circuit networks signal to the wrong station. ([https://forums.factorio.com/53688 more])&lt;br /&gt;
* Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.&lt;br /&gt;
* Fixed another crash when saving fails when out of disk space.&lt;br /&gt;
* Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.&lt;br /&gt;
* Fixed a crash in multiplayer related to DNS failure.&lt;br /&gt;
* Fixed a crash when the game.take_screenshot() would fail.&lt;br /&gt;
* Fixed that switching between manual &amp;amp; automated mode was creeping forward by a bit every time when manual mode was re-activated.&lt;br /&gt;
* Fixed a crash when trying to set a mod setting value to 0.033333 repeating.&lt;br /&gt;
* Fixed that replay didn&#039;t check crc values.&lt;br /&gt;
* Fixed several problems related to replay saving.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added Entity prototype flag &amp;quot;not-flammable&amp;quot;, it prevents entities from catching fire.&lt;br /&gt;
* Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.&lt;br /&gt;
* Fixed some imprecisions in the Production/Electric statistics calculations.&lt;br /&gt;
* Added order_in_recipe into item-group, it defaults to the value of order property.&lt;br /&gt;
* Added item prototype flag &amp;quot;hide-from-fuel-tooltip&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Removed &amp;lt;code&amp;gt;LuaElectricEnergySourcePrototype::effectivity&amp;lt;/code&amp;gt; read since it didn&#039;t do anything.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGroup::order_in_recipe&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added on_technology_effects_reset event.&lt;br /&gt;
== 0.16.30 ==&lt;br /&gt;
Date: 12. 03. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Filters no longer disappear when inventory is downsized. ([https://forums.factorio.com/58565 more])&lt;br /&gt;
* Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. ([https://forums.factorio.com/58633 more])&lt;br /&gt;
* Fixed a crash related to resetting technology effects while a research was in progress/just finished.&lt;br /&gt;
* Fixed a desync related to mods calling math.random() during the data stage.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Made it possible for the &amp;lt;code&amp;gt;LuaFrame::align&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;LuaFrame::vertical_align&amp;lt;/code&amp;gt; to have effect on the align of the inner container.&lt;br /&gt;
== 0.16.29 ==&lt;br /&gt;
Date: 12. 03. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that small numbers in recipe tooltips wouldn&#039;t render correctly. ([https://forums.factorio.com/58422 more])&lt;br /&gt;
* Fixed a bug where tables do not react under special conditions. ([https://forums.factorio.com/56466 more]), ([https://forums.factorio.com/57667 more])&lt;br /&gt;
* Fixed belt movement with squashed items and other gaps present. ([https://forums.factorio.com/58313 more])&lt;br /&gt;
* Fixed that splitter input priority was not that reliable. ([https://forums.factorio.com/58031 more])&lt;br /&gt;
* Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. ([https://forums.factorio.com/58217 more])&lt;br /&gt;
* Fixed the EULA GUI wouldn&#039;t wrap text. ([https://forums.factorio.com/58489 more])&lt;br /&gt;
* Fixed &#039;per second&#039; suffix was not localised. ([https://forums.factorio.com/58322 more])&lt;br /&gt;
* Attempt to fix a problem that would prevent the Linux version from starting. ([https://forums.factorio.com/58307 more])&lt;br /&gt;
* Fixed that blueprints in the library would show empty component slots. ([https://forums.factorio.com/58113 more])&lt;br /&gt;
* Fixed that mining item entities when out of inventory space would move the item around. ([https://forums.factorio.com/58499 more])&lt;br /&gt;
* Fixed multiple desyncs related to walking near walls. ([https://forums.factorio.com/58477 more])&lt;br /&gt;
* Fixed that the &amp;quot;don&#039;t play sound for chat&amp;quot; option didn&#039;t work in multiplayer. ([https://forums.factorio.com/58531 more])&lt;br /&gt;
* Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. ([https://forums.factorio.com/57963 more])&lt;br /&gt;
* Fixed that the players main inventory filters wouldn&#039;t persist through death. ([https://forums.factorio.com/58565 more])&lt;br /&gt;
* Fixed that pipes to ground didn&#039;t connect in blueprint preview the same way as pipes do. ([https://forums.factorio.com/58521 more])&lt;br /&gt;
* Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.([https://forums.factorio.com/58148 more])&lt;br /&gt;
* Fixed enemy land mines would be highlighted when showing blueprint collisions. ([https://forums.factorio.com/58621 more])&lt;br /&gt;
* Fixed that walls would connect to ghosts from another force.&lt;br /&gt;
* Fixed rebinding build would cause artillery to fire multiple times per click in the map view.&lt;br /&gt;
* Fixed a crash when starting a headless server related to RCON.&lt;br /&gt;
* Fixed a crash when setting item stacks above their stack size through script.&lt;br /&gt;
* Fixed a crash when saving fails due to out of disk space.&lt;br /&gt;
* Fixed that vehicles and train stops wouldn&#039;t respect the &amp;quot;not-on-map&amp;quot; flag.&lt;br /&gt;
* Fixed that you couldn&#039;t move the map view while running the game at very high speeds.&lt;br /&gt;
* Fixed a crash when taking a large screenshot by script fails due to a lack of memory.&lt;br /&gt;
* Fixed a crash when canceling crafting after changing recipes through mods.&lt;br /&gt;
* Fixed a crash when merging forces through script while a recipe tooltip is visible.&lt;br /&gt;
* Fixed a crash when using the &amp;lt;code&amp;gt; /open&amp;lt;/code&amp;gt; command and then opening an item in the players cursor.&lt;br /&gt;
* Fixed a crash when creating modded tree particles.&lt;br /&gt;
* Fixed a crash related to modded speaker entities.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.&lt;br /&gt;
* Added optional Electric pole prototype &amp;quot;draw_copper_wires&amp;quot; and &amp;quot;draw_circuit_wires&amp;quot;.&lt;br /&gt;
* Added Entity prototype flag &amp;quot;not-rotatable&amp;quot;.&lt;br /&gt;
* Fixed a crash when not defining a stream particle animation.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added LuaRCON to allow printing text to a calling RCON instance.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaItemPrototype::fuel_emissions_multiplier&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaRecipePrototype::emissions_multiplier&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaFluidPrototype::emissions_multiplier&amp;lt;/code&amp;gt; read.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.16.28 ==&lt;br /&gt;
Date: 05. 03. 2018&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Added a simple recipe price calculator to PvP production score.&lt;br /&gt;
* Item number in quickbar now shows over the &amp;quot;hand&amp;quot; when part of the stack is picked up. ([https://forums.factorio.com/58403 more])&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed drawing endings of transport belts entering underground belt sideways. ([https://forums.factorio.com/57939 more])&lt;br /&gt;
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])&lt;br /&gt;
* Fixed roboport connections would be missing in some cases. ([https://forums.factorio.com/58238 more])&lt;br /&gt;
* Fixed a bug with pumps not activating sometimes. ([https://forums.factorio.com/58082 more])&lt;br /&gt;
* Fixed that biters in groups had too low tolerance for getting stuck. ([https://forums.factorio.com/58306 more])&lt;br /&gt;
* Fixed that you could set accumulator energy below 0. ([https://forums.factorio.com/57619 more])&lt;br /&gt;
* Fixed a crash in rail pathing when deleting signals. ([https://forums.factorio.com/58133 more])&lt;br /&gt;
* Fixed a crash when creating beam entities through script. ([https://forums.factorio.com/58316 more])&lt;br /&gt;
* Fixed old boilers in New Hope level 4. ([https://forums.factorio.com/58066 more])&lt;br /&gt;
* Fixed that changing the values in new game gui could move other gui elements. ([https://forums.factorio.com/57414 more])&lt;br /&gt;
* Changed order of drawing, so if sprite button uses caption, its text is over the picture. ([https://forums.factorio.com/57888 more])&lt;br /&gt;
* Fixed that the wire connection distance visualization didn&#039;t match the actual distance limits. ([https://forums.factorio.com/58340 more])&lt;br /&gt;
* Fixed a crash when trains are destroyed while the trains GUI is open. ([https://forums.factorio.com/58356 more])&lt;br /&gt;
* Fixed train stop indicators wouldn&#039;t render with larger blueprints. ([https://forums.factorio.com/58326 more])&lt;br /&gt;
* Fixed mod changing chest collision box could break PvP starting chest accessibility. ([https://forums.factorio.com/58360 more])&lt;br /&gt;
* Fixed that the Map editor wouldn&#039;t clear the cursor when the tool changes. ([https://forums.factorio.com/58303 more])&lt;br /&gt;
* Fixed a crash when destroying rails with trains on them. ([https://forums.factorio.com/58380 more])&lt;br /&gt;
* Fixed a crash when joining Steam games through the Steam interface.&lt;br /&gt;
* Fixed a crash related to adding equipment grid support to armor in existing games.&lt;br /&gt;
* Fixed several crashes related to GUI logic.&lt;br /&gt;
* Fixed a crash when loading pre 0.16 saves when in a vehicle as a god controller.&lt;br /&gt;
* Fixed a crash when teleporting offline players between surfaces.&lt;br /&gt;
* Fixed non-stackable items wouldn&#039;t enforce they aren&#039;t stackable.&lt;br /&gt;
* Fixed a crash when changing runtime mod settings while someone is joining a multiplayer game.&lt;br /&gt;
* Fixed a crash when a character or spawner dies in the map editor.&lt;br /&gt;
* Fixed a crash when hovering over blueprint book item in the map editor.&lt;br /&gt;
* Fixed a crash when right-clicking a blueprint to open it for editing in the map editor.&lt;br /&gt;
* Fixed a crash when putting blueprints into blueprint books in multiplayer.&lt;br /&gt;
* Fixed a crash when importing some blueprint strings.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added has_hidden_tile and collision_mask flags to &amp;lt;code&amp;gt;LuaSurface::find_tiles_filtered&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;LuaSurface::count_tiles_filtered&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaSurface::set_hidden_tile()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGuiElement::ignored_by_interaction&amp;lt;/code&amp;gt; which prevents the elements from stealing mouse interaction with the parent elements. ([https://forums.factorio.com/58127 more])&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaSpriteButton::number&amp;lt;/code&amp;gt; which allows the number to be rendered in the standard way in the right-bottom corner of the sprite button.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaSpriteButton::show_percent_for_small_numbers&amp;lt;/code&amp;gt; which, when set to true, forces the number to be shown as percent when smaller than 1.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;ItemPrototype::fuel_emissions_multiplier&amp;lt;/code&amp;gt; which scales pollution generated when the fuel item is used.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;FluidPrototype::emissions_multiplier&amp;lt;/code&amp;gt; which scales pollution generated when when the fluid is consumed.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;RecipePrototype::emissions_multiplier&amp;lt;/code&amp;gt; which scales pollution generated by the entity using this recipe.&lt;br /&gt;
* Added support to set scroll_pane_style horizontal_scroll_bar_style and vertical_scroll_bar_style.&lt;br /&gt;
== 0.16.27 ==&lt;br /&gt;
Date: 28. 02. 2018&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Added refined concrete and refined hazard concrete.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* The the name textfield in the rename train stop dialog gets automatically focused and the text is pre-selected.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that dying would only put the first stack into the dead body. ([https://forums.factorio.com/58201 more])&lt;br /&gt;
* Fixed that infinite resources would always produce the same result when at minimal yield. ([https://forums.factorio.com/58210 more])&lt;br /&gt;
* Fixed how the switch event is processed. ([https://forums.factorio.com/57692 more])&lt;br /&gt;
* Fixed behaviour of the train station list-box when player inventory was big enough to be scrollable. ([https://forums.factorio.com/57834 more])&lt;br /&gt;
* Fixed that always_show_made_in didn&#039;t work for recipe tooltips in the technology GUI. ([https://forums.factorio.com/58249 more])&lt;br /&gt;
* Fixed a crash when migrating item types in some cases.&lt;br /&gt;
* Fixed movement of belt segment that has a lot of squashed items in it.&lt;br /&gt;
* Fixed a crash in the map editor when changing player armor.&lt;br /&gt;
* Fixed a crash related to mods destroying the player during player events.&lt;br /&gt;
* Fixed a crash when creating a Factorio account using the in-game option.&lt;br /&gt;
== 0.16.26 ==&lt;br /&gt;
Date: 26. 02. 2018&lt;br /&gt;
===  Features ===&lt;br /&gt;
* Added partial IME support for typing Chinese, Japanese and Korean text on Windows.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* IPs are no longer directly logged.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed several belt compression problems.&lt;br /&gt;
* Fixed crash when rendering turret range visualization in camera widget.&lt;br /&gt;
* Fixed incorrect behaviour when a text box line wraps. ([https://forums.factorio.com/57944 more])&lt;br /&gt;
* Fixed achievement deletion dialog. ([https://forums.factorio.com/57959 more])&lt;br /&gt;
* Fixed choose-elem-button locking not persisting across saves. ([https://forums.factorio.com/58012 more])&lt;br /&gt;
* Fixed item creeping forward on belt sometimes. ([https://forums.factorio.com/57282 more])&lt;br /&gt;
* Fixed removal of tracked silo script items. ([https://forums.factorio.com/57953 more])&lt;br /&gt;
* Fixed a crash when using the Lua GUI element type &amp;quot;entity-preview&amp;quot;. ([https://forums.factorio.com/58048 more])&lt;br /&gt;
* Fixed that &amp;quot;Expected resources&amp;quot; didn&#039;t always match what you actually got. ([https://forums.factorio.com/58032 more])&lt;br /&gt;
* Fixed that heavily modded saves with large amounts of tile types couldn&#039;t be loaded without the mods. ([https://forums.factorio.com/56946 more])&lt;br /&gt;
* Fixed that buffer chests could get items sent to them they weren&#039;t requesting. ([https://forums.factorio.com/58080 more])&lt;br /&gt;
* Fixed belts would stop animating after really long time. ([https://forums.factorio.com/58163 more])&lt;br /&gt;
* Fixed crash when vehicle with personal roboport was destroyed because of impact damage from its own movement. ([https://forums.factorio.com/58125 more])&lt;br /&gt;
* Fixed the help locale for the &amp;lt;code&amp;gt; /toggle-rockets-sent-gui&amp;lt;/code&amp;gt; freeplay command. ([https://forums.factorio.com/58096 more])&lt;br /&gt;
* Fixed wrong scale of icons with non-standard icon_size in alt-mode. ([https://forums.factorio.com/58143 more])&lt;br /&gt;
* Fixed generator effectivity being applied twice when below 100%.&lt;br /&gt;
* Fixed a crash when failing to download a map in multiplayer.&lt;br /&gt;
* Fixed crashes related to Lua stack overflows.&lt;br /&gt;
* Fixed a crash related to changing the stack size of items when removing mods.&lt;br /&gt;
* Fixed a crash when researching logistic request slots.&lt;br /&gt;
* Fixed a crash related to the ending screen data in multiplayer.&lt;br /&gt;
* Fixed a crash when explosion entities where created during migration scripts.&lt;br /&gt;
* Fixed a crash when exiting the game while it&#039;s saving.&lt;br /&gt;
* Fixed a crash when loading a map file fails.&lt;br /&gt;
* Fixed a crash related to modded burner generator equipment in multiplayer.&lt;br /&gt;
* Fixed labels could render outside of their defined area.&lt;br /&gt;
* Fixed a crash when placing assembling machine blueprints over ghosts.&lt;br /&gt;
* Fixed a crash when clicking quickly while joining multiplayer games.&lt;br /&gt;
* Fixed a crash when saving the game fails.&lt;br /&gt;
* Fixed a crash when deleting chunks with cliffs on them.&lt;br /&gt;
* Fixed a crash when trying to set player inventory filters in the map editor.&lt;br /&gt;
* Fixed several GUI related crashes related to multiplayer latency.&lt;br /&gt;
* Fixed a crash when hosting LAN-enabled multiplayer games in some instances.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;GeneratorPrototype::scale_fluid_usage&amp;lt;/code&amp;gt; which scales the generator&#039;s fluid usage to its maximum power output. Default is false.&lt;br /&gt;
* Generator will now produce pollution if emissions is specified on the energy source.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGameScript::is_multiplayer()&amp;lt;/code&amp;gt;.&lt;br /&gt;
== 0.16.25 ==&lt;br /&gt;
Date: 19. 02. 2018&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Inserters, mining drills, and belt sideloading can now squash items on belt even when the gap isn&#039;t big enough.&lt;br /&gt;
** The squashed gap is extended to normal size once the front of the belt starts to move again.&lt;br /&gt;
** This means, that inserter, mining drills and side loading can produce fully compressed belts without the usage of splitters.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Improved behavior of mode switches in deconstruction planner. ([https://forums.factorio.com/57871 more])&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash when train was leaving station that was disabled by circuit network or destroyed. ([https://forums.factorio.com/57869 more])&lt;br /&gt;
* Fixed search box losing focus inconveniently in mods gui. ([https://forums.factorio.com/57821 more])&lt;br /&gt;
* Fixed client crash when server exits while player has the save game dialog open. ([https://forums.factorio.com/57701 more])&lt;br /&gt;
* Removing components of a blueprint no longer resizes the window. ([https://forums.factorio.com/56412 more])&lt;br /&gt;
* Fixed performance issue when running out of storage while big deconstruction is in progress.&lt;br /&gt;
* Fixed scrollbar buttons that would ignore mouse up event. ([https://forums.factorio.com/57899 more])&lt;br /&gt;
* Fixed that after changing some control settings, the quickbar wouldn&#039;t react to them until the game was reloaded. ([https://forums.factorio.com/57974 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaControl::is_player()&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 0.16.24 ==&lt;br /&gt;
Date: 15. 02. 2018&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.&lt;br /&gt;
* Player chat color when set through &#039;/color r g b a&#039; command will be brightened. ([https://forums.factorio.com/57796 more])&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaEntity::get_merged_signals()&amp;lt;/code&amp;gt; would return wrong value if no wires were connected. ([https://forums.factorio.com/57757 more])&lt;br /&gt;
* Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. ([https://forums.factorio.com/57730 more])&lt;br /&gt;
* Fixed energy consumption of laser turret in recipe tooltip. ([https://forums.factorio.com/22310 more])&lt;br /&gt;
* Fixed that specifying a shift for a storage tank&#039;s fluid_background would shift it incorrectly. ([https://forums.factorio.com/57691 more])&lt;br /&gt;
* Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. ([https://forums.factorio.com/57496 more])&lt;br /&gt;
* Fixed that you could define a fluidbox height of 0. ([https://forums.factorio.com/57753 more])&lt;br /&gt;
* Fixed trains &amp;quot;twitching&amp;quot; under certain circumstances. ([https://forums.factorio.com/57738 more])&lt;br /&gt;
* Fixed wrong hairy dead tree graphics positioning. ([https://forums.factorio.com/57761 more])&lt;br /&gt;
* Fixed that ping-pong DNS lookup failure would shut down running multiplayer games. ([https://forums.factorio.com/57759 more])&lt;br /&gt;
* Fixed &amp;lt;code&amp;gt;LuaInventory::getbar&amp;lt;/code&amp;gt;/setbar used zero-based indexing. ([https://forums.factorio.com/57816 more])&lt;br /&gt;
* Fixed incorrect electric network connection rendering on the map. ([https://forums.factorio.com/57327 more])&lt;br /&gt;
* Fixed train would reset its &amp;quot;waiting on signal&amp;quot; penalty when recalculating path due to waiting too long. ([https://forums.factorio.com/57574 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added script.on_nth_tick(n, function).&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaSurface::can_place_entity&amp;lt;/code&amp;gt;(...) optional parameter &amp;quot;build_check_type&amp;quot; and &amp;quot;forced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== 0.16.23 ==&lt;br /&gt;
Date: 12. 02. 2018&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.&lt;br /&gt;
* The deconstruction planner &amp;quot;trees/rocks only&amp;quot; option can be inverted using the whitelist/blacklist toggle.&lt;br /&gt;
* The Rocket silo entity info now shows &#039;Rocket parts: 50/100&#039;.&lt;br /&gt;
* Removed &#039;starting inventory&#039; PvP option, as starting chests are a more proper solution.&lt;br /&gt;
* Added &#039;required satellites sent&#039; option to space race PvP game mode&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed snapping locomotive to station sometimes not working. ([https://forums.factorio.com/57380 more])&lt;br /&gt;
* Fixed modded loaders with different dimensions crashing when destroyed. ([https://forums.factorio.com/56701 more])&lt;br /&gt;
* Fixed that module effects would go negative when adding too many beacon effects together. ([https://forums.factorio.com/57425 more])&lt;br /&gt;
* Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. ([https://forums.factorio.com/57452 more])&lt;br /&gt;
* Fixed that directly replacing modules didn&#039;t work correctly. ([https://forums.factorio.com/57453 more])&lt;br /&gt;
* Fixed that changing train stop names wouldn&#039;t update the last-user. ([https://forums.factorio.com/57481 more])&lt;br /&gt;
* Fixed that the logistic count tooltip wouldn&#039;t show correctly for negative values. ([https://forums.factorio.com/57520 more])&lt;br /&gt;
* Fixed that changing the stack size of the satellite through mods could make it impossible to win. ([https://forums.factorio.com/57487 more])&lt;br /&gt;
* Fixed circuit controlled stack override sometimes being incorrect. ([https://forums.factorio.com/57421 more])&lt;br /&gt;
* Fixed that mods could specify invalid categories, for a few classes of modded item. ([https://forums.factorio.com/57443 more])&lt;br /&gt;
* Fixed pipette tool orientation of curved tracks. ([https://forums.factorio.com/57477 more])&lt;br /&gt;
* Fixed that beacons would ignore the allowed effects on an entity. ([https://forums.factorio.com/57376 more])&lt;br /&gt;
* Fixed that rail ghosts weren&#039;t placeable on top of enemy force&#039;s land mines, thus revealing the location of the mines. ([https://forums.factorio.com/57489 more])&lt;br /&gt;
* Fixed Lua module limitations array being a map of strings to numbers, instead of an array.  ([https://forums.factorio.com/57561 more])&lt;br /&gt;
* Fixed that the market GUI wouldn&#039;t use a scroll bar even when the offers didn&#039;t fit in the window. ([https://forums.factorio.com/57505 more])&lt;br /&gt;
* Fixed worker robot speed in PvP scenario. ([https://forums.factorio.com/57547 more])&lt;br /&gt;
* Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. ([https://forums.factorio.com/57577 more])&lt;br /&gt;
* Fixed that the technology search would be broken by disabled technologies in some cases. ([https://forums.factorio.com/57600 more])&lt;br /&gt;
* Fixed that mods changing stack sizes would break the inventory transfers tutorial. ([https://forums.factorio.com/57613 more])&lt;br /&gt;
* Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. ([https://forums.factorio.com/55381 more])&lt;br /&gt;
* Fixed &amp;lt;code&amp;gt;LuaSurface::regenerate_decoratives()&amp;lt;/code&amp;gt; would generate much more decoratives than normal map generator run. ([https://forums.factorio.com/57348 more])&lt;br /&gt;
* Fixed clicking the label in sort-able tables wouldn&#039;t effect sorting. ([https://forums.factorio.com/57652 more])&lt;br /&gt;
* Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. ([https://forums.factorio.com/57386 more])&lt;br /&gt;
* Fixed clamp_position=true on artillery shells would negate artillery range bonus. ([https://forums.factorio.com/57700 more])&lt;br /&gt;
* Fixed item icon would not be rescaled to normal size if icon_size not 32. ([https://forums.factorio.com/57683 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added &amp;quot;friend&amp;quot; and &amp;quot;not-friend&amp;quot; force trigger modifiers.&lt;br /&gt;
* Added optional night vision equipment prototype &amp;quot;darkness_to_turn_on&amp;quot;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGameScript::ammo_category_prototypes&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::get_merged_signals()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== 0.16.22 ==&lt;br /&gt;
Date: 02. 02. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a crash when loading saves with modded camera GUI elements. ([https://forums.factorio.com/57375 more])&lt;br /&gt;
* Changed the &amp;quot;load save in map editor&amp;quot; to &amp;quot;convert save to Scenario&amp;quot; to support locale and custom scripts. ([https://forums.factorio.com/57381 more])&lt;br /&gt;
* Another attempt to fix crashes on OS X Mavericks (version 10.9). ([https://forums.factorio.com/54549 more])&lt;br /&gt;
* Fixed that some mod settings would always detect as different than the server when trying to join. ([https://forums.factorio.com/57352 more])&lt;br /&gt;
* Fixed that turrets that died and where rebuilt couldn&#039;t be mined. ([https://forums.factorio.com/57393 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added optional &amp;lt;code&amp;gt;RecipePrototype::allow_as_intermediate&amp;lt;/code&amp;gt; to disable a recipe being used as an intermediate when hand crafting.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;PlayerPrototype::enter_vehicle_distance&amp;lt;/code&amp;gt;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaRecipePrototype::allow_as_intermediate&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.&lt;br /&gt;
* Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.&lt;br /&gt;
&lt;br /&gt;
== 0.16.21 ==&lt;br /&gt;
Date: 01. 02. 2018&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Added support to load save files directly in the map editor.&lt;br /&gt;
* Added &amp;quot;Save and play&amp;quot; button to map editor, to allow quick iteration.&lt;br /&gt;
* Added levels in campaigns to level editor &amp;quot;open&amp;quot; menu.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.&lt;br /&gt;
* Player death messages will be printed to all forces they are friends with.&lt;br /&gt;
* Player death messages include the player tag.&lt;br /&gt;
** Gui:&lt;br /&gt;
* The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed teleporting pumps would crash the game. ([https://forums.factorio.com/57150 more])&lt;br /&gt;
* Fixed dragging in the map preview and technology GUI didn&#039;t work correctly. ([https://forums.factorio.com/57202 more])&lt;br /&gt;
* Fixed walls wouldn&#039;t connect correctly when built through script in some cases. ([https://forums.factorio.com/57212 more])&lt;br /&gt;
* Fixed that the equipment grid was too small when using extra-low graphics quality. ([https://forums.factorio.com/56913 more])&lt;br /&gt;
* Fixed inserters could get stuck trying to pick up items off the ground in some cases. ([https://forums.factorio.com/57244 more])&lt;br /&gt;
* Fixed issues related to splitter priorities. ([https://forums.factorio.com/56968 more])&lt;br /&gt;
* Fixed that the &amp;quot;recursive technology prerequisites detected&amp;quot; error message wouldn&#039;t print the dependency cycle properly. ([https://forums.factorio.com/57204 more])&lt;br /&gt;
* Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. ([https://forums.factorio.com/56926 more])&lt;br /&gt;
* Fixed that biters would not be able to path find close to cliffs. ([https://forums.factorio.com/56811 more])&lt;br /&gt;
* Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. ([https://forums.factorio.com/51488 more])&lt;br /&gt;
* Fixed that the tips-and-tricks GUI would open when running a replay. ([https://forums.factorio.com/57300 more])&lt;br /&gt;
* Fixed that the blueprint setup GUI wouldn&#039;t show in some situations. ([https://forums.factorio.com/57293 more])&lt;br /&gt;
* Fixed that the asynchronous saving process could freeze in headless mode. ([https://forums.factorio.com/56823 more])&lt;br /&gt;
* Fixed crash in PvP when distance between starting areas was too low. ([https://forums.factorio.com/57215 more])&lt;br /&gt;
* Fixed small locale error in resource entity info. ([https://forums.factorio.com/56930 more])&lt;br /&gt;
* Fixed crash when player deletes blueprint book from their library while other player has the book opened. ([https://forums.factorio.com/56288 more])&lt;br /&gt;
* Fixed that custom scroll panes didn&#039;t respect vertical scroll policy correctly. ([https://forums.factorio.com/57309 more])&lt;br /&gt;
* Fixed a crash in the technology GUI when using &amp;lt;code&amp;gt;LuaForce::disable_all_prototypes()&amp;lt;/code&amp;gt;. ([https://forums.factorio.com/57066 more])&lt;br /&gt;
* Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. ([https://forums.factorio.com/54781 more])&lt;br /&gt;
* Fixed that the recipe tooltip &amp;quot;made in&amp;quot; wouldn&#039;t show every possible machine when there was a lot of them. ([https://forums.factorio.com/57318 more])&lt;br /&gt;
* Fixed ghost of lamp would not connect to logistic network when revived. ([https://forums.factorio.com/56413 more])&lt;br /&gt;
* Fixed that the command line &amp;lt;code&amp;gt;--map2scenario&amp;lt;/code&amp;gt; option wouldn&#039;t convert scenario-created saves correctly. ([https://forums.factorio.com/56523 more])&lt;br /&gt;
* Fixed handling of mouse bindings in map view. ([https://forums.factorio.com/57201 more])&lt;br /&gt;
* Fixed that you could get stuck after using cliff explosives. ([https://forums.factorio.com/57339 more])&lt;br /&gt;
* Fixed biters getting stuck next to a wall in some situations. ([https://forums.factorio.com/57334 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added optional create_ghost_on_death for entities with health that normally make ghosts on dying.&lt;br /&gt;
* Added optional always_show_made_in to recipe prototypes.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added last_research to the on_research_started event.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntityPrototype::energy_per_hit_point&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntityPrototype::create_ghost_on_death&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added CustomMinimap GUI element type.&lt;br /&gt;
* Added CustomEntityPreview GUI element type.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaInventory::sort_and_merge()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added an optional &amp;quot;invert&amp;quot; option to &amp;lt;code&amp;gt;LuaSurface::find&amp;lt;/code&amp;gt;/count entities filtered.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaForce::enable_all_prototypes()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaRecipePrototype::always_show_made_in&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaControl::get_main_inventory()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGuiElement::column_count&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Changed util.merge to always deepcopy nested tables. ([https://forums.factorio.com/57169 more])&lt;br /&gt;
* Changed events so they won&#039;t fire until every mod has had on_init ran.&lt;br /&gt;
&lt;br /&gt;
== 0.16.20 ==&lt;br /&gt;
Date: 26. 01. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed another compression problem on belts related to splitters.&lt;br /&gt;
* Fixed that the cancel craft, import blueprint and blueprint book buttons didn&#039;t work.&lt;br /&gt;
* Fixed biter related desyncs. ([https://forums.factorio.com/57048 more])&lt;br /&gt;
* Fixed possible desync related to logistic network.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon.&lt;br /&gt;
&lt;br /&gt;
== 0.16.19 ==&lt;br /&gt;
Date: 25. 01. 2018&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Added PvP options: Disband team on loss, team area artillery and give artillery remote.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that the game allowed mining speed modifier less than -1, which resulted in negative mining speeds. ([https://forums.factorio.com/57005 more])&lt;br /&gt;
* Fixed that fast-replacing power poles while running would just delete them. ([https://forums.factorio.com/56729 more])&lt;br /&gt;
* Fixed that you couldn&#039;t exit vehicles with large collision boxes. ([https://forums.factorio.com/56905 more])&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaPlayer::can_insert&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;LuaPlayer::insert&amp;lt;/code&amp;gt; didn&#039;t agree. ([https://forums.factorio.com/56917 more])&lt;br /&gt;
* Fixed game state corruption related to ordering deconstruction of entities with enabled connection to logistic network. ([https://forums.factorio.com/56816 more])&lt;br /&gt;
* Fixed that teleporting roboports when robots where charging would lead to corrupt saves. ([https://forums.factorio.com/57006 more])&lt;br /&gt;
* Fixed that toggle-console wouldn&#039;t work with modifier keys. ([https://forums.factorio.com/57013 more])&lt;br /&gt;
* Fixed graphical artifacts in terrain when zoomed out. ([https://forums.factorio.com/57043 more])&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaForce::disable&amp;lt;/code&amp;gt;/enable research wouldn&#039;t update the GUI correctly. ([https://forums.factorio.com/57075 more])&lt;br /&gt;
* Fixed that pumps would ignore fluidbox filter. ([https://forums.factorio.com/56694 more])&lt;br /&gt;
* Fixed crash caused by non-ASCII characters in name of custom scenario. ([https://forums.factorio.com/57077 more])&lt;br /&gt;
* Fixed that idle biters would ignore the player when approached. ([https://forums.factorio.com/57085 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Added support for setting icon_size per icon layer.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGameScript::default_map_gen_settings&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaSurface::get_random_chunk()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== 0.16.18 ==&lt;br /&gt;
Date: 23. 01. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed searching for recipes could add the &amp;quot;no recipe available&amp;quot; message multiple times. ([https://forums.factorio.com/56966 more])&lt;br /&gt;
* Fixed a crash related to biters. ([https://forums.factorio.com/56932 more])&lt;br /&gt;
* Fixed that setting locked = true on choose-elem-buttons through the mod API would still let the button be cleared. ([https://forums.factorio.com/56915 more])&lt;br /&gt;
* Fixed logistic entity highlighting didn&#039;t work correctly in some cases. ([https://forums.factorio.com/56942 more])&lt;br /&gt;
* Fixed that the map editor could get stuck if you built out-of-map tiles directly in the center of the screen. ([https://forums.factorio.com/56953 more])&lt;br /&gt;
* Fixed Linux runtime requirements being dynamically linked. ([https://forums.factorio.com/56922 more])&lt;br /&gt;
* Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix. ([https://forums.factorio.com/56929 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.17 ==&lt;br /&gt;
Date: 22. 01. 2018&lt;br /&gt;
===  Features ===&lt;br /&gt;
* Added filter to splitter.&lt;br /&gt;
* Added input and output priority to splitter.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Added a &amp;quot;clone group&amp;quot; button to the permissions GUI.&lt;br /&gt;
* Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Increased the stack size of roboport from 5 to 10.&lt;br /&gt;
* Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that rail chain signals didn&#039;t work with copy-paste. ([https://forums.factorio.com/56438 more])&lt;br /&gt;
* Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. ([https://forums.factorio.com/56440 more])&lt;br /&gt;
* Fixed that walking near the edge of water could result in no footstep sounds. ([https://forums.factorio.com/56372 more])&lt;br /&gt;
* Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn&#039;t work. ([https://forums.factorio.com/56250 more])&lt;br /&gt;
* Fixed that ghost solar panels would show as having energy. ([https://forums.factorio.com/56467 more])&lt;br /&gt;
* Fixed that the bonus GUI didn&#039;t show correct numbers for some bonuses. ([https://forums.factorio.com/56475 more])&lt;br /&gt;
* Fixed that a single water tile that separates two terrain types would become invisible. ([https://forums.factorio.com/54663 more])&lt;br /&gt;
* Added graphics option &amp;quot;Separate lower object atlas&amp;quot; to address performance issue when rendering lot of decoratives on some PCs.&lt;br /&gt;
** The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled.&lt;br /&gt;
** This should reduce GPU load, but slightly increase CPU load and VRAM usage. ([https://forums.factorio.com/54560 more])&lt;br /&gt;
* Added a command-line option &amp;lt;code&amp;gt;--executable-path&amp;lt;/code&amp;gt; to allow launching Factorio through a custom ld.so on Linux. ([https://forums.factorio.com/56454 more])&lt;br /&gt;
* Fixed a crash when setting invalid prototype values for vehicle type entities through mods. ([https://forums.factorio.com/56494 more])&lt;br /&gt;
* Fixed that you couldn&#039;t attack nests with your pickaxe.&lt;br /&gt;
* Additional fix of the rail block visualization for high res. ([https://forums.factorio.com/56499 more])&lt;br /&gt;
* Fixed jittering when running against entities with connected bounding boxes (for example pipes). ([https://forums.factorio.com/56497 more])&lt;br /&gt;
* Fixed that entities with multiple items to build them wouldn&#039;t fire mod events in some cases. ([https://forums.factorio.com/56574 more])&lt;br /&gt;
* Fixed recipe tooltip with many raw materials showing incorrectly. ([https://forums.factorio.com/56422 more])&lt;br /&gt;
* Fixed invisible GUI when assembling machine with no recipe is opened. ([https://forums.factorio.com/56491 more])&lt;br /&gt;
* Fixed a crash on Linux that would happen after dragging a UI element outside the game window. ([https://forums.factorio.com/56501 more])&lt;br /&gt;
* Fixed inconvenient drag-placing of electric poles around large entities. ([https://forums.factorio.com/56374 more])&lt;br /&gt;
* Fixed un-setting controls wouldn&#039;t work correctly for key bindings with default modifiers. ([https://forums.factorio.com/56659 more])&lt;br /&gt;
* Fixed artillery projectile shadow was not aligned with artillery cannon shadow. ([https://forums.factorio.com/55269 more])&lt;br /&gt;
* Fixed line breaks in changelog with UI scale. ([https://forums.factorio.com/56141 more])&lt;br /&gt;
* Fixed that too many biters trying to return to a spawner could make all other biters inactive. ([https://forums.factorio.com/56464 more])&lt;br /&gt;
* Fixed robots deconstructing artillery turrets could lose ammo. ([https://forums.factorio.com/56686 more])&lt;br /&gt;
* Improved scroll behaviour in server list. ([https://forums.factorio.com/55451 more])&lt;br /&gt;
* Fixed possibility of receiving the previous rounds input items in Team production. ([https://forums.factorio.com/56754 more])&lt;br /&gt;
* Fixed that the game could create many enemy unit groups resulting in poor performance. ([https://forums.factorio.com/56683 more])&lt;br /&gt;
* Fixed pasting entity settings would not disable connection to logistic network. ([https://forums.factorio.com/56753 more])&lt;br /&gt;
* Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. ([https://forums.factorio.com/56748 more])&lt;br /&gt;
* Fixed rail chain signal ghost would emit light. ([https://forums.factorio.com/56818 more])&lt;br /&gt;
* Fixed that blueprint strings wouldn&#039;t retain storage chest filters. ([https://forums.factorio.com/56875 more])&lt;br /&gt;
* Fixed passing LuaObjects through the remote interface wouldn&#039;t always work correctly. ([https://forums.factorio.com/56812 more])&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaSurface::create_entity&amp;lt;/code&amp;gt; wouldn&#039;t work to create walls on top of ghost walls. ([https://forums.factorio.com/56829 more])&lt;br /&gt;
* Fixed that a furnace or assembling machine with &amp;gt; 100% productivity with a &amp;lt;= 1 tick crafting time recipe wouldn&#039;t work correctly. ([https://forums.factorio.com/56859 more])&lt;br /&gt;
* Fixed building blueprint rails on rails marked for deconstruction didn&#039;t work correctly in some cases. ([https://forums.factorio.com/56854 more])&lt;br /&gt;
* Fixed a migration issue related to logistic entities and inventory resizing. ([https://forums.factorio.com/56861 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag &#039;colliding-with-tiles-only&#039;. ([https://forums.factorio.com/55109 more])&lt;br /&gt;
* Disabled recipes won&#039;t be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.&lt;br /&gt;
* Entity of type offshore pump can be rotated on ground if flag &#039;filter-directions&#039; is not set. ([https://forums.factorio.com/26937 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Changed the tile related events to include the old tiles and positions instead of just positions.&lt;br /&gt;
* Added on_pre_player_crafted_item and on_player_cancelled_crafting events.&lt;br /&gt;
* Added on_entity_damaged event.&lt;br /&gt;
* Added on_chunk_charted event.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::splitter_filter&amp;lt;/code&amp;gt;, splitter_input_priority and splitter_output_priority read/write.&lt;br /&gt;
* Added ghost_name and ghost_type to &amp;lt;code&amp;gt;LuaSurface::find&amp;lt;/code&amp;gt;/count entities filtered.&lt;br /&gt;
* Fixed recursive call in util.merge(). ([https://forums.factorio.com/56779 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.16 ==&lt;br /&gt;
Date: 10. 01. 2018&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Items on the ground can be mined manually for precise control of what you pick up.&lt;br /&gt;
* Added &#039;duplicate starting entities&#039; option to PvP.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.&lt;br /&gt;
** The decision whether item goes to left or right output is now independent of the item type.&lt;br /&gt;
* Hide cliff explosives in bonus GUI as they don&#039;t really receive any bonuses. ([https://forums.factorio.com/56318 more])&lt;br /&gt;
* Tweaked the balancing of the PvP production score.&lt;br /&gt;
* Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. ([https://forums.factorio.com/55110 more])&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. ([https://forums.factorio.com/56224 more])&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that consecutive splitters could uncompress compressed belt. ([https://forums.factorio.com/55645 more])&lt;br /&gt;
* Fixed that loading from the game-over screen would result in a crash if loading failed. ([https://forums.factorio.com/56336 more])&lt;br /&gt;
* Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. ([https://forums.factorio.com/56339 more])&lt;br /&gt;
* Fixed machines disabled by circuit network sometimes staying disabled when they shouldn&#039;t. ([https://forums.factorio.com/56327 more])&lt;br /&gt;
* Fixed Linux users sometime crashing when relaunching the game. ([https://forums.factorio.com/53650 more])&lt;br /&gt;
* Fixed that blueprint library GUI would lose your filter when you view a blueprint. ([https://forums.factorio.com/56210 more])&lt;br /&gt;
* Fixed that biters would sometimes be deactivated when they shouldn&#039;t. ([https://forums.factorio.com/55370 more])&lt;br /&gt;
* Fixed that artillery would target forces marked with cease fire. ([https://forums.factorio.com/56360 more])&lt;br /&gt;
* Fixed a crash when using &amp;lt;code&amp;gt;LuaTransportLine::remove_item()&amp;lt;/code&amp;gt;. ([https://forums.factorio.com/56352 more])&lt;br /&gt;
* Fixed that the beacon would show energy consumption twice. ([https://forums.factorio.com/56359 more])&lt;br /&gt;
* Fixed PvP production score calculation for hand crafting and launching satellites.&lt;br /&gt;
* Fixed jittering when walking into a straight water/land border. ([https://forums.factorio.com/56362 more])&lt;br /&gt;
* Attempt at fixing missing symbol on macOS 10.9 ([https://forums.factorio.com/54549 more])&lt;br /&gt;
* Fixed that turret range map and hover overlays didn&#039;t quite match. ([https://forums.factorio.com/56332 more])&lt;br /&gt;
* Fixed that RCON would only respond to the first command in a packet. ([https://forums.factorio.com/55918 more])&lt;br /&gt;
* Fixed PvP no rush restriction could be bypassed using a vehicle.&lt;br /&gt;
* Ensure that there is always at least a minimal lake in the starting area.&lt;br /&gt;
* Fixed script error if a removed modded item was sent in a rocket. ([https://forums.factorio.com/56411 more])&lt;br /&gt;
* Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. ([https://forums.factorio.com/56402 more])&lt;br /&gt;
* Fixed a crash when mods would try to set item health values to negative amounts. ([https://forums.factorio.com/56407 more])&lt;br /&gt;
* Fixed requester chests could get stuck in some cases. ([https://forums.factorio.com/56408 more])&lt;br /&gt;
* Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. ([https://forums.factorio.com/56038 more])&lt;br /&gt;
* Fixed chunk edge cliff discontinuities due to ore patches. ([https://forums.factorio.com/56022 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::cliff_orientation&amp;lt;/code&amp;gt; read.&lt;br /&gt;
&lt;br /&gt;
== 0.16.15 ==&lt;br /&gt;
Date: 05. 01. 2018&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that underground belts built by a blueprint would not respect the type of an existing belt. ([https://forums.factorio.com/55174 more])&lt;br /&gt;
* Fixed pump ghosts would always highlight attached rail, not just when selected.&lt;br /&gt;
* Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. ([https://forums.factorio.com/56201 more])&lt;br /&gt;
* Improved number formating in electricity overview to make it less jumpy. ([https://forums.factorio.com/56136 more])&lt;br /&gt;
* Fixed logistic robots migration related to changing force of logistic robots while stationing. ([https://forums.factorio.com/56194 more])&lt;br /&gt;
* Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. ([https://forums.factorio.com/54871 more])&lt;br /&gt;
* Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. ([https://forums.factorio.com/56125 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.14 ==&lt;br /&gt;
Date: 04. 01. 2018&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Added &#039;allow spectators&#039; option to PvP.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Changed rail world settings to have normal biters frequency.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading specific saves wouldn&#039;t migrate the character requests correctly to request from buffer chests. ([https://forums.factorio.com/56129 more])&lt;br /&gt;
* Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. ([https://forums.factorio.com/55995 more])&lt;br /&gt;
* Fixed that inserters would try to put items into furnaces that could never fit. ([https://forums.factorio.com/56134 more])&lt;br /&gt;
* Fixed requester chests wouldn&#039;t keep up with the request amount demand in logistic heavy saves. ([https://forums.factorio.com/56135 more])&lt;br /&gt;
* Fixed that request chests weren&#039;t equally distributed when there were not enough robots.&lt;br /&gt;
* Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn&#039;t doing so for offline players.&lt;br /&gt;
** This could cause crashes as the internal data structures take it as granted.&lt;br /&gt;
* Fixed that download progress bar in the sync save with mods wasn&#039;t being updated.&lt;br /&gt;
* Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.&lt;br /&gt;
* Fixed some PvP game modes being won by launching a rocket.&lt;br /&gt;
* Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. ([https://forums.factorio.com/55882 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.13 ==&lt;br /&gt;
Date: 03. 01. 2018&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Added a time limit option to PvP game modes &#039;Production score&#039; and &#039;Oil harvest&#039;&lt;br /&gt;
* Added &#039;score per minute&#039; to the PvP Production score GUI.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a crash when blueprinting modded logistic storage chests. ([https://forums.factorio.com/55963 more])&lt;br /&gt;
* Fixed requester chests wouldn&#039;t work with specific combinations of storage, buffer, and provider chests. ([https://forums.factorio.com/55967 more])&lt;br /&gt;
* Fixed a crash with the command line map preview option. ([https://forums.factorio.com/55993 more])&lt;br /&gt;
* Fixed the world-icon for the cliff explosive didn&#039;t match the item icon. ([https://forums.factorio.com/55812 more])&lt;br /&gt;
* Fixed the progress indicator in the browse-mods GUI would update too quickly. ([https://forums.factorio.com/55540 more])&lt;br /&gt;
* Fixed changing the force of a robot waiting to charge would break the robot. ([https://forums.factorio.com/55799 more])&lt;br /&gt;
* Fixed that joining modded multiplayer games where the spawn area was deleted would error. ([https://forums.factorio.com/56004 more])&lt;br /&gt;
* Fixed that pasting text didn&#039;t work correctly in any text field. ([https://forums.factorio.com/55977 more])&lt;br /&gt;
* Fixed a crash related to tile transitions. ([https://forums.factorio.com/56005 more])&lt;br /&gt;
* Fixed logistic storage filters would be ignored in some specific cases. ([https://forums.factorio.com/56009 more])&lt;br /&gt;
* Fixed that side-loading underground belts could lead to them getting stuck. ([https://forums.factorio.com/56024 more])&lt;br /&gt;
* Fixed that modded storage chests would allow more than 1 filter when the extra filters weren&#039;t valid. ([https://forums.factorio.com/56058 more])&lt;br /&gt;
* Fixed that the map preview seed wouldn&#039;t get used when the generate map GUI had an exchange string entered. ([https://forums.factorio.com/56029 more])&lt;br /&gt;
* Added yet another migration fixing invalid state created between 0.16.8 and 0.16.11.&lt;br /&gt;
* Fixed that startup mod settings could be changed while in-game by clicking the label on checkboxes. ([https://forums.factorio.com/56081 more])&lt;br /&gt;
* Fixed that tooltip of disabled widgets didn&#039;t work.&lt;br /&gt;
* Added greyed-out look to disabled textfield and checkbox to make it more clear that it isn&#039;t editable.&lt;br /&gt;
* Fixed one of the curved rail segment visualizations wasn&#039;t aligned correctly. ([https://forums.factorio.com/55276 more])&lt;br /&gt;
* Fixed that the console could be opened in a paused game where it can&#039;t be interacted with.&lt;br /&gt;
* Fixed issues of console in combination with technology GUI in multiplayer. ([https://forums.factorio.com/55719 more])&lt;br /&gt;
* Fixed changelogs (including mod changelogs) not properly displaying the &amp;quot;All&amp;quot; subversion for a version x.y when there was no version x.y.0. ([https://forums.factorio.com/55959 more])&lt;br /&gt;
* Fixed horizontal scroll pane scroller. ([https://forums.factorio.com/55689 more])&lt;br /&gt;
* Fixed that changing value in GameViewSettings in the Lua script didn&#039;t update the gui until the game was reloaded.&lt;br /&gt;
* Fixed a crash when controller view is disabled. ([https://forums.factorio.com/56115 more])&lt;br /&gt;
* Fixed script error when destroying a chest in the supply scenario.&lt;br /&gt;
* Fixed PvP production score price calculation.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Entities without an item-to-place can still be deconstructed if they are minable.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaPlayer::blueprint_to_setup&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Changed default value of &#039;expires&#039; when creating ghost through &amp;lt;code&amp;gt;LuaSurface::create_entity&amp;lt;/code&amp;gt; from &#039;true&#039; to &#039;false&#039;.&lt;br /&gt;
* Fixed invalid internal state + crashes when ghost without &amp;quot;expires = false&amp;quot; was created through the script when ghost time to live was 0. ([https://forums.factorio.com/56036 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.12 ==&lt;br /&gt;
Date: 31. 12. 2017&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that rail signal indicator didn&#039;t show two way signal placement in junctions even when the signal was placeable there.&lt;br /&gt;
* Fixed that the game would crash if the mouse was moved fast enough outside the game window while loading a map. ([https://forums.factorio.com/54976 more])&lt;br /&gt;
* Fixed crash related to logistic chests to be cancel-deconstructed.&lt;br /&gt;
* Fixed few cases where logistic requesters and buffers were not initialized correctly when built before the roboport.&lt;br /&gt;
&lt;br /&gt;
== 0.16.11 ==&lt;br /&gt;
Date: 30. 12. 2017&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed yet another requester chest state migration error.&lt;br /&gt;
* Fixed that burner inserter didn&#039;t show the fuel icon when out of energy sometimes. ([https://forums.factorio.com/55913 more])&lt;br /&gt;
* Fixed that some specific pre 0.15 maps couldn&#039;t be loaded.&lt;br /&gt;
&lt;br /&gt;
== 0.16.10 ==&lt;br /&gt;
Date: 30. 12. 2017&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash related to setting logistic requests by circuit network.&lt;br /&gt;
* Fixed requester chest state migration between different save versions.&lt;br /&gt;
* Fixed one of the problems of internal provider data corruption related to setting inventory bar limit.&lt;br /&gt;
&lt;br /&gt;
== 0.16.9 ==&lt;br /&gt;
Date: 29. 12. 2017&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that player didn&#039;t request from buffer chests.&lt;br /&gt;
* Fixed that some maps with modded selection-tool items failed to load.&lt;br /&gt;
&lt;br /&gt;
== 0.16.8 ==&lt;br /&gt;
Date: 29. 12. 2017&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Storage chests can be filtered.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.&lt;br /&gt;
* Requester chests have a checkbox that specifies whether it should or shouldn&#039;t request things from buffer chests. It is off by default.&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Optimized selecting robot tasks for requester chests.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Changed fluid wagon capacity from 75k to 25k (Same as storage tank).&lt;br /&gt;
* Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).&lt;br /&gt;
* Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.&lt;br /&gt;
* Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)&lt;br /&gt;
* Decreased barreling crafting time from 1 second to 0.2 seconds.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading of achievements with steam version. ([https://forums.factorio.com/54583 more])&lt;br /&gt;
* Fixed train schedule resizing with very large player inventory. ([https://forums.factorio.com/55378 more])&lt;br /&gt;
* Fixed missing auto resizing of Lua GUI elements when caption changes. ([https://forums.factorio.com/54896 more])&lt;br /&gt;
* Fixed that it was possible to set duplicate logistic requests.&lt;br /&gt;
* Fixed missing entity counts when selecting area for blueprint on low graphics quality. ([https://forums.factorio.com/55180 more])&lt;br /&gt;
* Fixed calculation of basis noise when x&amp;lt;0 ([https://forums.factorio.com/55288 more])&lt;br /&gt;
* Fixed missing locale key in fluid wagon description. ([https://forums.factorio.com/55520 more])&lt;br /&gt;
* Fixed that the fluid wagon wouldn&#039;t show any GUI when it had an equipment grid. ([https://forums.factorio.com/55524 more])&lt;br /&gt;
* Fixed evolution command output in campaigns. ([https://forums.factorio.com/55402 more])&lt;br /&gt;
* Fixed shotgun shooting direction when aiming between the player and the nozzle. ([https://forums.factorio.com/55386 more])&lt;br /&gt;
* Fixed technology sorting. ([https://forums.factorio.com/55294 more])&lt;br /&gt;
* Fixed that the default list box font was called &amp;quot;default-list_box&amp;quot;. ([https://forums.factorio.com/55322 more])&lt;br /&gt;
* Fixed that clicking &amp;quot;Generate&amp;quot; button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.&lt;br /&gt;
* Fixed that setting &amp;lt;code&amp;gt;LuaPlayer::opened&amp;lt;/code&amp;gt; to an empty item would crash the game. ([https://forums.factorio.com/55601 more])&lt;br /&gt;
* Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. ([https://forums.factorio.com/55510 more])&lt;br /&gt;
* Fixed a desync when hosting multiplayer directly and building blueprints. ([https://forums.factorio.com/55629 more])&lt;br /&gt;
* Fixed a crash when calling specific LuaEntity properties. ([https://forums.factorio.com/55680 more])&lt;br /&gt;
* Fixed module effects weren&#039;t checked correctly for modded modules. ([https://forums.factorio.com/55690 more])&lt;br /&gt;
* Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. ([https://forums.factorio.com/55710 more])&lt;br /&gt;
* Fixed roboports would show up twice in the logistic GUI. ([https://forums.factorio.com/55712 more])&lt;br /&gt;
* Fixed the background on the select-recipe GUI for the choose-elem-button didn&#039;t show correctly. ([https://forums.factorio.com/55754 more])&lt;br /&gt;
* Fixed changing transport belt speeds through mods on existing saves. ([https://forums.factorio.com/55763 more])&lt;br /&gt;
* Fixed a crash when setting filters on cargo wagons in multiplayer. ([https://forums.factorio.com/55765 more])&lt;br /&gt;
* Fixed a crash when trying to put blueprint books in blueprint books. ([https://forums.factorio.com/55769 more])&lt;br /&gt;
* Fixed that train could overshoot a station when the schedule was changed by the script.&lt;br /&gt;
* Fixed that heat pipes would incorrectly update their connections when teleported. ([https://forums.factorio.com/55773 more])&lt;br /&gt;
* Fixed the problem of flickering tooltips in a generic way (hopefully). ([https://forums.factorio.com/55132 more])&lt;br /&gt;
* Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. ([https://forums.factorio.com/55552 more])&lt;br /&gt;
* Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. ([https://forums.factorio.com/55726 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* The item-with-tags and selection-tool item types now support &amp;lt;code&amp;gt;LuaItemStack::item_number&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added an optional player parameter to &amp;lt;code&amp;gt;LuaEntity::order_deconstruction&amp;lt;/code&amp;gt;, cancel_deconstruction, &amp;lt;code&amp;gt;LuaTile::cancel_deconstruction&amp;lt;/code&amp;gt;,&lt;br /&gt;
** &amp;lt;code&amp;gt;LuaSurface::deconstruct_area&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;LuaSurface::cancel_deconstruct_area&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== 0.16.7 ==&lt;br /&gt;
Date: 21. 12. 2017&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.&lt;br /&gt;
* Fixed order of controls in the control settings GUI. ([https://forums.factorio.com/55292 more])&lt;br /&gt;
* Fixed rail pumps becoming invalid after being teleported via Lua. ([https://forums.factorio.com/55203 more])&lt;br /&gt;
* Fixed that biter expansion chunks weren&#039;t being generated correctly. ([https://forums.factorio.com/54988 more])&lt;br /&gt;
* Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.&lt;br /&gt;
* Fixed server crash when last player leaves the game while the server is saving. ([https://forums.factorio.com/55164 more])&lt;br /&gt;
* Fixed text cursor positioning inside a text box during scroll. ([https://forums.factorio.com/55106 more])&lt;br /&gt;
* Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. ([https://forums.factorio.com/55319 more])&lt;br /&gt;
* Fixed that blueprint strings wouldn&#039;t copy station names in blueprints. ([https://forums.factorio.com/55323 more])&lt;br /&gt;
* Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. ([https://forums.factorio.com/55138 more])&lt;br /&gt;
* Fixed a crash when canceling loading of specific save files. ([https://forums.factorio.com/55343 more])&lt;br /&gt;
* Fixed the programmable speaker GUI wouldn&#039;t update correctly. ([https://forums.factorio.com/55339 more])&lt;br /&gt;
* Fixed a bug where text in a text box disappeared after jumping to cursor that is off view.&lt;br /&gt;
* Fixed &amp;lt;code&amp;gt;--apply-update&amp;lt;/code&amp;gt; not setting executable permissions ([https://forums.factorio.com/55325 more])&lt;br /&gt;
* Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. ([https://forums.factorio.com/55341 more])&lt;br /&gt;
* Fixed crash when exiting the game while a recipe tooltip was open. ([https://forums.factorio.com/55324 more])&lt;br /&gt;
* Fixed positioning of progress bars in mod download dialogs. ([https://forums.factorio.com/54968 more])&lt;br /&gt;
* Fixed creation of overlapping wagons under certain circumstances. ([https://forums.factorio.com/55371 more])&lt;br /&gt;
* Fixed scrolling by caret in a text box that would cause lines to disappear.&lt;br /&gt;
* Fixed jittering when driving cars/tanks in some cases. ([https://forums.factorio.com/54916 more])&lt;br /&gt;
* Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. ([https://forums.factorio.com/55367 more])&lt;br /&gt;
* Fixed crash when recalculating connections between roboports. ([https://forums.factorio.com/55368 more])&lt;br /&gt;
* Fixed crash when exiting mod portal during a refresh. ([https://forums.factorio.com/55377 more])&lt;br /&gt;
* Fixed error in saving blueprinted inserters with overridden stack size. ([https://forums.factorio.com/55397 more])&lt;br /&gt;
* Entities waiting for modules can now be fast replaced. ([https://forums.factorio.com/55104 more])&lt;br /&gt;
* Fixed saving of New hope level 2. ([https://forums.factorio.com/55400 more])&lt;br /&gt;
* Fixed that the game would crash trying to load some old saves. ([https://forums.factorio.com/54866 more])&lt;br /&gt;
* Fixed train top speed calculation when not all locomotives used the same fuel type. ([https://forums.factorio.com/55442 more])&lt;br /&gt;
* Fixed roboports wouldn&#039;t provide the repair packs for other robots to use when loading saves from 0.15. ([https://forums.factorio.com/55375 more])&lt;br /&gt;
* Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. ([https://forums.factorio.com/55455 more])&lt;br /&gt;
* Fixed a crash when loading saves without specific mods. ([https://forums.factorio.com/55356 more])&lt;br /&gt;
* Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. ([https://forums.factorio.com/55466 more])&lt;br /&gt;
* Fixed multiple issues with enemy force interaction. ([https://forums.factorio.com/55439 more])&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.&lt;br /&gt;
* Ghost belt entities don&#039;t connect to other (ghost/or non-ghost) belt entities if they don&#039;t have the same force.&lt;br /&gt;
** This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.&lt;br /&gt;
* Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. ([https://forums.factorio.com/55108 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added direction, created_by_moving, and shift_build event parameters to on_put_item event.&lt;br /&gt;
* Replaced &amp;lt;code&amp;gt;ScrollPane::dont_scroll_horizontally&amp;lt;/code&amp;gt; by horizontal_scroll_policy and vertical_scroll_policy.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGameScript::backer_names&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaStyle::want_ellipsis&amp;lt;/code&amp;gt; read/write.&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Added /version command.&lt;br /&gt;
&lt;br /&gt;
== 0.16.6 ==&lt;br /&gt;
Date: 18. 12. 2017&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a crash when trying to filter the main inventory in the god-controller. ([https://forums.factorio.com/55171 more])&lt;br /&gt;
* Fixed various crashes caused by mining or otherwise changing power poles. ([https://forums.factorio.com/55176 more])&lt;br /&gt;
* Fixed a desync when using bad values in the /color command. ([https://forums.factorio.com/55048 more])&lt;br /&gt;
* Better handling of the case where we mine our own car but our inventory&#039;s full. ([https://forums.factorio.com/55254 more])&lt;br /&gt;
* Fixed placing blueprint over existing Rail Signals does not build wires. ([https://forums.factorio.com/54997 more])&lt;br /&gt;
* Reverted &amp;quot;Number of entities in hand when previewing the entity to be built is now aligned to the entity.&amp;quot;&lt;br /&gt;
** It proved to create too big problems with readability while building and running.&lt;br /&gt;
* Fixed that rolling stocks in cursor had no icon when there was no valid location for them.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed that TextBox was not re-layouting text when size was changed through styles.&lt;br /&gt;
&lt;br /&gt;
== 0.16.5 ==&lt;br /&gt;
Date: 17. 12. 2017&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed boilers outputting water in New hope campaign levels. ([https://forums.factorio.com/54722 more])&lt;br /&gt;
* Fixed slow saving of New hope level 2. ([https://forums.factorio.com/54998 more])&lt;br /&gt;
* Fixed that blueprint books couldn&#039;t be built from the zoomed-to-world view. ([https://forums.factorio.com/55043 more])&lt;br /&gt;
* Fixed a crash when loading saves with modded blueprint entities migrated multiple times. ([https://forums.factorio.com/55020 more])&lt;br /&gt;
* Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. ([https://forums.factorio.com/55026 more])&lt;br /&gt;
* Fixed that forced ghost building (shift + click) didn&#039;t work correctly.&lt;br /&gt;
* Fixed destroying an entity powered from two electric networks would corrupt future saves. ([https://forums.factorio.com/54775 more])&lt;br /&gt;
* Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. ([https://forums.factorio.com/55044 more])&lt;br /&gt;
* Fixed beacon would not highlight labs that are in range of its effects. ([https://forums.factorio.com/55087 more])&lt;br /&gt;
* Fixed disappearing sprites with Low VRAM Mode option enabled. ([https://forums.factorio.com/54672 more])&lt;br /&gt;
* Fixed glitch in one of the stone path transition sprites. ([https://forums.factorio.com/54981 more])&lt;br /&gt;
* Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.&lt;br /&gt;
* Improved very poor performance with video memory usage set to low. ([https://forums.factorio.com/55039 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. ([https://forums.factorio.com/55028 more])&lt;br /&gt;
* Fixed icon_size scaled also icon&#039;s dark background in alt mode. ([https://forums.factorio.com/54640 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.4 ==&lt;br /&gt;
Date: 16. 12. 2017&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed progress bar in automatic updates GUI. ([https://forums.factorio.com/54812 more])&lt;br /&gt;
* Fixed crash caused by mouse drag in an empty schedule in Locomotive GUI. ([https://forums.factorio.com/54843 more])&lt;br /&gt;
* Belt rendering fix. ([https://forums.factorio.com/54852 more])&lt;br /&gt;
* Fixed the mining speed for drills would show 1 higher than it actually was. ([https://forums.factorio.com/54885 more])&lt;br /&gt;
* Fixed issue with changelogs in mods. ([https://forums.factorio.com/54842 more])&lt;br /&gt;
* Fixed that the server could crash if it received invalid data. ([https://forums.factorio.com/54876 more])&lt;br /&gt;
* Fixed crash on startup when texture compression was enabled. ([https://forums.factorio.com/54891 more])&lt;br /&gt;
* Fixed that roboport connections wouldn&#039;t render as cleanly as 0.15. ([https://forums.factorio.com/54907 more])&lt;br /&gt;
* Fixed that using the /ban command with no parameters would crash the game. ([https://forums.factorio.com/54948 more])&lt;br /&gt;
* Fixed browse mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn&#039;t change size when data is loaded, or searching minimizes the result to just a page or less.&lt;br /&gt;
* Fixed the game would not enter minimal mode if there was an error in migration script. ([https://forums.factorio.com/54828 more])&lt;br /&gt;
* Fixed the delete-achievements tooltip wouldn&#039;t be removed. ([https://forums.factorio.com/54980 more])&lt;br /&gt;
* Fixed the use-recipe-groups config option was ignored in the select-signal GUI. ([https://forums.factorio.com/54892 more])&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaPlayer::admin&amp;lt;/code&amp;gt; write didn&#039;t work. ([https://forums.factorio.com/54960 more])&lt;br /&gt;
* Added 2 optional parameters to &amp;lt;code&amp;gt;LuaSurface::create_entity&amp;lt;/code&amp;gt; when creating resource entities: enable_tree_removal and enable_cliff_removal.&lt;br /&gt;
* Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.&lt;br /&gt;
&lt;br /&gt;
== 0.16.3 ==&lt;br /&gt;
Date: 15. 12. 2017&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* When mining normal entities ghost entity selection is disabled until the mining key is released.&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Train stop penalty is applied when exiting the block with it instead of entering which should prevent searching for long paths just before destination train stop.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed changelog GUI displaying no version when launching the game ([https://forums.factorio.com/54682 more])&lt;br /&gt;
* Fixed crashes and desyncs related to circuit controlled lamps in more electric networks. ([https://forums.factorio.com/54671 more])&lt;br /&gt;
* Fixed advanced rail tutorial no path error. ([https://forums.factorio.com/54645 more])&lt;br /&gt;
* Fixed inventory transfer tutorial furnaces couldn&#039;t smelt ore. ([https://forums.factorio.com/54653 more])&lt;br /&gt;
* Fixed unknown locale key in train station tutorial. ([https://forums.factorio.com/54636 more])&lt;br /&gt;
* Fixed new hope level-02 script error. ([https://forums.factorio.com/54732 more])&lt;br /&gt;
* Fixed that the player would die when mining an enclosed vehicle while driving it. ([https://forums.factorio.com/54752 more])&lt;br /&gt;
* Fixed achievement progress bars rendering that caused misalignment of tracked achievements. ([https://forums.factorio.com/54542 more])&lt;br /&gt;
* Fixed that achievement title was sometimes not visible.&lt;br /&gt;
* Fixed spacing of effect icons in technology detail. ([https://forums.factorio.com/54608 more])&lt;br /&gt;
* Fixed that the player could teleport over things to get into a vehicle. ([https://forums.factorio.com/54749 more])&lt;br /&gt;
* Fixed the achievement progress bars rendering.&lt;br /&gt;
* Fixed that achievements not obtainable with peaceful mode were obtainable with enemy settings lower then default. ([https://forums.factorio.com/51252 more])&lt;br /&gt;
* Fixed that exiting the car whilst shooting could lead to a crash. ([https://forums.factorio.com/54738 more])&lt;br /&gt;
* Fixed that you could not submit a console message if you mapped it to ENTER. (https://redd.it/7jjlzb)&lt;br /&gt;
* Fixed that the value of &amp;quot;bottom&amp;quot; of vertical align was not parsed properly. ([https://forums.factorio.com/54783 more])&lt;br /&gt;
* Fixed crash related to scenario message dialog.&lt;br /&gt;
* Fixed very low performance of drawing decoratives on medium or lower video memory usage setting. ([https://forums.factorio.com/54681 more])&lt;br /&gt;
* Fixed that window to select signal wasn&#039;t working when sub-groups were enabled but groups disabled. ([https://forums.factorio.com/54728 more])&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaGame::take_screenshot&amp;lt;/code&amp;gt; would ignore the given surface. ([https://forums.factorio.com/54734 more])&lt;br /&gt;
* Fixed the tank being hurt by its own flamethrower. ([https://forums.factorio.com/54748 more])&lt;br /&gt;
* Fixed updater not properly setting permission bits ([https://forums.factorio.com/54786 more])&lt;br /&gt;
* Fixed that hazard concrete didn&#039;t have a walking sound in one rotation. ([https://forums.factorio.com/54810 more])&lt;br /&gt;
* Fixed force-building blueprint rails would build multiple rails on the same location. ([https://forums.factorio.com/54805 more])&lt;br /&gt;
* Fixed that you could copy-paste enemy structure settings. ([https://forums.factorio.com/54821 more])&lt;br /&gt;
* Fixed that double clicking the scroll bar in the save-game GUI would save the game. ([https://forums.factorio.com/54830 more])&lt;br /&gt;
* Fixed that exiting the car with a passenger would leave the car driving in some cases. ([https://forums.factorio.com/54729 more])&lt;br /&gt;
* Fixed that the read stopped train output signal wouldn&#039;t show unless the enable/disable checkbox was checked. ([https://forums.factorio.com/54835 more])&lt;br /&gt;
* Fixed amount in resource entity tooltip might be displayed as negative number. ([https://forums.factorio.com/54841 more])&lt;br /&gt;
* Attempted to fix hangs or crashes when using single channel textures for alpha masks on some PCs. ([https://forums.factorio.com/54551 more])&lt;br /&gt;
* Fixed that the deconstruction marker on diagonal rails was off-center.&lt;br /&gt;
* Fixed wrong order of buttons in Direct connection password dialogue. ([https://forums.factorio.com/54867 more])&lt;br /&gt;
* Reactor pipes now render correctly, without rotation. ([https://forums.factorio.com/54759 more])&lt;br /&gt;
* Browse games GUI now shows active filter text after reopening the GUI. ([https://forums.factorio.com/54803 more])&lt;br /&gt;
* Fixed incorrect number of rails being used when building with rail planner. ([https://forums.factorio.com/54791 more])&lt;br /&gt;
* Fixed printing of errors in Browse games GUI. ([https://forums.factorio.com/54815 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Fixed JSON parser did not fail on comma at the end of list or dictionary. ([https://forums.factorio.com/54828 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.2 ==&lt;br /&gt;
Date: 14. 12. 2017&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a crash when using the &amp;quot;flow&amp;quot; custom GUI element type in a mod. ([https://forums.factorio.com/54609 more])&lt;br /&gt;
* Fixed a crash when migrating energy sources from mods. ([https://forums.factorio.com/54622 more])&lt;br /&gt;
* Fixed a crash when a request to mod portal timeouts. ([https://forums.factorio.com/54661 more])&lt;br /&gt;
* Fixed that burner inserters wouldn&#039;t fuel burner furnaces in some cases. ([https://forums.factorio.com/54604 more])&lt;br /&gt;
* Fixed blueprint labels wouldn&#039;t render in the world. ([https://forums.factorio.com/54639 more])&lt;br /&gt;
* Fixed building entities very quickly could duplicate them in some cases. ([https://forums.factorio.com/54610 more])&lt;br /&gt;
* Fixed a crash when clicking refresh in Browse mods dialog. ([https://forums.factorio.com/54648 more])&lt;br /&gt;
* Fixed a crash when fast-replacing electric poles. ([https://forums.factorio.com/54679 more])&lt;br /&gt;
* Fixed a crash when trying to load mods in zipped format. ([https://forums.factorio.com/54686 more])&lt;br /&gt;
* Fixed a crash when loading saves where the character was in a vehicle which is being removed due to mod removal. ([https://forums.factorio.com/54629 more])&lt;br /&gt;
* Fixed that right click didn&#039;t work in the production/electric stats GUIs. ([https://forums.factorio.com/54699 more])&lt;br /&gt;
* Fixed a crash when migrating specific simple-entities to 0.16. ([https://forums.factorio.com/54712 more])&lt;br /&gt;
* Fixed lamp energy info in sidebar and in the Lua interface.&lt;br /&gt;
* Fixed that the logistic network embargo achievement didn&#039;t disallow the buffer chest.&lt;br /&gt;
* Fixed that fast-replace building ghost underground belts and pipes wouldn&#039;t rotate the direction correctly.&lt;br /&gt;
* Changed (hopefully improved) the heuristic that decides which rail path should be selected for manual rail building.&lt;br /&gt;
* Attempt at fixing game not working on macOS 10.12 and older. ([https://forums.factorio.com/54549 more])&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Fixed the game did not check type of units defined in result_units of unit-spawner. ([https://forums.factorio.com/54650 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.1 ==&lt;br /&gt;
Date: 13. 12. 2017&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Changed requirement for parallel loading of high quality sprites to 12 GB of RAM to prevent chance of running out of memory on startup. ([https://forums.factorio.com/54548 more])&lt;br /&gt;
* Fixed that saves with modded progress bar GUI elements couldn&#039;t be loaded in 0.16. ([https://forums.factorio.com/54552 more])&lt;br /&gt;
* Fixed crash when loading crop cache from previous game version. ([https://forums.factorio.com/54543 more])&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaRemote::call()&amp;lt;/code&amp;gt; wouldn&#039;t copy string values/keys correctly. ([https://forums.factorio.com/54567 more])&lt;br /&gt;
* Fixed updater would re-launch the game with deprecated &amp;lt;code&amp;gt;--autoupdate-finished&amp;lt;/code&amp;gt; parameter.&lt;br /&gt;
* Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) ([https://forums.factorio.com/54544 more])&lt;br /&gt;
* Fixed that the Linux binary was corrupt and wouldn&#039;t start. ([https://forums.factorio.com/54540 more])&lt;br /&gt;
* Fixed error checking when compiling GLSL shaders. ([https://forums.factorio.com/54577 more])&lt;br /&gt;
* Fixed artillery would still show as being able to shoot when on enemy forces. ([https://forums.factorio.com/54591 more])&lt;br /&gt;
* Fixed the programmable speaker GUI wouldn&#039;t show settings correctly when opened. ([https://forums.factorio.com/54595 more])&lt;br /&gt;
* Fixed graphics of achievements. ([https://forums.factorio.com/54542 more])&lt;br /&gt;
&lt;br /&gt;
== 0.16.0 ==&lt;br /&gt;
Date: 13. 12. 2017&lt;br /&gt;
=== Major Features ===&lt;br /&gt;
* Added logistic buffer chest. It can request items that are still available to the logistic system.&lt;br /&gt;
* Added the artillery wagon and artillery turret which will automatically shoot biter nests and worms.&lt;br /&gt;
* Added cliffs. ([https://factorio.com/blog/post/fff-219 more])&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Train block visualisation.&lt;br /&gt;
* Building entities over identical ghosts will revive them.&lt;br /&gt;
** When building a different entity on top of a ghost, settings from the ghost will be copied if possible.&lt;br /&gt;
* Train schedules and wait conditions can be rearranged by clicking and dragging.&lt;br /&gt;
* New mini-tutorials: Construction robots.&lt;br /&gt;
* Belts, underground belts and splitters can now fast replace each other.&lt;br /&gt;
* Roboports now provide the repair packs they have for other robots to use.&lt;br /&gt;
* Logistic request tooltips now show the count of items in the requester, on the way, and in the network.&lt;br /&gt;
* The players main inventory can now be filtered.&lt;br /&gt;
* New terrains and new terrain generation.&lt;br /&gt;
* All terrains, including stone path and concrete, have transitions with water.&lt;br /&gt;
* Map generation dialog now contains a preview of the map.&lt;br /&gt;
&lt;br /&gt;
=== Minor Features ===&lt;br /&gt;
* Ctrl-delete now deletes whole word in a text field instead of a single character. ([https://forums.factorio.com/53124 more])&lt;br /&gt;
* Placing output underground belt as ghost properly retains its type as output underground belt. Also underground belts now respect nearby ghosts and become output if there is input ghost nearby. Underground belt and pipe ghosts when hovered show outline of where they will connect ([https://forums.factorio.com/51271 more])&lt;br /&gt;
* Headless server will automatically save the game when the last player leaves and auto-pause starts.&lt;br /&gt;
* Added support to disable debug settings for non-admin players in multiplayer through the /config command.&lt;br /&gt;
* Dropping items on belts manually (Z) won&#039;t spill items if they won&#039;t fit on the belt.&lt;br /&gt;
* Trees can now be configured in the generate-map GUI.&lt;br /&gt;
* Hotkeys can be un-bound by right clicking.&lt;br /&gt;
* Rail chain signals can be read by the circuit network.&lt;br /&gt;
* Small electric poles and medium electric poles can be fast-replaced with each other.&lt;br /&gt;
* In multiplayer players can now ride as passengers in cars/tanks.&lt;br /&gt;
* Electric poles and power switches can be opened from the zoomed-to-world view.&lt;br /&gt;
* Terrain can be configured in the generate map GUI.&lt;br /&gt;
* When holding an offshore pump, all valid build positions will be highlighted.&lt;br /&gt;
* After desynching in multiplayer, the game will not automatically connect back, instead a dialog with more information will be shown.&lt;br /&gt;
* All map visualisations work also when in zoomed in map mode, where normal view and map view is combined based on radar/player coverage.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* More entities in high resolution: laboratory, radar, worker robots (construction and logistic), combat robots (defender, distractor and destroyer), combinators, electric &amp;amp; circuit wires, pumpjack, storage tank, player, solar panel, lamp, roboport, tank.&lt;br /&gt;
* All terrain now supports high resolution.&lt;br /&gt;
* Blueprint previews and ghost entities now have their walls, pipes and belts connected.&lt;br /&gt;
* New alert icons.&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Removed Assembling machine 1 from the production science pack.&lt;br /&gt;
* Changed nuclear reactor stack size to 10.&lt;br /&gt;
* Moved cluster grenade recipe to military 4 research.&lt;br /&gt;
* Changed uranium ammo prerequisite from military 3 to military 4.&lt;br /&gt;
* Explosives now produce 2 per craft.&lt;br /&gt;
* Slightly adjusted some recipe craft times to better reflect their ingredient count.&lt;br /&gt;
* Changed the terrain building size limit to be based off the player reach.&lt;br /&gt;
* Biters scale less with distance and there are generally less biters.&lt;br /&gt;
* Resources are much more spread apart. To compensate, patches are larger. Since it&#039;s easier to mine, the amount of resources on the map is 3 times less.&lt;br /&gt;
* Resources scale slightly less over distance.&lt;br /&gt;
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.&lt;br /&gt;
* There is 1.49 times more iron on the map to compensate for the extra iron required in a typical game.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled loading of saves before 0.13.0 version (You can use 0.13 to load older saves and re-save them).&lt;br /&gt;
* Train doesn&#039;t need to come to a full stop when manually changing train destination or switching from manual to automated mode.&lt;br /&gt;
* Removed the &amp;quot;shift&amp;quot; value from map generation settings as it wasn&#039;t needed anymore.&lt;br /&gt;
* Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. ([https://forums.factorio.com/51247 more])&lt;br /&gt;
* Changed the default autosave interval settings from 2 to 5 minutes.&lt;br /&gt;
* It is possible to open/close and interact with the chat console when the map is being saved or server loosing connection dialog is active.&lt;br /&gt;
* The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.&lt;br /&gt;
* Increased the limit of recipe categories from 255 to 65535.&lt;br /&gt;
* New blueprint no longer includes entities marked for deconstruction.&lt;br /&gt;
* Enable Map Exchange String for sandbox games&lt;br /&gt;
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.&lt;br /&gt;
* Blueprints never show the number 1 when held in cursor.&lt;br /&gt;
* Robots in the air from personal roboport now count towards logistics requests for that robot type ([https://forums.factorio.com/51403 more])&lt;br /&gt;
* Added /server-save command that does the same thing as lua server_save, but doesn&#039;t disable achievements. ([https://forums.factorio.com/52414 more])&lt;br /&gt;
* Gamesave names in the load game dialog that are too long to fit the gui now show in a tooltip in full. ([https://forums.factorio.com/51653 more])&lt;br /&gt;
* Removed the option to turn off the item groups and sub groups from the GUi. It can still be done through the config file or lua commands.&lt;br /&gt;
* Added separate control option for placing tags on the map, so by default map scroll is left click, and place tag is right click.&lt;br /&gt;
* Allow easier dragging of underground pipes and belts when not moving in a perfect straight line.&lt;br /&gt;
* The Arithmetic Combinator can now use a constant as the first parameter, not only the second. So you can do operations like 2^SIGNAL. ([https://forums.factorio.com/51975 more])&lt;br /&gt;
* When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. ([https://forums.factorio.com/51308 more])&lt;br /&gt;
* The options menu has been organized better. Some options were moved to a new &amp;quot;Interface&amp;quot; settings menu.&lt;br /&gt;
* Updater proxy settings were removed from the options menu. They can still be accessed through the ini file.&lt;br /&gt;
* Exchange strings are now compressed before being converted into base64.&lt;br /&gt;
* Improved GUI search.&lt;br /&gt;
* Added /delete-blueprint-library *player* command to remove blueprints of players from the game.&lt;br /&gt;
* The map view will attempt to treat very short clicks as clicks instead of drags to make it easier to click things.&lt;br /&gt;
* The explosive cannon shells now target the ground where you shoot.&lt;br /&gt;
* Transition from terrain to water is no longer buildable, meaning entities can no longer be built partially on the water.&lt;br /&gt;
* Resources will have much less trees on them near the player starting area.&lt;br /&gt;
* Tanks no longer take miniscule amounts of damage from hitting trees.&lt;br /&gt;
* Previously, building while running at very high speed would create gaps. These are automatically filled now.&lt;br /&gt;
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions. ([https://forums.factorio.com/52003 more])&lt;br /&gt;
* When two trains are being merged, the decision which schedule should be used for the merged train has been changed from bigger schedule to schedule that has latest change. ([https://forums.factorio.com/54397 more])&lt;br /&gt;
* Number of entities in hand when previewing the entity to be built is now aligned to the entity.&lt;br /&gt;
* Added sliding when the player character collides with water or entities with rotated bounding box.&lt;br /&gt;
* Improved drawing of turret radii in blueprint. Many overlapping radii no longer covers terrain completely.&lt;br /&gt;
* External blueprint library is no longer merged with blueprint library in save. Instead, in-save library is always overwritten by the external one.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that train arriving to station could give astronomically big penalty causing trains to go through weird places. ([https://forums.factorio.com/54042 more])&lt;br /&gt;
* Fixed that fluid wagon pumps would sometimes not connect properly ([https://forums.factorio.com/52801 more])&lt;br /&gt;
* Fixed that module icons in blueprint previews wouldn&#039;t render correctly in some cases. ([https://forums.factorio.com/51286 more])&lt;br /&gt;
* Fixed long mod manager preview labels would extend out of the frame.&lt;br /&gt;
* Fixed that the ~ key couldn&#039;t be used to close the console.&lt;br /&gt;
* Fixed that the mining progress was reset when mining selection is lost while mining button pressed. ([https://forums.factorio.com/54377 more])&lt;br /&gt;
* Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. ([https://forums.factorio.com/51654 more])&lt;br /&gt;
* Fixed that ghost rail signal emitted light.&lt;br /&gt;
* Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. ([https://forums.factorio.com/54373 more])&lt;br /&gt;
* Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.&lt;br /&gt;
* Fixed that errors in fonts would give useless errors. ([https://forums.factorio.com/51740 more])&lt;br /&gt;
* Fixed problems related to trains crashing rarely. ([https://forums.factorio.com/51829 more])&lt;br /&gt;
* Disabled possibility to attempt opening invalid save/replay by double click or enter.&lt;br /&gt;
* UTF-8 BOM in JSON, INI and LUA files will be ignored instead of causing parsing error. ([https://forums.factorio.com/52027 more])&lt;br /&gt;
* Fixed that clearing all blueprint icons would cause the entire blueprint to be cleared without a warning. ([https://forums.factorio.com/51494 more])&lt;br /&gt;
* Conflicts of multi-modifier hotkeys are now resolved correctly. ([https://forums.factorio.com/51521 more])&lt;br /&gt;
* Fixed sprite rendering at large distances from 0,0. ([https://forums.factorio.com/52225 more])&lt;br /&gt;
* Interacting with a filter slide bar requesting amount over capacity of a full requester won&#039;t dispatch robots anymore.&lt;br /&gt;
* Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). ([https://forums.factorio.com/52217 more])&lt;br /&gt;
* Fixed that &amp;quot;asdf&amp;quot; and &amp;quot;as df&amp;quot; were considered the same when listed in the stop selection. ([https://forums.factorio.com/52203 more])&lt;br /&gt;
* Buildable item counts in inventory in Sandbox mode now update properly with resource changes. ([https://forums.factorio.com/52272 more])&lt;br /&gt;
* Fixed that map width/height accepted value of 0. ([https://forums.factorio.com/52266 more])&lt;br /&gt;
* Fixed crash when loading Vorbis Ogg files with metadata. ([https://forums.factorio.com/52269 more])&lt;br /&gt;
* Fixed that the manual rail building ended up one tile before the cursor. ([https://forums.factorio.com/52406 more])&lt;br /&gt;
* Assembling machine can now output product with amount over stack size. ([https://forums.factorio.com/51625 more])&lt;br /&gt;
* Fixed entity description for resources that require fluids. ([https://forums.factorio.com/52450 more])&lt;br /&gt;
* Possible fix of the problem that map download blocks all other communication and client is disconnected when downloading. ([https://forums.factorio.com/52429 more])&lt;br /&gt;
* Fixed that the game could crash when catching up when processing queued gui actions. ([https://forums.factorio.com/52429 more])&lt;br /&gt;
* Fixed a rare case, when the paused dialog stayed active when reconnecting game after drop. ([https://forums.factorio.com/51683 more])&lt;br /&gt;
* Fixed colored lights would lose their color when nightvision was on. ([https://forums.factorio.com/45762 more])&lt;br /&gt;
* Fixed very bad performance when previewing blueprint with one big connected circuit network. ([https://forums.factorio.com/52558 more])&lt;br /&gt;
* Fixed that an attacking group of biters would sometimes get stuck in a cyclic back-and-forth walking pattern. ([https://forums.factorio.com/51440 more])&lt;br /&gt;
* Fixed that in certain scenarios, the blueprint library wouldn&#039;t synchronise. ([https://forums.factorio.com/52634 more])&lt;br /&gt;
* Trains now recalculate next station correctly when more stations are en/disabled at the same tick. ([https://forums.factorio.com/52583 more])&lt;br /&gt;
* Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. ([https://forums.factorio.com/52718 more])&lt;br /&gt;
* Fixed when updater requested administrator rights, updated Factorio would be started in elevated mode too. ([https://forums.factorio.com/48535 more])&lt;br /&gt;
* Fixed steam &amp;quot;leaking&amp;quot; outside of storage tank window on high sprite quality setting. ([https://forums.factorio.com/45410 more])&lt;br /&gt;
* Programmable speakers with &amp;quot;Global playback&amp;quot; active won&#039;t play for players in a different force.&lt;br /&gt;
* Beam weapon now shows correct damage when modded into dealing damage more times during its duration. ([https://forums.factorio.com/53133 more])&lt;br /&gt;
* Fixed that large entities wouldn&#039;t render correctly on the map. ([https://forums.factorio.com/53263 more])&lt;br /&gt;
* Fixed that the mining drill wouldn&#039;t show the speed bonus in the same format as assembling machines. ([https://forums.factorio.com/53375 more])&lt;br /&gt;
* Fixed the entity icons for combat robots didn&#039;t match the item icons. ([https://forums.factorio.com/53384 more])&lt;br /&gt;
* Train can&#039;t block its own path anymore. ([https://forums.factorio.com/19619 more])&lt;br /&gt;
* Fixed circuit wire connections wouldn&#039;t render correctly in rotated blueprints in some cases. ([https://forums.factorio.com/53589 more])&lt;br /&gt;
* Fixed that changing the system time forwards would cause Factorio to freeze.&lt;br /&gt;
* Fixed a crash when changing large circuit networks. ([https://forums.factorio.com/53666 more])&lt;br /&gt;
* Fixed closing window right after it was created would hang the process. ([https://forums.factorio.com/53721 more])&lt;br /&gt;
* Fixed it was possible to open entity GUIs from zoom-to-world when holding some items in cursor. ([https://forums.factorio.com/53752 more])&lt;br /&gt;
* Fixed that negative a productivity bonus would show in entity GUIs and create negative progress bars. ([https://forums.factorio.com/53850 more])&lt;br /&gt;
* Fixed that when biters were attacked but couldn&#039;t find a path to the attacker, they would stoically accept their fate. ([https://forums.factorio.com/53941 more])&lt;br /&gt;
* Fixed that the multiplayer-waiting icon wouldn&#039;t render in the map view. ([https://forums.factorio.com/54026 more])&lt;br /&gt;
* Fixed global achievement progress was multiplied by number of player in multiplayer game. ([https://forums.factorio.com/54088 more])&lt;br /&gt;
* Fixed that passing a LuaObject instead of a plain Lua table to &amp;lt;code&amp;gt;LuaBootstrap::raise_event&amp;lt;/code&amp;gt; would crash the game. ([https://forums.factorio.com/54128 more])&lt;br /&gt;
* Fixed setting active=false then true on a beacon wouldn&#039;t update the beacon correctly. ([https://forums.factorio.com/54114 more])&lt;br /&gt;
* Possible fix of a crash when a player leaves when a blueprint is being transferred. ([https://forums.factorio.com/53535 more])&lt;br /&gt;
* Fixed that the rocket silo would get stuck if it died and was re-built by robots while launching the rocket.&lt;br /&gt;
* Fixed transport belt circuit connector would draw over splitter in front of it. ([https://forums.factorio.com/54252 more])&lt;br /&gt;
* Fixed that it was still possible to get some achievements in a replay. ([https://forums.factorio.com/54174 more])&lt;br /&gt;
* Fixed that circular references passed through the Lua remote interface would crash the game. ([https://forums.factorio.com/54349 more])&lt;br /&gt;
* Fixed missing personal robot recharging animation when character was in a vehicle. ([https://forums.factorio.com/53390 more])&lt;br /&gt;
* Fixed that vertical size of progress bar wasn&#039;t respecting the gui scale.&lt;br /&gt;
* Fixed that the number drawn next to cursor when item is held was differently positioned compared to how it is in the inventory.&lt;br /&gt;
* Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Improved performance of transport belts about x5 times. ([https://www.factorio.com/blog/post/fff-176 more])&lt;br /&gt;
* Added prefetching of the next entity in the update loop improving overall update performance by approx. 10 %.&lt;br /&gt;
* Improved performance of Item manipulation (4% effect on the overall performance).&lt;br /&gt;
* Improved performance of crafting machine (furnace/assembling machine) (2% effect on the overall performance).&lt;br /&gt;
* Improved performance of electric network transfer more than twice. (10% effect on the overall performance).&lt;br /&gt;
* Improved performance of smoke greatly. (2.5% and more effect on big factories).&lt;br /&gt;
* Improved performance when building rail blocks with many segments.&lt;br /&gt;
* Improved performance of logistic provider and requester chests.&lt;br /&gt;
* Improved performance of blueprint previews (the GUI and holding it in the world).&lt;br /&gt;
* Improved game startup time when a sufficiently powerful computer is detected.&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Train path finding penalty values are now in utility-constants, to make it viewable and moddable.&lt;br /&gt;
* Fixed storage tank with non-square collision box would not align to tiles in all rotations properly. ([https://forums.factorio.com/52211 more])&lt;br /&gt;
* Fixed belt-immunity equipment so it now works on cars.&lt;br /&gt;
* Fixed that the radius property for the area trigger effect was called perimeter.&lt;br /&gt;
* Fixed that crafting machine with non-square bounding box was not rotatable. ([https://forums.factorio.com/53310 more])&lt;br /&gt;
* Removed default values for icon_size, so icon_size is now required property. ([https://forums.factorio.com/46437 more])&lt;br /&gt;
* Updated the serpent library to version 0.30.&lt;br /&gt;
* Changed the &amp;quot;item that builds this&amp;quot; list for entities so it&#039;s sorted first by &amp;lt;code&amp;gt;ItemPrototype::primary_place_result_item&amp;lt;/code&amp;gt; and then by normal item prototype sort order.&lt;br /&gt;
* Changed default value of &amp;lt;code&amp;gt;InserterPrototype::allow_custom_vectors&amp;lt;/code&amp;gt; to false.&lt;br /&gt;
* Changed &amp;quot;Nothing&amp;quot; technology effect &amp;quot;effect_key&amp;quot; to &amp;quot;effect_description&amp;quot; and changed it to accept localised strings.&lt;br /&gt;
* Changed rocket silo prototype &amp;quot;result_items&amp;quot; to be defined in the item as either &amp;quot;rocket_launch_product&amp;quot; or &amp;quot;rocket_launch_products&amp;quot;.&lt;br /&gt;
* Changed the string mod setting type so it will attempt to localise items in the dropdown using &amp;quot;string-mod-setting.mod-name-setting-name-dropdown-item&amp;quot;.&lt;br /&gt;
* Changed technology modifier icons so they can be defined per-modifier-type instead of always using the red &amp;quot;+&amp;quot; icon.&lt;br /&gt;
* Changed &amp;lt;code&amp;gt;LuaObject::destroy()&amp;lt;/code&amp;gt; so it won&#039;t error if called on invalid objects.&lt;br /&gt;
* Changed mod settings so the game will remember settings from removed mods should they be re-added in the future.&lt;br /&gt;
* Changed how &amp;lt;code&amp;gt;TilePrototype::transition_merges_with_tile&amp;lt;/code&amp;gt; works. See ([https://www.factorio.com/blog/post/fff-214 more]) for more details.&lt;br /&gt;
* Scenarios can contain folders with arbitrary names.&lt;br /&gt;
* Added &#039;single_line&#039; and &#039;want_ellipsis&#039; to Label style specification.&lt;br /&gt;
* Added force bonus for following robot time to live.&lt;br /&gt;
* Added force bonus for research productivity.&lt;br /&gt;
* Added ability to import and export item-with-tags to/from strings.&lt;br /&gt;
* Added support for fast-replacing character entities.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;CombatRobotPrototype::light&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;TurretPrototype::alert_when_attacking&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added optional &#039;respawn_time&#039; (in seconds) to the character entity.&lt;br /&gt;
* Added &amp;quot;hide-from-bonus-gui&amp;quot; entity and item prototype flags.&lt;br /&gt;
* Added support for mods to disable custom-input prototypes of other mods.&lt;br /&gt;
* Added support for mods to show changelogs (following the same format as the core game changelog).&lt;br /&gt;
* Added MapGenSettings support to fully define which autoplace definitions are used for a given surface.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;AutoplaceSpecification::default_enabled&amp;lt;/code&amp;gt; - if a given autoplace specification should be enabled without being explicitly enabled in map gen settings.&lt;br /&gt;
* Added allowed_effects support to the mining drill.&lt;br /&gt;
* Added optional &amp;quot;has_belt_immunity&amp;quot; property to the unit and car prototype.&lt;br /&gt;
* Added optional &amp;quot;hidden&amp;quot; prototype property to the achievement prototype.&lt;br /&gt;
* Added support to link custom-input prototypes directly to game controls instead of having them act as their own control.&lt;br /&gt;
* Added a new entity type &amp;quot;infinity-container&amp;quot; that can automatically add/remove items from itself; useful for scenarios and modding.&lt;br /&gt;
* Added support for incompatible dependencies.&lt;br /&gt;
* Added an entity prototype flag &amp;quot;hide-alt-info&amp;quot; to never show alt-info for a given entity.&lt;br /&gt;
* Added distance bonus support to the mining tool item type.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;InserterPrototype::draw_held_item&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;FluidPrototype::fuel_value&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Generator::burns_fluid&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added mod-developer support to runtime change autoplace specifications enabled through the command line option &amp;lt;code&amp;gt;--enable-runtime-autoplace-modification&amp;lt;/code&amp;gt; using F2 in-game.&lt;br /&gt;
* simple-entity, simple-entity-with-owner and simple-entity-with-force can now define &#039;animations&#039; instead of &#039;picture&#039; or &#039;pictures&#039;.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed that &amp;lt;code&amp;gt;LuaSurface::get_trains()&amp;lt;/code&amp;gt; didn&#039;t work for trains without locomotives. ([https://forums.factorio.com/52604 more])&lt;br /&gt;
* Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. ([https://forums.factorio.com/53189 more])&lt;br /&gt;
* Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.&lt;br /&gt;
* Fixed possible desync when teleporting underground belt ghosts and pipe to ground ghosts.&lt;br /&gt;
* Changed the robot_built and player_built events to pass the item stack used to do the building instead of the item name and tags.&lt;br /&gt;
* Changed &amp;quot;on_preplayer_mined_item&amp;quot; to &amp;quot;on_pre_player_mined_item&amp;quot;.&lt;br /&gt;
* Changed &amp;lt;code&amp;gt;LuaEntity::recipe&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;LuaEntity::get_recipe()&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;LuaEntity::set_recipe()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Changed &amp;lt;code&amp;gt;LuaSurface::regenerate_decorative&amp;lt;/code&amp;gt;/regenerate_entity to accept zero arguments and regenerate everything.&lt;br /&gt;
* Changed the root custom gui containers (top, left, center, goal) to have the corresponding name.&lt;br /&gt;
* Changed the event data from script.raise_event will contain mod_name, the name of the mod that raised it.&lt;br /&gt;
* Changed LuaFluidBox fluid from {type=&amp;quot;...&amp;quot;, amount=...} to {name=&amp;quot;...&amp;quot;, amount=...}&lt;br /&gt;
* Changed name of colspan parameter of table to column_count.&lt;br /&gt;
* Changed &amp;lt;code&amp;gt;LuaItemPrototype::group_filters&amp;lt;/code&amp;gt; and sub_group_filters to item_group_filters and item_subgroup_filters to match the prototype values.&lt;br /&gt;
* &amp;lt;code&amp;gt;LuaEntity::set_recipe()&amp;lt;/code&amp;gt; returns the items removed from the entity as a result of setting the new recipe (if any).&lt;br /&gt;
* Moved Mod-gui button flow to gui.top.&lt;br /&gt;
* Removed &amp;lt;code&amp;gt;LuaEntity::passenger&amp;lt;/code&amp;gt; read/write.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;style::width&amp;lt;/code&amp;gt;/height to set maximal/minimal value at the same time.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;style::align&amp;lt;/code&amp;gt; to set the align of inner elements.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;style::stretchable&amp;lt;/code&amp;gt; / squashable.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::get_driver()&amp;lt;/code&amp;gt;, set_driver(), get_passenger(), and set_passenger().&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGuiElement::hovered_sprite&amp;lt;/code&amp;gt; and clicked_sprite read/write methods for the SpriteButton.&lt;br /&gt;
* Added support to change daytime length and brightness on a per-surface basis.&lt;br /&gt;
* Added GameViewSettings show_rail_block_visualisation property that forces the visualisation to be always on.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaItemStack::export_stack&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;LuaItemStack::import_stack&amp;lt;/code&amp;gt; to export/import supported items to/from strings.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::tree_color_index&amp;lt;/code&amp;gt; read/write access and &amp;lt;code&amp;gt;LuaEntityPrototype::tree_color_count&amp;lt;/code&amp;gt; read access.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::selection_box&amp;lt;/code&amp;gt; and secondary_selection_box read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaBootstrap::mod_name&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaControl::in_combat&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaTile::order_deconstruction()&amp;lt;/code&amp;gt; and cancel_deconstruction().&lt;br /&gt;
* Added optional cause and force to &amp;lt;code&amp;gt;LuaEntity::die()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added on_player_used_capsule event.&lt;br /&gt;
* Added on_player_promoted and on_player_demoted events.&lt;br /&gt;
* Added on_player_changed_position event.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntityPrototype::alert_when_attacking&amp;lt;/code&amp;gt; read and &amp;lt;code&amp;gt;LuaEntityPrototype::alert_when_damaged&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::power_switch_state&amp;lt;/code&amp;gt; read/write.&lt;br /&gt;
* Added on_combat_robot_expired event.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::relative_turret_orientation&amp;lt;/code&amp;gt; read/write for vehicles with turrets.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntityPrototype::color&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaTrain::passengers&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntityPrototype::collision_mask_collides_with_self&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;quot;fluid&amp;quot;, and &amp;quot;recipe&amp;quot; type to the choose-elem-button custom GUI element.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGuiElement::locked&amp;lt;/code&amp;gt; read/write - when true the given choose-elem-button can only be changed through script.&lt;br /&gt;
* Added an optional parameter to &amp;lt;code&amp;gt;LuaSurface::drop_item_stack&amp;lt;/code&amp;gt; to mark dropped items for deconstruction.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaForce::cancel_charting&amp;lt;/code&amp;gt;(...).&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaSurface::force_generate_chunk_requests()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.&lt;br /&gt;
* Added on_gui_opened and on_gui_closed events.&lt;br /&gt;
* Added on_player_muted/unmuted and on_player_cheat_mode_enabled/disabled events.&lt;br /&gt;
* Added LuaItemStack read properties to tell if a given item is some specific item type.&lt;br /&gt;
* Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.&lt;br /&gt;
* Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaForce::reset_evolution()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaSurface::create_trivial_smoke()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaPlayer::enable_recipe_groups()&amp;lt;/code&amp;gt; and enable_recipe_subgroups().&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaItemStack::rocket_launch_products&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added on_mod_item_opened event.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaItemPrototype::can_be_mod_opened&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added the item stack index as a second return value to &amp;lt;code&amp;gt;LuaInventory::find_item_stack&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaItemStack::transfer_stack()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added LuaGuiElement type &amp;quot;slider&amp;quot;.&lt;br /&gt;
* Added on_gui_value_changed event - fired when a slider value changes.&lt;br /&gt;
* Added optional color field as a second parameter to the 4 print functions.&lt;br /&gt;
* Added support to change &amp;lt;code&amp;gt;LuaSurface::map_gen_settings&amp;lt;/code&amp;gt; runtime.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntityPrototype::allowed_effects&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::effects&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaPlayer::can_place_entity()&amp;lt;/code&amp;gt;, can_build_from_cursor(), and build_from_cursor().&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaSurface::play_sound()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaForce::play_sound()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGameScript::play_sound()&amp;lt;/code&amp;gt; and is_valid_sound_path().&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaPlayer::play_sound()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::rotate()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::get_infinity_filter()&amp;lt;/code&amp;gt; and set_infinity_filter().&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::infinity_filters&amp;lt;/code&amp;gt; and remove_unfiltered_items read/write.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntityPrototype::rocket_parts_required&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntityPrototype::fixed_recipe&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGameScript::kick_player()&amp;lt;/code&amp;gt;, ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaPlayer::admin&amp;lt;/code&amp;gt; write support.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGuiElement::focus()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added on_character_corpse_expired event.&lt;br /&gt;
* Added on_pre_ghost_deconstructed event.&lt;br /&gt;
* Added on_player_pipette event.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::character_corpse_player_index&amp;lt;/code&amp;gt;, character_corpse_tick_of_death, and character_corpse_death_cause read/write.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaSurface::get_tile_properties()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaSurface::can_fast_replace()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added support for player associated characters - characters that get logged off/on with a given player but aren&#039;t directly controlled by the player.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::associated_player&amp;lt;/code&amp;gt; read/write.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaPlayer::get_associated_characters()&amp;lt;/code&amp;gt;, associate_character(), and disassociate_character().&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaPlayer::ticks_to_respawn&amp;lt;/code&amp;gt; read/write.&lt;br /&gt;
* Added old_state to the on_train_changed_state event.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaRecipe::catalysts&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaRecipe::hide_from_flow_stats&amp;lt;/code&amp;gt; read/write.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaRecipePrototype::hidden_from_flow_stats&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::tick_of_last_attack&amp;lt;/code&amp;gt; and tick_of_last_damage read for the character entity.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaLogisticNetwork::passive_provider_points&amp;lt;/code&amp;gt; and active_provider_points read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaPlayer::display_resolution&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added on_player_display_resolution_changed event.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaPlayer::display_scale&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added on_player_display_scale_changed event.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaTrain::weight&amp;lt;/code&amp;gt; and riding_state read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::products_finished&amp;lt;/code&amp;gt; write.&lt;br /&gt;
* Added optional surface to game.take_screenshot(...).&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntityPrototype::construction_range&amp;lt;/code&amp;gt; and logistics_range read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGuiElement::index&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaForce::max_successful_attempts_per_tick_per_construction_queue&amp;lt;/code&amp;gt; and max_failed_attempts_per_tick_per_construction_queue read/write + technology modifiers.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaGuiElement::mouse_button_filter&amp;lt;/code&amp;gt; read/write for buttons and sprite-buttons.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaSurface::find_tiles_filtered()&amp;lt;/code&amp;gt; and count_tiles_filtered().&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaEntity::get_train_stop_trains()&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaLogisticNetwork::force&amp;lt;/code&amp;gt; read.&lt;br /&gt;
* Added &amp;lt;code&amp;gt;LuaItemStack::item_number&amp;lt;/code&amp;gt; read - the unique ID of the item if it has one.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Water&amp;diff=166040</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Water&amp;diff=166040"/>
		<updated>2018-12-10T21:37:43Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: Added information regarding the specific heat of water.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Water}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water&#039;&#039;&#039; is a [[fluid system|liquid]] which can be infinitely extracted from lakes and oceans using an [[offshore pump]]. After being pumped out and distributed via [[pipe]]s, water can be used to generate [[electric system|electricity]] by converting it to [[steam]] via [[boiler]]s or [[heat exchanger]]s. The specific heat of water is &amp;lt;code&amp;gt;200J / 1°C x unit&amp;lt;/code&amp;gt;. It takes 200 joules to heat one unit of water by one degree Celsius.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* [[Landfill]] can be used to replace water with grass.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Water settings in [[World generator|map generation]] have more effect.}}&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;
* [[Fluid system]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Fluids}}&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Raw_fish&amp;diff=165786</id>
		<title>Raw fish</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Raw_fish&amp;diff=165786"/>
		<updated>2018-12-04T15:46:05Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Raw fish}}&lt;br /&gt;
[[File:Swimming-Fish.png|thumb|right|300px|A dark spot from which raw fish can be harvested.]]&lt;br /&gt;
&#039;&#039;&#039;Raw fish&#039;&#039;&#039; can be harvested from water. They can be used to refill a small amount of health instantly. In order to catch raw fish, look at a body of water and see if you see moving dark spots, then mine them the same way you would do with ore to get 5 fish per dark spot. To use the fish, just pick it up out of your inventory and eat it by clicking your left mouse button by default. Fish can be also collected via construction robots.&lt;br /&gt;
&lt;br /&gt;
Using [[landfill|landfills]] on water where a fish is swimming will &amp;quot;destroy&amp;quot; the fish.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Resources}}&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Nuclear_power&amp;diff=154137</id>
		<title>Tutorial:Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Nuclear_power&amp;diff=154137"/>
		<updated>2018-01-15T18:49:57Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Simplest thing that works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Nuclear power]] is a major new feature introduced in version 0.15. It requires higher level technology compared to either solar power or steam boiler power, but it offers very high power output in exchange. It&#039;s a great solution for middle- to end-game power generation and it works well in combination with other power generation techniques.&lt;br /&gt;
&lt;br /&gt;
This guide is written for people who want to know exactly how nuclear power works, but don&#039;t necessarily want all the solutions. It focuses on what you should do and what you should know to get Nuclear up and running, but doesn&#039;t tell you what to do or exactly how to solve the problems.&lt;br /&gt;
&lt;br /&gt;
== First steps ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Technology required:&#039;&#039;&#039; [[Nuclear power (research)|Nuclear power]]&lt;br /&gt;
:&#039;&#039;You can mine uranium ore sooner, but you&#039;ll need the nuclear power technology to do anything useful with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Uranium ore]] ===&lt;br /&gt;
To start, you&#039;ll need uranium ore. It glows green, so you can&#039;t miss it. It tends to form smaller deposits, though, and you may have to search a while to find a good patch.&lt;br /&gt;
&lt;br /&gt;
Like every other ore in the game, you can mine it with an [[electric mining drill|Electric mining drill]]. Unlike every other ore, however, only the [[electric mining drill| Electric mining drill]] will do. You also need to supply [[sulfuric acid]] to the drill. The drills conduct excess acid through themselves, so a row of drills can be supplied by acid from a single side.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mixed ores:&#039;&#039;&#039; If a mining drill covers even a single patch of uranium ore, it will require acid to run at all. The mine will produce mixed ore, as usual.&lt;br /&gt;
&lt;br /&gt;
=== [[Uranium processing|Ore processing]] ===&lt;br /&gt;
Once you&#039;ve got raw uranium ore, you&#039;ll need to process it into [[uranium-235]] and [[uranium-238]]. You do this in a centrifuge.&lt;br /&gt;
&lt;br /&gt;
In an un-moduled [[centrifuge]], you can process one ore every 13.3 seconds.&lt;br /&gt;
&lt;br /&gt;
Centrifuges produce a combination of U-235 (the light green stuff) and U-238 (the dark green stuff). Every ten ore processed have a chance to become precisely one of these two products. Out of every 1k ore you process, you can expect to get, on average:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Count !! Product &lt;br /&gt;
|-&lt;br /&gt;
| 7 || U-235 &lt;br /&gt;
|-&lt;br /&gt;
| 993 || U-238&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That means you can roughly expect to get a single U-235 in one out of every 143 ore. A centrifuge can then be expected to produce U-235 every 1904 seconds. Later on, this won&#039;t matter so much. However, when you first start out, this will be an important bottleneck.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Regarding averages:&#039;&#039;&#039; Be aware, random is random. These values are &#039;&#039;average&#039;&#039; values. Which means that over the long term, they work out to about these figures. In reality, you&#039;ll see long stretches with no U-235 and short stretches with lots of them. Eventually, it won&#039;t matter much. But early on, make sure your generation rate is sufficiently high, or you have a sufficient reserve, so you don&#039;t find yourself without power when you hit an unlucky stretch.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
Before you can burn it in a nuclear reactor, you need to create [[uranium fuel cell]]s. You&#039;ll probably be using an assembling machine 2, so these will take 13.3 seconds to create as well. Which is fine because fuel cell creation will very rarely be the bottleneck.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t want to automatically convert all U-235 into fuel. Only convert what you need to fill your reactor. You&#039;re going to want a big fat stockpile of it when you research [[Kovarex enrichment process|kovarex enrichment]] later on.&lt;br /&gt;
&lt;br /&gt;
Fuel cells are produced in stacks of 10, and to produce one such stack you need 1 U-235, 19 U-238, and 10 iron plate.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tip:&#039;&#039;&#039; It isn&#039;t a bad idea to use a chest and just stick a pile of iron in it rather than belting the iron in. A full chest of iron probably won&#039;t run out before you get bots and replace it with a requester.&lt;br /&gt;
&lt;br /&gt;
Each fuel cell has a nominal energy value of 8 GJ, but it&#039;s possible to make them go even farther with reactor neighbor bonuses (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== [[Nuclear reactor]] ===&lt;br /&gt;
Once you&#039;ve got fuel, you&#039;ll need to burn it in a nuclear reactor. This is the first step toward turning it into usable energy.&lt;br /&gt;
&lt;br /&gt;
A reactor will produce exactly 40 MW of heat energy. Since a Watt is a Joule per second, this means the reactor will consume one fuel cell every 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Once expended, reactors will produce a &amp;quot;[[used up uranium fuel cell]]&amp;quot;, which will need to be cleared. Initially, these will simply accumulate in a chest. Eventually, you can reprocess them into U-238.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Working backward:&#039;&#039;&#039; A reactor consumes a fuel cell every 200 seconds and each U-235 gives 10 fuel cells, so every U-235 provides 2000 seconds of reactor power. A centrifuge requires about 1904 seconds to produce a U-235, so you&#039;ll need about one processing centrifuges per reactor.&lt;br /&gt;
&lt;br /&gt;
The reactor needs input of fuel and produces heat that needs to be exported using [[heat pipe]]s that go to a [[heat exchanger]] (unless a [[heat exchanger]] is attached to the reactor).&lt;br /&gt;
&lt;br /&gt;
=== [[Heat exchanger]] ===&lt;br /&gt;
The heat exchanger takes heat and uses it to convert [[water]] into [[steam]]. It works much like the boiler, but instead of burning fuel, you need to connect it to a heat source. The heat input is marked by a flame when you&#039;re placing it.&lt;br /&gt;
&lt;br /&gt;
For simple reactor designs, you can connect it directly to your reactor (which produces heat at points also marked with a flame).&lt;br /&gt;
&lt;br /&gt;
Heat exchangers also require water input, in precisely the way boilers do. They can heat up to 103.09 units/second of water into 500°C steam.&lt;br /&gt;
&lt;br /&gt;
Heat exchangers produce nothing when they are below 500°C. Since they only cool as a consequence of heating water, they will never cool to below that temperature once they&#039;ve reached it.&lt;br /&gt;
&lt;br /&gt;
Heat exchangers transfer 10 MW of power, so you&#039;ll need 4 exchangers to fully consume the power produced by a lone reactor. (Neighbor bonuses can increase this significantly. Again, discussed later.)&lt;br /&gt;
&lt;br /&gt;
The [[steam]] can then be transported to the [[Steam turbine]] using normal [[Pipe]]s&lt;br /&gt;
&lt;br /&gt;
==== [[Heat pipe]]s ====&lt;br /&gt;
More complex designs will require heat pipes. Heat pipes work much like regular pipes. Like regular pipes, they have limited throughput, which means that shorter pipes are better. &lt;br /&gt;
&lt;br /&gt;
Connect heat pipes point to point, flame to flame, exactly as you would with water pipes. Heat pipes cannot go underground, so if water pipes need to cross them, the water pipe will need to go under. They don&#039;t block movement, though, so you can walk right over them.&lt;br /&gt;
&lt;br /&gt;
Throughput on heat pipes is far more limited than regular pipes, in part because there is no analogous &amp;quot;Heat pump&amp;quot;. Here are some rough limits on transfer distance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Power !! Distance&lt;br /&gt;
|-&lt;br /&gt;
| 40 MW || ~140&lt;br /&gt;
|-&lt;br /&gt;
| 80 MW || ~80&lt;br /&gt;
|-&lt;br /&gt;
| 120 MW || ~55&lt;br /&gt;
|-&lt;br /&gt;
| 160 MW || ~45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past these distances, less than 100% of the power will be transferred. This is because at this distance, the maximum reactor temperature of 1000ºC is insufficient to heat the pipe to beyond 500ºC.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Heat pipe storage:&#039;&#039;&#039; Heat pipes can store quite a bit of heat as well. A single heat pipe can hold as much energy as a tank with 5.1k steam in it, which makes them even more space efficient than tanks for holding energy (though considerably more expensive). Be cautious, however, with transfer efficiencies. It&#039;s very easy to lose more power than you store with an inefficient design.&lt;br /&gt;
&lt;br /&gt;
=== [[Steam turbine]] ===&lt;br /&gt;
These are the steam engine&#039;s beefy big brother. Using regular fluid pipes, you&#039;ll pipe the steam produced by heat exchangers into these turbines.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Perfect matches:&#039;&#039;&#039; The steam turbine is a perfect match for the heat exchanger. The steam engine is a perfect match for the boiler. Although it is possible to get energy out of mismatched systems, it&#039;s very wasteful and there&#039;s no real reason to do it.&lt;br /&gt;
&lt;br /&gt;
Steam turbines consume up to 60 units of steam/second, so you need roughly two steam turbines for every heat exchanger. At large scales, however, you can use fewer turbines, since exchangers only produce 103.09 steam/second. You&#039;ll require a separate pump for every 20 turbines.&lt;br /&gt;
&lt;br /&gt;
=== Simplest thing that works ===&lt;br /&gt;
At this point, you have all the parts to build your very first reactor:&lt;br /&gt;
&lt;br /&gt;
* A few uranium miners, supplied with sulfuric acid&lt;br /&gt;
* 1 Centrifuge, processing uranium ore&lt;br /&gt;
* 1 Assembling machine, making uranium fuel cells&lt;br /&gt;
* 1 Nuclear reactor&lt;br /&gt;
* 4 Heat exchangers, supplied by a single off-shore pump&lt;br /&gt;
* 8 Steam turbines&lt;br /&gt;
&lt;br /&gt;
And, of course, assorted belts, inserters, filter inserters, and other tools for moving things around. This will produce a maximum of 40 MW of power.&lt;br /&gt;
&lt;br /&gt;
== Moving forward ==&lt;br /&gt;
Past your simplest reactor, there are some additional nuclear features of which you should be aware.&lt;br /&gt;
&lt;br /&gt;
=== Neighbor bonus ===&lt;br /&gt;
This is a critical part of how nuclear designs scale, but it&#039;s not complicated. Simply put:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every reactor gets +100% heating power for every active neighboring reactor.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neighbors have to align completely on each side, so reactors will line up in a nice square grid. When they do, the neighbor bonus is activated. You can see the current bonus by hovering over an active reactor.&lt;br /&gt;
&lt;br /&gt;
The bonus to heating power does not increase the fuel consumption. Rather, it simply increases the heat produced!&lt;br /&gt;
&lt;br /&gt;
This, of course, means you&#039;ll need more heat exchangers and steam turbines to turn that heat into electricity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Configuration !! Reactors !! Exchangers !! Turbines !! Power !! Power per reactor&lt;br /&gt;
|-&lt;br /&gt;
| Single || 1 || 4 || 7 || 40MW || 40MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x1 || 2 || 16 || 28 || 160MW || 80MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x2 || 4 || 48 || 83 || 480MW || 120MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x3 || 6 || 80 || 138 || 800MW || 133MW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to count heat exchangers:&#039;&#039;&#039; Count the number of edges where reactors fully touch. Double that. Add the total number of reactors. Then multiply it all by 4. That&#039;s your count of Heat Exchangers. You&#039;ll need 1.718 turbines per exchanger (rounded up). Each exchanger will provide up to 10 MW of power.&lt;br /&gt;
&lt;br /&gt;
=== Always on! ===&lt;br /&gt;
Unlike every other power generation technique, nuclear reactors &#039;&#039;&#039;DO NOT&#039;&#039;&#039; scale down power usage. Nuclear reactors will continue consuming one fuel cell every 200 seconds, regardless of the need.&lt;br /&gt;
&lt;br /&gt;
As the reactor consumes its fuel, it heats up to a maximum temperature of 1000°C. At that point, additional fuel burned is simply wasted.&lt;br /&gt;
&lt;br /&gt;
Turbines do scale their production (and steam consumption) to match demand. Likewise, exchangers won&#039;t consume heat if there&#039;s nowhere to put the steam.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Turbines and engines:&#039;&#039;&#039; Be aware that steam turbines and steam engines are both the same &amp;quot;class&amp;quot; of energy producer, so they&#039;ll need to be scaled all together. This means that in a complete energy system, your coal boilers may be running when the nuclear plant could fully cover the load. And, worse yet, the nuclear power is just being wasted!&lt;br /&gt;
:Consider using accumulators, switches, and circuit logic to disable the coal boilers when nuclear systems can cover the demand.&lt;br /&gt;
&lt;br /&gt;
The simplest solution to this problem is to just run the nuclear reactors part of the time. You can store steam in tanks. (And check out the &amp;quot;fill gauge&amp;quot;; the steam floats!) Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger.&lt;br /&gt;
&lt;br /&gt;
You can put a tank or two at the end of each heat exchanger and use circuit logic to only insert a fuel into the reactors when they get low. Make sure all exchangers are powered at the same time, or you won&#039;t get full neighbor bonuses. If you can&#039;t keep it from over-fueling, you can also add extra tanks to lengthen the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Enrichment ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Kovarex enrichment process (research)|Kovarex enrichment process]]&lt;br /&gt;
:&#039;&#039;Kovarex Enrichment allows you to turn some U-238 into U-235, but it&#039;s slow and takes a lot of U-235 as catalyst.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your first few patches of uranium ore will last you a reasonable length of time, but eventually you will start running out of ore and places to put extraneous U-238. Enrichment helps solve both problems.&lt;br /&gt;
&lt;br /&gt;
The enrichment process takes about 67 seconds in an un-moduled centrifuge. It requires 40 U-235 (!) and 5 U-238 and makes 41 U-235 and 2 U-238. In effect, it turns 3 U-238 and turns it into 1 U-235; it just requires an extra 40 U-235 and 2 U-238 along for the ride to act as a catalyst.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;All the things!:&#039;&#039;&#039; Before you &#039;&#039;enrich all the things!&#039;&#039;, be aware that you do need 19 U-238 for each fuel cell, as well as requiring it for uranium ammo you will want for storing inside biters and their nests. Circuit logic can help you put a limiter on large-scale enrichment operations.&lt;br /&gt;
&lt;br /&gt;
One Centrifuge enriching uranium is sufficient to supply 29 reactors with fuel, assuming plenty of U-238.&lt;br /&gt;
&lt;br /&gt;
=== Reprocessing fuel ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Nuclear fuel reprocessing (research)|Nuclear fuel reprocessing]]&lt;br /&gt;
:&#039;&#039;Reprocessing turns your spent fuel into U-238.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eventually, you will run out of places to put spent fuel. You can use reprocessing to turn it back into U-238 to use for enrichment, fuel cells, or ammo. Of the 19 U-238 that go into each 10-pack of fuel cells, this returns 6. This significantly reduces the total ore requirement for nuclear fuel.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Uranium ammo (research)|Uranium ammo]] / [[Atomic bomb (research)|Atomic bomb]]&lt;br /&gt;
:&#039;&#039;Better bullets / Bigger bombs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the Nuclear Age comes nuclear weapons. Uranium ammunition is top-tier, especially when you load a tank with it. It mows down biter nests and clears swarms quite quickly. It uses U-238, so you&#039;ve probably got plenty of it lying around.&lt;br /&gt;
&lt;br /&gt;
On the other side, you can get [[atomic bomb]]s, which are rockets (shot by a [[rocket launcher]]) that do incredible damage. Be aware, they can easily kill you if you fire them anywhere near you, and even at max range, it&#039;s advised that you run in the opposite direction. Rather than a single explosion, they do damage in an expanding ring, giving you time to escape. They require a lot of U-235 and blue chips, so they&#039;re an expensive weapon.&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
This guide is compatible with Factorio 0.15.13. Newer versions may, and likely will, change many of the values and mechanics on which this guide depends.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;License:&#039;&#039;&#039; [https://creativecommons.org/licenses/by-sa/4.0/ CC BY-SA 4.0]&lt;br /&gt;
:As an exception to the above, any or all of this work or adaptations thereof may be used on the official [https://wiki.factorio.com Factorio Wiki].&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Nuclear_power&amp;diff=154136</id>
		<title>Tutorial:Nuclear power</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Nuclear_power&amp;diff=154136"/>
		<updated>2018-01-15T18:43:49Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Ore processing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Nuclear power]] is a major new feature introduced in version 0.15. It requires higher level technology compared to either solar power or steam boiler power, but it offers very high power output in exchange. It&#039;s a great solution for middle- to end-game power generation and it works well in combination with other power generation techniques.&lt;br /&gt;
&lt;br /&gt;
This guide is written for people who want to know exactly how nuclear power works, but don&#039;t necessarily want all the solutions. It focuses on what you should do and what you should know to get Nuclear up and running, but doesn&#039;t tell you what to do or exactly how to solve the problems.&lt;br /&gt;
&lt;br /&gt;
== First steps ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Technology required:&#039;&#039;&#039; [[Nuclear power (research)|Nuclear power]]&lt;br /&gt;
:&#039;&#039;You can mine uranium ore sooner, but you&#039;ll need the nuclear power technology to do anything useful with it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Uranium ore]] ===&lt;br /&gt;
To start, you&#039;ll need uranium ore. It glows green, so you can&#039;t miss it. It tends to form smaller deposits, though, and you may have to search a while to find a good patch.&lt;br /&gt;
&lt;br /&gt;
Like every other ore in the game, you can mine it with an [[electric mining drill|Electric mining drill]]. Unlike every other ore, however, only the [[electric mining drill| Electric mining drill]] will do. You also need to supply [[sulfuric acid]] to the drill. The drills conduct excess acid through themselves, so a row of drills can be supplied by acid from a single side.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mixed ores:&#039;&#039;&#039; If a mining drill covers even a single patch of uranium ore, it will require acid to run at all. The mine will produce mixed ore, as usual.&lt;br /&gt;
&lt;br /&gt;
=== [[Uranium processing|Ore processing]] ===&lt;br /&gt;
Once you&#039;ve got raw uranium ore, you&#039;ll need to process it into [[uranium-235]] and [[uranium-238]]. You do this in a centrifuge.&lt;br /&gt;
&lt;br /&gt;
In an un-moduled [[centrifuge]], you can process one ore every 13.3 seconds.&lt;br /&gt;
&lt;br /&gt;
Centrifuges produce a combination of U-235 (the light green stuff) and U-238 (the dark green stuff). Every ten ore processed have a chance to become precisely one of these two products. Out of every 1k ore you process, you can expect to get, on average:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Count !! Product &lt;br /&gt;
|-&lt;br /&gt;
| 7 || U-235 &lt;br /&gt;
|-&lt;br /&gt;
| 993 || U-238&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
That means you can roughly expect to get a single U-235 in one out of every 143 ore. A centrifuge can then be expected to produce U-235 every 1904 seconds. Later on, this won&#039;t matter so much. However, when you first start out, this will be an important bottleneck.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Regarding averages:&#039;&#039;&#039; Be aware, random is random. These values are &#039;&#039;average&#039;&#039; values. Which means that over the long term, they work out to about these figures. In reality, you&#039;ll see long stretches with no U-235 and short stretches with lots of them. Eventually, it won&#039;t matter much. But early on, make sure your generation rate is sufficiently high, or you have a sufficient reserve, so you don&#039;t find yourself without power when you hit an unlucky stretch.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
Before you can burn it in a nuclear reactor, you need to create [[uranium fuel cell]]s. You&#039;ll probably be using an assembling machine 2, so these will take 13.3 seconds to create as well. Which is fine because fuel cell creation will very rarely be the bottleneck.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t want to automatically convert all U-235 into fuel. Only convert what you need to fill your reactor. You&#039;re going to want a big fat stockpile of it when you research [[Kovarex enrichment process|kovarex enrichment]] later on.&lt;br /&gt;
&lt;br /&gt;
Fuel cells are produced in stacks of 10, and to produce one such stack you need 1 U-235, 19 U-238, and 10 iron plate.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tip:&#039;&#039;&#039; It isn&#039;t a bad idea to use a chest and just stick a pile of iron in it rather than belting the iron in. A full chest of iron probably won&#039;t run out before you get bots and replace it with a requester.&lt;br /&gt;
&lt;br /&gt;
Each fuel cell has a nominal energy value of 8 GJ, but it&#039;s possible to make them go even farther with reactor neighbor bonuses (more on that later).&lt;br /&gt;
&lt;br /&gt;
=== [[Nuclear reactor]] ===&lt;br /&gt;
Once you&#039;ve got fuel, you&#039;ll need to burn it in a nuclear reactor. This is the first step toward turning it into usable energy.&lt;br /&gt;
&lt;br /&gt;
A reactor will produce exactly 40 MW of heat energy. Since a Watt is a Joule per second, this means the reactor will consume one fuel cell every 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Once expended, reactors will produce a &amp;quot;[[used up uranium fuel cell]]&amp;quot;, which will need to be cleared. Initially, these will simply accumulate in a chest. Eventually, you can reprocess them into U-238.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Working backward:&#039;&#039;&#039; A reactor consumes a fuel cell every 200 seconds and each U-235 gives 10 fuel cells, so every U-235 provides 2000 seconds of reactor power. A centrifuge requires about 1904 seconds to produce a U-235, so you&#039;ll need about one processing centrifuges per reactor.&lt;br /&gt;
&lt;br /&gt;
The reactor needs input of fuel and produces heat that needs to be exported using [[heat pipe]]s that go to a [[heat exchanger]] (unless a [[heat exchanger]] is attached to the reactor).&lt;br /&gt;
&lt;br /&gt;
=== [[Heat exchanger]] ===&lt;br /&gt;
The heat exchanger takes heat and uses it to convert [[water]] into [[steam]]. It works much like the boiler, but instead of burning fuel, you need to connect it to a heat source. The heat input is marked by a flame when you&#039;re placing it.&lt;br /&gt;
&lt;br /&gt;
For simple reactor designs, you can connect it directly to your reactor (which produces heat at points also marked with a flame).&lt;br /&gt;
&lt;br /&gt;
Heat exchangers also require water input, in precisely the way boilers do. They can heat up to 103.09 units/second of water into 500°C steam.&lt;br /&gt;
&lt;br /&gt;
Heat exchangers produce nothing when they are below 500°C. Since they only cool as a consequence of heating water, they will never cool to below that temperature once they&#039;ve reached it.&lt;br /&gt;
&lt;br /&gt;
Heat exchangers transfer 10 MW of power, so you&#039;ll need 4 exchangers to fully consume the power produced by a lone reactor. (Neighbor bonuses can increase this significantly. Again, discussed later.)&lt;br /&gt;
&lt;br /&gt;
The [[steam]] can then be transported to the [[Steam turbine]] using normal [[Pipe]]s&lt;br /&gt;
&lt;br /&gt;
==== [[Heat pipe]]s ====&lt;br /&gt;
More complex designs will require heat pipes. Heat pipes work much like regular pipes. Like regular pipes, they have limited throughput, which means that shorter pipes are better. &lt;br /&gt;
&lt;br /&gt;
Connect heat pipes point to point, flame to flame, exactly as you would with water pipes. Heat pipes cannot go underground, so if water pipes need to cross them, the water pipe will need to go under. They don&#039;t block movement, though, so you can walk right over them.&lt;br /&gt;
&lt;br /&gt;
Throughput on heat pipes is far more limited than regular pipes, in part because there is no analogous &amp;quot;Heat pump&amp;quot;. Here are some rough limits on transfer distance:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Power !! Distance&lt;br /&gt;
|-&lt;br /&gt;
| 40 MW || ~140&lt;br /&gt;
|-&lt;br /&gt;
| 80 MW || ~80&lt;br /&gt;
|-&lt;br /&gt;
| 120 MW || ~55&lt;br /&gt;
|-&lt;br /&gt;
| 160 MW || ~45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past these distances, less than 100% of the power will be transferred. This is because at this distance, the maximum reactor temperature of 1000ºC is insufficient to heat the pipe to beyond 500ºC.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Heat pipe storage:&#039;&#039;&#039; Heat pipes can store quite a bit of heat as well. A single heat pipe can hold as much energy as a tank with 5.1k steam in it, which makes them even more space efficient than tanks for holding energy (though considerably more expensive). Be cautious, however, with transfer efficiencies. It&#039;s very easy to lose more power than you store with an inefficient design.&lt;br /&gt;
&lt;br /&gt;
=== [[Steam turbine]] ===&lt;br /&gt;
These are the steam engine&#039;s beefy big brother. Using regular fluid pipes, you&#039;ll pipe the steam produced by heat exchangers into these turbines.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Perfect matches:&#039;&#039;&#039; The steam turbine is a perfect match for the heat exchanger. The steam engine is a perfect match for the boiler. Although it is possible to get energy out of mismatched systems, it&#039;s very wasteful and there&#039;s no real reason to do it.&lt;br /&gt;
&lt;br /&gt;
Steam turbines consume up to 60 units of steam/second, so you need roughly two steam turbines for every heat exchanger. At large scales, however, you can use fewer turbines, since exchangers only produce 103.09 steam/second. You&#039;ll require a separate pump for every 20 turbines.&lt;br /&gt;
&lt;br /&gt;
=== Simplest thing that works ===&lt;br /&gt;
At this point, you have all the parts to build your very first reactor:&lt;br /&gt;
&lt;br /&gt;
* A few uranium miners, supplied with sulfuric acid&lt;br /&gt;
* 1 Centrifuge, processing uranium ore&lt;br /&gt;
* 1 Assembling machine, making uranium fuel cells&lt;br /&gt;
* 1 Nuclear reactor&lt;br /&gt;
* 4 Heat exchangers, supplied by a single off-shore pump&lt;br /&gt;
* 8 Steam turbines&lt;br /&gt;
&lt;br /&gt;
And, of course, assorted, belts, inserters, filter inserters, and other tools for moving things around. This will produce a maximum of 40 MW of power.&lt;br /&gt;
&lt;br /&gt;
== Moving forward ==&lt;br /&gt;
Past your simplest reactor, there are some additional nuclear features of which you should be aware.&lt;br /&gt;
&lt;br /&gt;
=== Neighbor bonus ===&lt;br /&gt;
This is a critical part of how nuclear designs scale, but it&#039;s not complicated. Simply put:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Every reactor gets +100% heating power for every active neighboring reactor.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neighbors have to align completely on each side, so reactors will line up in a nice square grid. When they do, the neighbor bonus is activated. You can see the current bonus by hovering over an active reactor.&lt;br /&gt;
&lt;br /&gt;
The bonus to heating power does not increase the fuel consumption. Rather, it simply increases the heat produced!&lt;br /&gt;
&lt;br /&gt;
This, of course, means you&#039;ll need more heat exchangers and steam turbines to turn that heat into electricity.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |-&lt;br /&gt;
! Configuration !! Reactors !! Exchangers !! Turbines !! Power !! Power per reactor&lt;br /&gt;
|-&lt;br /&gt;
| Single || 1 || 4 || 7 || 40MW || 40MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x1 || 2 || 16 || 28 || 160MW || 80MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x2 || 4 || 48 || 83 || 480MW || 120MW&lt;br /&gt;
|-&lt;br /&gt;
| 2x3 || 6 || 80 || 138 || 800MW || 133MW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to count heat exchangers:&#039;&#039;&#039; Count the number of edges where reactors fully touch. Double that. Add the total number of reactors. Then multiply it all by 4. That&#039;s your count of Heat Exchangers. You&#039;ll need 1.718 turbines per exchanger (rounded up). Each exchanger will provide up to 10 MW of power.&lt;br /&gt;
&lt;br /&gt;
=== Always on! ===&lt;br /&gt;
Unlike every other power generation technique, nuclear reactors &#039;&#039;&#039;DO NOT&#039;&#039;&#039; scale down power usage. Nuclear reactors will continue consuming one fuel cell every 200 seconds, regardless of the need.&lt;br /&gt;
&lt;br /&gt;
As the reactor consumes its fuel, it heats up to a maximum temperature of 1000°C. At that point, additional fuel burned is simply wasted.&lt;br /&gt;
&lt;br /&gt;
Turbines do scale their production (and steam consumption) to match demand. Likewise, exchangers won&#039;t consume heat if there&#039;s nowhere to put the steam.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Turbines and engines:&#039;&#039;&#039; Be aware that steam turbines and steam engines are both the same &amp;quot;class&amp;quot; of energy producer, so they&#039;ll need to be scaled all together. This means that in a complete energy system, your coal boilers may be running when the nuclear plant could fully cover the load. And, worse yet, the nuclear power is just being wasted!&lt;br /&gt;
:Consider using accumulators, switches, and circuit logic to disable the coal boilers when nuclear systems can cover the demand.&lt;br /&gt;
&lt;br /&gt;
The simplest solution to this problem is to just run the nuclear reactors part of the time. You can store steam in tanks. (And check out the &amp;quot;fill gauge&amp;quot;; the steam floats!) Since exchanges produce 120 steam/second and a tank holds 25k steam, a tank will keep 208 seconds worth of heat exchanger.&lt;br /&gt;
&lt;br /&gt;
You can put a tank or two at the end of each heat exchanger and use circuit logic to only insert a fuel into the reactors when they get low. Make sure all exchangers are powered at the same time, or you won&#039;t get full neighbor bonuses. If you can&#039;t keep it from over-fueling, you can also add extra tanks to lengthen the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Enrichment ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Kovarex enrichment process (research)|Kovarex enrichment process]]&lt;br /&gt;
:&#039;&#039;Kovarex Enrichment allows you to turn some U-238 into U-235, but it&#039;s slow and takes a lot of U-235 as catalyst.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your first few patches of uranium ore will last you a reasonable length of time, but eventually you will start running out of ore and places to put extraneous U-238. Enrichment helps solve both problems.&lt;br /&gt;
&lt;br /&gt;
The enrichment process takes about 67 seconds in an un-moduled centrifuge. It requires 40 U-235 (!) and 5 U-238 and makes 41 U-235 and 2 U-238. In effect, it turns 3 U-238 and turns it into 1 U-235; it just requires an extra 40 U-235 and 2 U-238 along for the ride to act as a catalyst.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;All the things!:&#039;&#039;&#039; Before you &#039;&#039;enrich all the things!&#039;&#039;, be aware that you do need 19 U-238 for each fuel cell, as well as requiring it for uranium ammo you will want for storing inside biters and their nests. Circuit logic can help you put a limiter on large-scale enrichment operations.&lt;br /&gt;
&lt;br /&gt;
One Centrifuge enriching uranium is sufficient to supply 29 reactors with fuel, assuming plenty of U-238.&lt;br /&gt;
&lt;br /&gt;
=== Reprocessing fuel ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Nuclear fuel reprocessing (research)|Nuclear fuel reprocessing]]&lt;br /&gt;
:&#039;&#039;Reprocessing turns your spent fuel into U-238.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eventually, you will run out of places to put spent fuel. You can use reprocessing to turn it back into U-238 to use for enrichment, fuel cells, or ammo. Of the 19 U-238 that go into each 10-pack of fuel cells, this returns 6. This significantly reduces the total ore requirement for nuclear fuel.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:&#039;&#039;&#039;Required technology:&#039;&#039;&#039; [[Uranium ammo (research)|Uranium ammo]] / [[Atomic bomb (research)|Atomic bomb]]&lt;br /&gt;
:&#039;&#039;Better bullets / Bigger bombs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the Nuclear Age comes nuclear weapons. Uranium ammunition is top-tier, especially when you load a tank with it. It mows down biter nests and clears swarms quite quickly. It uses U-238, so you&#039;ve probably got plenty of it lying around.&lt;br /&gt;
&lt;br /&gt;
On the other side, you can get [[atomic bomb]]s, which are rockets (shot by a [[rocket launcher]]) that do incredible damage. Be aware, they can easily kill you if you fire them anywhere near you, and even at max range, it&#039;s advised that you run in the opposite direction. Rather than a single explosion, they do damage in an expanding ring, giving you time to escape. They require a lot of U-235 and blue chips, so they&#039;re an expensive weapon.&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
This guide is compatible with Factorio 0.15.13. Newer versions may, and likely will, change many of the values and mechanics on which this guide depends.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;License:&#039;&#039;&#039; [https://creativecommons.org/licenses/by-sa/4.0/ CC BY-SA 4.0]&lt;br /&gt;
:As an exception to the above, any or all of this work or adaptations thereof may be used on the official [https://wiki.factorio.com Factorio Wiki].&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=148541</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=148541"/>
		<updated>2017-09-06T16:44:54Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Conditional splitter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings when detailed info is on&amp;quot; in the graphics options has to be checked and detailed info has to be turned on.&lt;br /&gt;
&lt;br /&gt;
==Lamp showing chest content condition==&lt;br /&gt;
[[File:LightWiredToChest.png|right|218 × 412px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the simplest possible use of circuit-network. A lamp is light depending on the number of goods (in this example  empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
===Setting up circuit connection===&lt;br /&gt;
* The lamp is connected to the chest&lt;br /&gt;
* the lamp is set to light if the chest contain less than 10 empty barrels.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LamponBarrelCondition.png|right|400x400px]]&lt;br /&gt;
===To set the light condition===&lt;br /&gt;
# open the lamp (right click on it)&lt;br /&gt;
# Set the input to barrels&lt;br /&gt;
# Set the operator to &amp;lt; (less than)&lt;br /&gt;
# Set the constant number:&lt;br /&gt;
## Right click on the constant number&lt;br /&gt;
## Move the slider until 10 is shown, or edit the value box directly&lt;br /&gt;
## Press set&lt;br /&gt;
&lt;br /&gt;
Depending on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.&lt;br /&gt;
&lt;br /&gt;
The drawback with this scenario is that the lamp has a white light , and is therefore difficult to differentiate from an ordinary lamp at night.&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|400x400px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[Pump]] is connected to the [[Storage tank]] by a [[Red wire]]. &lt;br /&gt;
* The [[small pump]] has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The [[Pump]] has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
* This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
* It has a few elements that work together to do achieve this. &lt;br /&gt;
* Firstly the [[Pump]] is connected to the [[Wooden chest]] by a [[Red wire]] and the enabled condition on the [[Pump]] is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
* Both of the [[Inserter]]s are connected to the [[Storage tank]] by [[Red wire]]s. &lt;br /&gt;
* The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
* The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
* You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is also possible to do this with [[decider combinator]]s instead of the inserters, belt and the Wood chest or even just belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|400x400px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[Storage tank]].&lt;br /&gt;
* By setting different conditions on each [[lamp]] we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first [[lamp]] is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
In this scenario you can connect the storage tank to the lamps directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[Arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect  the the [[Lamp]] and the [[Storage tank]] you need:&amp;lt;BR&amp;gt;&lt;br /&gt;
1 Add the [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
2 Connect the [[Storage tank]] with the input of the  [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
3 Connect the  output of the [[Arithmetic combinator]] with the [[lamp]].&amp;lt;BR&amp;gt;&lt;br /&gt;
4 Set up the [[Arithmetic combinator]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
4.1 Setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0)&amp;lt;BR&amp;gt;&lt;br /&gt;
4.2 Set the output to the Pink signal (on the bottom row of the last tab of signals.)&amp;lt;BR&amp;gt;&lt;br /&gt;
5 Set up the [[lamp]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
5.1  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
5.2 Set the condition to the Pink signal, and what value you want (i.e. &amp;gt; 100)&amp;lt;BR&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|400x400px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[Storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LogicGates.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
* In each case the two inputs can be connected with the same color wire or different colors. The inputs are powered by two [[Constant combinator]]s each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
* You can use [[Decider combinator]]s to make all of the common logic gates.&lt;br /&gt;
* The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
* Use the following settings to create different gates:&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
    NOT  A=0&lt;br /&gt;
    NOR  A=0&lt;br /&gt;
    NAND A&amp;lt;2&lt;br /&gt;
    XOR  A=1&lt;br /&gt;
    AND  A=2&lt;br /&gt;
    OR   A&amp;gt;0&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
* You can use [[Constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[Fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the [[Fast inserter]] hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the [[Fast inserter]] does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BeltCache.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Automatic Belt-Cache ===&lt;br /&gt;
* Some intermediate products are huge in demand during peak-production only. To bypass the need of providing a huge amount of factories in order to cover that peaks, a cache-unit can be used. The unit stores items, while the belt has backed up (so theres obviously no current demand downstream) and releases items as soon as the belt gets too empty.&lt;br /&gt;
* The blue area are 3 parts of Express belts. According to the wiki, each belt can hold up to 7.11 items. This means the feeding fast belt can not provide 7.11 items for the express belts as long as the belt is moving. (And while the belt is moving, we don&#039;t want to cache items, but let regular production run, or even release items from the cache.)&lt;br /&gt;
* This means, once the counters on the two express belts are 7.11 each, the belt has backed up, so we can start &amp;quot;caching&amp;quot; items into our storage array. &lt;br /&gt;
* For this purpose, the counters are connected to the arithmetic combinator (A) which multiples the input (*100) into green signals. So, if the belt has backed up, B shows &amp;quot;&amp;gt;1422&amp;quot; green signals.&lt;br /&gt;
* This is the activation condition for the Belt (C), which will redirect the input tp the storage array.&lt;br /&gt;
* Since items should only be released if the belt starts to clear, the counter (D) is evaluated by the belt (E) which is only activated, if item-count on (D) is smaller than 6 (this number has to be adjusted to personal needs, when the cache should become &amp;quot;active&amp;quot; and release items)&lt;br /&gt;
* The layout can be extended to cache whatever amount of items is required. (Some balancing for the release-method would be required ofc.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:combinatorMultiplierDetailed.png|left|400x400px]]&lt;br /&gt;
=== Multiplier and Dictionaries/Arrays ===&lt;br /&gt;
* Multiplying two signals together is simple and requires only a single combinator, however multiplying a set of signals is more complicated.&lt;br /&gt;
* A proof is shown below for the equation and why it works.&lt;br /&gt;
* A dictionary is a system that allows a value on a specific signal to be accessed. For example, A can contain many signals (either from a constant combinator or memory cell) and B can contain 1 of a specific signal (such as blue signal). What remains is the blue-signal value from A. This is because all the other signals are multiplied by 0.&lt;br /&gt;
* Arrays are similar to dictionaries, but instead of using a signal as a key, we use a number. Constant combinators are placed mapping each signal to a unique number (such as 1 yellow belt, 2 red belt, 3 blue belt, 4 burner inserter, etc). Then, use a combinator of &amp;quot;each = index OUTPUT 1 of each&amp;quot; and plug that in as the input to a dictionary.&lt;br /&gt;
[[File:combinatorMultiplierMath.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
    ((A+B)^2 - (A-B)^2)/4 = AB&lt;br /&gt;
    (A+B)^2 - (A-B)^2 = 4AB&lt;br /&gt;
    (A^2 + 2AB + B^2) - (A^2 - 2AB + B^2) = 4AB&lt;br /&gt;
    4AB = 4AB&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[Inserter]] is connected to the [[Wooden chest]] using a [[Red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up-to 3 at once. &lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
Goal: Load n chests with approximately the same number of items.&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[Arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie -n.&lt;br /&gt;
*  Connect all chests to each other and to the input of the combinator using red wire.&lt;br /&gt;
*  Connect all inserters to each other and to the output of the combinator using red wire.&lt;br /&gt;
*  Connect each inserter to the box it inserts into with green wire.&lt;br /&gt;
*  Set the enable condition on each inserter to be Everything (red star) &amp;lt; 0.&lt;br /&gt;
&lt;br /&gt;
The combinator calculates the average number of items in the chests, and makes it negative. Each inserter gets the amount in the chest it is inserting to and adds the negative average, ie it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If precise count is needed, set the inserter stack size to 1. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[Storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[Arithmetic combinator]] (left side in the picture) with a [[Red wire]]. &lt;br /&gt;
*  Another couple of [[Red wire]]s join the output of the [[Arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[Arithmetic combinator]] &#039;&#039;&#039;multiples&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[Solar panel]]s and [[Accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[Arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiples&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[Arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400x400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[Red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left|400x400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[Arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[Arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[Arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
[[file:CondSplitter.png|left|400x400px]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
* This is the simplest circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
* A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
* The belt on the left is enabled when X=1.&lt;br /&gt;
* The belt on the right is enabled when X=0.&lt;br /&gt;
* The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:PrioritySplitter.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Priority Splitter ===&lt;br /&gt;
* This circuit prioritizes items to the belt going of the screen to the left but will send items straight on if the belt to the left is backed up.&lt;br /&gt;
* Its not perfect and will leak some items but its good enough for most applications. &lt;br /&gt;
* The balancer means it will work even if the supply or demand is uneven. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is critical that the belts are setup as in this picture otherwise it may not work. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400x400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[Power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearSetupWithCircuits.png]]&lt;br /&gt;
&lt;br /&gt;
The above picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam backup runs low.&lt;br /&gt;
&lt;br /&gt;
There are a couple of elements in this setup:&lt;br /&gt;
&lt;br /&gt;
* 4 Storage tanks are connected with a wire, that is then connected to the substation. Each storage tank can contain 25.000 units of steam, for a total of 100.000 units. It is not necessary to connect more than 4 tanks, even though more tanks are added in the setup. However, connecting fewer is not recommended, since a single tank may fluctuate too much to give steady readings.&lt;br /&gt;
* 1 [[Tutorial:Circuit-network_Cookbook#SR_latch|SR-latch]], these are the 2 top-most combinators and the one on the right side. The low mark is set to 1.500 (1.5% of connected storage tank capacity) and the high mark to 5.000 (5% of connected storage tank capacity). The output can be anything except [[Used_up_uranium_fuel_cell|Empty fuel cell]]. In this example we output L (Made an error in the image, the trigger condition is of course L &amp;gt; H, not L &amp;lt; H). The inputs of the latch is connected to the substation, and so is the output.&lt;br /&gt;
This will trigger the response necessary during normal operation when we have enough fuel and have already started the reactors. The reason that we can have such low lower bound is that after start-up of the reactors the temperature will never drop below 500C, and thus immediately after a new fuel cell has been input the heat exchangers will start to generate more steam. The reason for the high mark to also be quite low is that we don&#039;t want it to trigger the insertion of another fuel cell until the previous one has been spent.&lt;br /&gt;
* 1 stand-alone combinator (The one on the left), which checks if amount of steam is &amp;lt; 200 (0.2% of connected storage tank capacity), and outputs 1 [[Used_up_uranium_fuel_cell|Empty fuel cell]]. The inputs of the combinator is connected to the substation, and so is the output.&lt;br /&gt;
This will trigger the response necessary during start up, and after running out of fuel.&lt;br /&gt;
* Output inserters that take [[Used_up_uranium_fuel_cell|Empty fuel cell]] from the reactor. This is connected to the substation (or any adjacent element that is then connected to the substation) and listens for the output of the SR-latch, ie. L &amp;gt; 0. Furthermore, it is setup to &amp;quot;read hand content&amp;quot; in &amp;quot;hold mode&amp;quot;.&lt;br /&gt;
* Input inserters that put fuel into the reactor. This is connected to the substation (or any adjacent element that is then connected to the substation) and listens for the output of the output inserters OR the stand-alone combinator, ie. [[Used_up_uranium_fuel_cell|Empty fuel cell]] &amp;gt; 0. The &amp;quot;override input stack&amp;quot; is set to 1, so that it only inserts 1 fuel cell at a time.&lt;br /&gt;
This means that whenever the low mark is triggered, the output inserters will grab the empty fuel cell in the reactor, this then triggers the input inserters to insert a new cell. This only works if there IS an empty cell in the reactor, therefore the need for the stand-alone combinator to force always on of the input inserters, whenever the system previously ran out of the fuel, or is in start-up mode.&lt;br /&gt;
* 1 constant combinator to output whichever color you want the lights to be. This is not necessary at all, but looks nice.&lt;br /&gt;
* Lots of lamps to make it look nice, optionally setup to only turn on whenever steam level is at a given level to see storage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50em;&amp;quot;&amp;gt;&lt;br /&gt;
Blueprint string for above example&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
 white-space: -moz-pre-wrap; &lt;br /&gt;
 white-space: -pre-wrap; &lt;br /&gt;
 white-space: -o-pre-wrap; &lt;br /&gt;
 word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
0eNrlWt1uszgQfRdfhxW2wQS02uu96BusKkTAaa0PTGRMtdkq7742pE0CcWOnQPW1vYgK+Gd8ZnzmjOEVbMqW7gTjEiSvgOU1b0Dyzyto2BPPSn1P7ncUJIBJWoEV4Fmlr3iblzQTnqBZLmsBDivAeEH/BQk8rG72biTNKk+2YsM4PeuLDo8rQLlkktHejO5in/K22lChBj8NUWVl6ZVZtVPD7upGdam5nlAPswJ7kHiRGlitR4q6TDf0OXthylDVImcib5lM1bPivduWiUamI7tfmJCtunOat2vhZXwvnxl/Av0cjcw0gL6+qHaZyDQmCfhLP24bqqYqa6FWJEVL+x6c5nrqRs8F9c+ToJSfr5kVIMEazLNrqBA6HM5uvgGDrICB5NsgExqAwO/2MN5QIdW9EQxBjwKZAIXLuFYLKrx257Ui46ytvG1LSy+nZXkTDJelw0FQBBqKFahfqBCsoKmaJf+lTP2PXrZ9gyiwgCg8QVQw0ZvV9ZwrbB4s4uVtHkU6Rfqc8ULPKNXqjvFzatE97JpVddHDcP+mI4ZQCy1whP7vHWvoGhYOsUYsMIp/cKyF1/byFRyj9zW82e0pm1X67Gw2ZUBsBemWlcovhrRvwrBfTbfUVoMIzwTAoxObmVLa+kwu1CJ7op5a9q/xWj14JCt4uVrkYERssCG2tgF92ob1MNf7BqM0p9hZFU0AzMAoaDIK2hoVfNoohYylLIJnuqjdqH3TTTa2yf/jGEPqH6fgHebi4XU0fB6ciONaex3LLs+H/KwV3kfPkUk3wZNwKmiuqF3YEAzs4LpNMcchT6zdfEDb27JVpl4WC5eMHfr+mLRVVmrlrnXIA3/3o+72aUdi6VbUVcq4GgMk26xsqJssG7lW8yAytyfj9lc9Ezh5Bn6pZ2A48syfd3jmYVrPjHYJnslV4R2u8r/GU8jJUU7aczq33XCLkfbJHWQ2ix8+DPCG6jGc+eqTrPcwK+vd2mr3+zSyruzDw4+oHeDaOrmvrUv+cPIq7EuOSIa6Cw0lIxqBFzuWtjC2OnNbTxaStzl9jdXf1CdtY+iMh5C+FSLRgohEV6XiJxEZbTxoqh+R3YH18ZRoGUjieAZI0KjQwCZI7I6q4yURgYSQyYNkWDojk2pENmfWxwOGH5La0LDuRcHgBh6yEjbCa3PerWXKt8l+aHiCjV1fEaDQ4UUb+f3fJo0rxMgUTcQh65NF6EunuOkJfUhf2EjokQMi0SKIaD6fnNBHihEbddDaQQdFiynD2WUQMm6a2AGQZTZNMEfOR2RII2vTa2rfRRguAwmZZddgWx7BTlp5mW2DZymosC2RYBetvAwiaI6CCkW2Yg5jB0QWSr9zcOtI3iLTVwg4cPn05xtoNdS/I39c9do6OfuCbQWUwG0660kQIBLhiJDgcPgfA9Jmzg==&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
=== SR latch - single decider version ===&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=14556 This discussion] on the Factorio forums starts with the common 2 decider RS latch version, but the thread goes on to explain why this single decider version is better.&lt;br /&gt;
==== Backup steam example ====&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on).&lt;br /&gt;
[[File:SR-01-Layout.png|left]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50em;&amp;quot;&amp;gt;&lt;br /&gt;
Blueprint string for above backup steam example&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
 white-space: -moz-pre-wrap; &lt;br /&gt;
 white-space: -pre-wrap; &lt;br /&gt;
 white-space: -o-pre-wrap; &lt;br /&gt;
 word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
0eNrFVk1vozAQ/SuVz1ABCaRBq5WqXntKjqsKOTBJR8IGGTtpFPHfd+w0HyU0G6pVewkxnnmemfdmzI4tSgO1QqlZumOYV7Jh6Z8da3AleWnf6W0NLGVrVNrQG49JLuyLvYU/Z63HUBbwxtKw9QZ4zs48o15P1CBObgXkWIDy80osUHJdqTOAUfviMZAaNcI+A7fYZtKIBSiK7YgjoEAjfCgh1wpzv65KoFPqqiHnStrzCdAPA49t6Rm1NrYOWjQY7QrY6FQZwcvyX1jJFajxEYrnuRGmdGW6DCe+jx1KcB9TDYl1raoyW8ArXyM5kFVldG10djObj6zdI0kKHp2Mdiy0PysFIM8pwYKldHyOKjeo3TI8y8Wup93tl7Yv3fiaOC6zjt6z9uk4VqDaR+rY7CvBO2ZGewUec1qiaobVxaE3mtseiwK7EjVXLsaU/SKPobWe7zHrLYVmpM6WqhIZSsJg6ZKXDQyiYkzF9Vhk9xUU3d3kNiaSQUwEB/l9Hw+uZg1YjGzYiPpA1+/vpKuHjk7fRNf7JrJTsZf05MLwoIFbzLvtOvlEFZNjKepqQ5poNqjz10s9jA6N+fk8Ohx/FMFXNXDqxeCC20F901vCJxN07UjVG9K4+x9YQp5M2LUZfbTpq+XDKRsNnG4cuULZcz089HZWD+D0a8Pz52bnNPgPzTj76dlJAnDfNenZp5fHSr4ACp/NZ3fPnHrkDt64qN31vwbVuFIn43GUjCdxHIVt+xcL2lBp&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
==== SR Latch configuration ====&lt;br /&gt;
&#039;&#039;&#039;The central decider and green feedback wire is the actual SR Latch.&#039;&#039;&#039;&lt;br /&gt;
It latches the Set signal [[File:Signal-S.png]] until the Reset signal [[File:Signal-R.png]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png]] &amp;amp; [[File:Signal-R.png]] must be 0 or 1) - this is why the previous two deciders are required.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-05-PowerSwitch.png|left]]The Power switch isolates the generator from the rest of the factory until [[File:Signal-S.png]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
=== SR latch ===&lt;br /&gt;
[[File:SRLatch.png|left|400x400px]]&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|left|400x400px]]&lt;br /&gt;
=== Usage of SR latch ===&lt;br /&gt;
* Here is an example of how you could use an SR latch.&lt;br /&gt;
* The two extra [[Decider combinator]]s provide the set and reset conditions. &lt;br /&gt;
* Petroleum gas &amp;lt; 50 and petroleum gas &amp;gt; 100. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|left|400x400px]]&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
* This is the most compact latch I am aware of. &lt;br /&gt;
* To make it work you need to place &#039;&#039;&#039;3&#039;&#039;&#039; raw wood on the inside lane of the belt.&lt;br /&gt;
* I believe it will have higher latency than the combinator version but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[Green wire]], that wire holds 15 signals one for each lamp used in the digit.&lt;br /&gt;
* [[Constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
* Blueprint string including decoder [https://www.dropbox.com/s/5o13xuwthalzzfe/Brain2.txt?dl=0]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[Red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.  &lt;br /&gt;
* We have a [[Red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[Arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=148540</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=148540"/>
		<updated>2017-09-06T16:38:00Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* To set the light condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings when detailed info is on&amp;quot; in the graphics options has to be checked and detailed info has to be turned on.&lt;br /&gt;
&lt;br /&gt;
==Lamp showing chest content condition==&lt;br /&gt;
[[File:LightWiredToChest.png|right|218 × 412px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the simplest possible use of circuit-network. A lamp is light depending on the number of goods (in this example  empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
===Setting up circuit connection===&lt;br /&gt;
* The lamp is connected to the chest&lt;br /&gt;
* the lamp is set to light if the chest contain less than 10 empty barrels.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LamponBarrelCondition.png|right|400x400px]]&lt;br /&gt;
===To set the light condition===&lt;br /&gt;
# open the lamp (right click on it)&lt;br /&gt;
# Set the input to barrels&lt;br /&gt;
# Set the operator to &amp;lt; (less than)&lt;br /&gt;
# Set the constant number:&lt;br /&gt;
## Right click on the constant number&lt;br /&gt;
## Move the slider until 10 is shown, or edit the value box directly&lt;br /&gt;
## Press set&lt;br /&gt;
&lt;br /&gt;
Depending on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.&lt;br /&gt;
&lt;br /&gt;
The drawback with this scenario is that the lamp has a white light , and is therefore difficult to differentiate from an ordinary lamp at night.&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|400x400px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[Pump]] is connected to the [[Storage tank]] by a [[Red wire]]. &lt;br /&gt;
* The [[small pump]] has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The [[Pump]] has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
* This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
* It has a few elements that work together to do achieve this. &lt;br /&gt;
* Firstly the [[Pump]] is connected to the [[Wooden chest]] by a [[Red wire]] and the enabled condition on the [[Pump]] is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
* Both of the [[Inserter]]s are connected to the [[Storage tank]] by [[Red wire]]s. &lt;br /&gt;
* The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
* The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
* You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is also possible to do this with [[decider combinator]]s instead of the inserters, belt and the Wood chest or even just belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|400x400px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[Storage tank]].&lt;br /&gt;
* By setting different conditions on each [[lamp]] we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first [[lamp]] is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
In this scenario you can connect the storage tank to the lamps directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[Arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect  the the [[Lamp]] and the [[Storage tank]] you need:&amp;lt;BR&amp;gt;&lt;br /&gt;
1 Add the [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
2 Connect the [[Storage tank]] with the input of the  [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
3 Connect the  output of the [[Arithmetic combinator]] with the [[lamp]].&amp;lt;BR&amp;gt;&lt;br /&gt;
4 Set up the [[Arithmetic combinator]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
4.1 Setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0)&amp;lt;BR&amp;gt;&lt;br /&gt;
4.2 Set the output to the Pink signal (on the bottom row of the last tab of signals.)&amp;lt;BR&amp;gt;&lt;br /&gt;
5 Set up the [[lamp]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
5.1  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
5.2 Set the condition to the Pink signal, and what value you want (i.e. &amp;gt; 100)&amp;lt;BR&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|400x400px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[Storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LogicGates.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
* In each case the two inputs can be connected with the same color wire or different colors. The inputs are powered by two [[Constant combinator]]s each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
* You can use [[Decider combinator]]s to make all of the common logic gates.&lt;br /&gt;
* The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
* Use the following settings to create different gates:&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
    NOT  A=0&lt;br /&gt;
    NOR  A=0&lt;br /&gt;
    NAND A&amp;lt;2&lt;br /&gt;
    XOR  A=1&lt;br /&gt;
    AND  A=2&lt;br /&gt;
    OR   A&amp;gt;0&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
* You can use [[Constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[Fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the [[Fast inserter]] hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the [[Fast inserter]] does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BeltCache.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Automatic Belt-Cache ===&lt;br /&gt;
* Some intermediate products are huge in demand during peak-production only. To bypass the need of providing a huge amount of factories in order to cover that peaks, a cache-unit can be used. The unit stores items, while the belt has backed up (so theres obviously no current demand downstream) and releases items as soon as the belt gets too empty.&lt;br /&gt;
* The blue area are 3 parts of Express belts. According to the wiki, each belt can hold up to 7.11 items. This means the feeding fast belt can not provide 7.11 items for the express belts as long as the belt is moving. (And while the belt is moving, we don&#039;t want to cache items, but let regular production run, or even release items from the cache.)&lt;br /&gt;
* This means, once the counters on the two express belts are 7.11 each, the belt has backed up, so we can start &amp;quot;caching&amp;quot; items into our storage array. &lt;br /&gt;
* For this purpose, the counters are connected to the arithmetic combinator (A) which multiples the input (*100) into green signals. So, if the belt has backed up, B shows &amp;quot;&amp;gt;1422&amp;quot; green signals.&lt;br /&gt;
* This is the activation condition for the Belt (C), which will redirect the input tp the storage array.&lt;br /&gt;
* Since items should only be released if the belt starts to clear, the counter (D) is evaluated by the belt (E) which is only activated, if item-count on (D) is smaller than 6 (this number has to be adjusted to personal needs, when the cache should become &amp;quot;active&amp;quot; and release items)&lt;br /&gt;
* The layout can be extended to cache whatever amount of items is required. (Some balancing for the release-method would be required ofc.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:combinatorMultiplierDetailed.png|left|400x400px]]&lt;br /&gt;
=== Multiplier and Dictionaries/Arrays ===&lt;br /&gt;
* Multiplying two signals together is simple and requires only a single combinator, however multiplying a set of signals is more complicated.&lt;br /&gt;
* A proof is shown below for the equation and why it works.&lt;br /&gt;
* A dictionary is a system that allows a value on a specific signal to be accessed. For example, A can contain many signals (either from a constant combinator or memory cell) and B can contain 1 of a specific signal (such as blue signal). What remains is the blue-signal value from A. This is because all the other signals are multiplied by 0.&lt;br /&gt;
* Arrays are similar to dictionaries, but instead of using a signal as a key, we use a number. Constant combinators are placed mapping each signal to a unique number (such as 1 yellow belt, 2 red belt, 3 blue belt, 4 burner inserter, etc). Then, use a combinator of &amp;quot;each = index OUTPUT 1 of each&amp;quot; and plug that in as the input to a dictionary.&lt;br /&gt;
[[File:combinatorMultiplierMath.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
    ((A+B)^2 - (A-B)^2)/4 = AB&lt;br /&gt;
    (A+B)^2 - (A-B)^2 = 4AB&lt;br /&gt;
    (A^2 + 2AB + B^2) - (A^2 - 2AB + B^2) = 4AB&lt;br /&gt;
    4AB = 4AB&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[Inserter]] is connected to the [[Wooden chest]] using a [[Red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up-to 3 at once. &lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
Goal: Load n chests with approximately the same number of items.&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[Arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie -n.&lt;br /&gt;
*  Connect all chests to each other and to the input of the combinator using red wire.&lt;br /&gt;
*  Connect all inserters to each other and to the output of the combinator using red wire.&lt;br /&gt;
*  Connect each inserter to the box it inserts into with green wire.&lt;br /&gt;
*  Set the enable condition on each inserter to be Everything (red star) &amp;lt; 0.&lt;br /&gt;
&lt;br /&gt;
The combinator calculates the average number of items in the chests, and makes it negative. Each inserter gets the amount in the chest it is inserting to and adds the negative average, ie it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If precise count is needed, set the inserter stack size to 1. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[Storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[Arithmetic combinator]] (left side in the picture) with a [[Red wire]]. &lt;br /&gt;
*  Another couple of [[Red wire]]s join the output of the [[Arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[Arithmetic combinator]] &#039;&#039;&#039;multiples&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[Solar panel]]s and [[Accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[Arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiples&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[Arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400x400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[Red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left|400x400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[Arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[Arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[Arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
[[file:CondSplitter.png|left|400x400px]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
* This is the most simple circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
* A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
* The belt on the left is enabled when X=1.&lt;br /&gt;
* The belt on the right is enabled when X=0.&lt;br /&gt;
* The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:PrioritySplitter.png|left|400x400px]]&lt;br /&gt;
=== Priority Splitter ===&lt;br /&gt;
* This circuit prioritizes items to the belt going of the screen to the left but will send items straight on if the belt to the left is backed up.&lt;br /&gt;
* Its not perfect and will leak some items but its good enough for most applications. &lt;br /&gt;
* The balancer means it will work even if the supply or demand is uneven. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is critical that the belts are setup as in this picture otherwise it may not work. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400x400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[Power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearSetupWithCircuits.png]]&lt;br /&gt;
&lt;br /&gt;
The above picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam backup runs low.&lt;br /&gt;
&lt;br /&gt;
There are a couple of elements in this setup:&lt;br /&gt;
&lt;br /&gt;
* 4 Storage tanks are connected with a wire, that is then connected to the substation. Each storage tank can contain 25.000 units of steam, for a total of 100.000 units. It is not necessary to connect more than 4 tanks, even though more tanks are added in the setup. However, connecting fewer is not recommended, since a single tank may fluctuate too much to give steady readings.&lt;br /&gt;
* 1 [[Tutorial:Circuit-network_Cookbook#SR_latch|SR-latch]], these are the 2 top-most combinators and the one on the right side. The low mark is set to 1.500 (1.5% of connected storage tank capacity) and the high mark to 5.000 (5% of connected storage tank capacity). The output can be anything except [[Used_up_uranium_fuel_cell|Empty fuel cell]]. In this example we output L (Made an error in the image, the trigger condition is of course L &amp;gt; H, not L &amp;lt; H). The inputs of the latch is connected to the substation, and so is the output.&lt;br /&gt;
This will trigger the response necessary during normal operation when we have enough fuel and have already started the reactors. The reason that we can have such low lower bound is that after start-up of the reactors the temperature will never drop below 500C, and thus immediately after a new fuel cell has been input the heat exchangers will start to generate more steam. The reason for the high mark to also be quite low is that we don&#039;t want it to trigger the insertion of another fuel cell until the previous one has been spent.&lt;br /&gt;
* 1 stand-alone combinator (The one on the left), which checks if amount of steam is &amp;lt; 200 (0.2% of connected storage tank capacity), and outputs 1 [[Used_up_uranium_fuel_cell|Empty fuel cell]]. The inputs of the combinator is connected to the substation, and so is the output.&lt;br /&gt;
This will trigger the response necessary during start up, and after running out of fuel.&lt;br /&gt;
* Output inserters that take [[Used_up_uranium_fuel_cell|Empty fuel cell]] from the reactor. This is connected to the substation (or any adjacent element that is then connected to the substation) and listens for the output of the SR-latch, ie. L &amp;gt; 0. Furthermore, it is setup to &amp;quot;read hand content&amp;quot; in &amp;quot;hold mode&amp;quot;.&lt;br /&gt;
* Input inserters that put fuel into the reactor. This is connected to the substation (or any adjacent element that is then connected to the substation) and listens for the output of the output inserters OR the stand-alone combinator, ie. [[Used_up_uranium_fuel_cell|Empty fuel cell]] &amp;gt; 0. The &amp;quot;override input stack&amp;quot; is set to 1, so that it only inserts 1 fuel cell at a time.&lt;br /&gt;
This means that whenever the low mark is triggered, the output inserters will grab the empty fuel cell in the reactor, this then triggers the input inserters to insert a new cell. This only works if there IS an empty cell in the reactor, therefore the need for the stand-alone combinator to force always on of the input inserters, whenever the system previously ran out of the fuel, or is in start-up mode.&lt;br /&gt;
* 1 constant combinator to output whichever color you want the lights to be. This is not necessary at all, but looks nice.&lt;br /&gt;
* Lots of lamps to make it look nice, optionally setup to only turn on whenever steam level is at a given level to see storage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50em;&amp;quot;&amp;gt;&lt;br /&gt;
Blueprint string for above example&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
 white-space: -moz-pre-wrap; &lt;br /&gt;
 white-space: -pre-wrap; &lt;br /&gt;
 white-space: -o-pre-wrap; &lt;br /&gt;
 word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
0eNrlWt1uszgQfRdfhxW2wQS02uu96BusKkTAaa0PTGRMtdkq7742pE0CcWOnQPW1vYgK+Gd8ZnzmjOEVbMqW7gTjEiSvgOU1b0Dyzyto2BPPSn1P7ncUJIBJWoEV4Fmlr3iblzQTnqBZLmsBDivAeEH/BQk8rG72biTNKk+2YsM4PeuLDo8rQLlkktHejO5in/K22lChBj8NUWVl6ZVZtVPD7upGdam5nlAPswJ7kHiRGlitR4q6TDf0OXthylDVImcib5lM1bPivduWiUamI7tfmJCtunOat2vhZXwvnxl/Av0cjcw0gL6+qHaZyDQmCfhLP24bqqYqa6FWJEVL+x6c5nrqRs8F9c+ToJSfr5kVIMEazLNrqBA6HM5uvgGDrICB5NsgExqAwO/2MN5QIdW9EQxBjwKZAIXLuFYLKrx257Ui46ytvG1LSy+nZXkTDJelw0FQBBqKFahfqBCsoKmaJf+lTP2PXrZ9gyiwgCg8QVQw0ZvV9ZwrbB4s4uVtHkU6Rfqc8ULPKNXqjvFzatE97JpVddHDcP+mI4ZQCy1whP7vHWvoGhYOsUYsMIp/cKyF1/byFRyj9zW82e0pm1X67Gw2ZUBsBemWlcovhrRvwrBfTbfUVoMIzwTAoxObmVLa+kwu1CJ7op5a9q/xWj14JCt4uVrkYERssCG2tgF92ob1MNf7BqM0p9hZFU0AzMAoaDIK2hoVfNoohYylLIJnuqjdqH3TTTa2yf/jGEPqH6fgHebi4XU0fB6ciONaex3LLs+H/KwV3kfPkUk3wZNwKmiuqF3YEAzs4LpNMcchT6zdfEDb27JVpl4WC5eMHfr+mLRVVmrlrnXIA3/3o+72aUdi6VbUVcq4GgMk26xsqJssG7lW8yAytyfj9lc9Ezh5Bn6pZ2A48syfd3jmYVrPjHYJnslV4R2u8r/GU8jJUU7aczq33XCLkfbJHWQ2ix8+DPCG6jGc+eqTrPcwK+vd2mr3+zSyruzDw4+oHeDaOrmvrUv+cPIq7EuOSIa6Cw0lIxqBFzuWtjC2OnNbTxaStzl9jdXf1CdtY+iMh5C+FSLRgohEV6XiJxEZbTxoqh+R3YH18ZRoGUjieAZI0KjQwCZI7I6q4yURgYSQyYNkWDojk2pENmfWxwOGH5La0LDuRcHgBh6yEjbCa3PerWXKt8l+aHiCjV1fEaDQ4UUb+f3fJo0rxMgUTcQh65NF6EunuOkJfUhf2EjokQMi0SKIaD6fnNBHihEbddDaQQdFiynD2WUQMm6a2AGQZTZNMEfOR2RII2vTa2rfRRguAwmZZddgWx7BTlp5mW2DZymosC2RYBetvAwiaI6CCkW2Yg5jB0QWSr9zcOtI3iLTVwg4cPn05xtoNdS/I39c9do6OfuCbQWUwG0660kQIBLhiJDgcPgfA9Jmzg==&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
=== SR latch - single decider version ===&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=14556 This discussion] on the Factorio forums starts with the common 2 decider RS latch version, but the thread goes on to explain why this single decider version is better.&lt;br /&gt;
==== Backup steam example ====&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on).&lt;br /&gt;
[[File:SR-01-Layout.png|left]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50em;&amp;quot;&amp;gt;&lt;br /&gt;
Blueprint string for above backup steam example&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
 white-space: -moz-pre-wrap; &lt;br /&gt;
 white-space: -pre-wrap; &lt;br /&gt;
 white-space: -o-pre-wrap; &lt;br /&gt;
 word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
0eNrFVk1vozAQ/SuVz1ABCaRBq5WqXntKjqsKOTBJR8IGGTtpFPHfd+w0HyU0G6pVewkxnnmemfdmzI4tSgO1QqlZumOYV7Jh6Z8da3AleWnf6W0NLGVrVNrQG49JLuyLvYU/Z63HUBbwxtKw9QZ4zs48o15P1CBObgXkWIDy80osUHJdqTOAUfviMZAaNcI+A7fYZtKIBSiK7YgjoEAjfCgh1wpzv65KoFPqqiHnStrzCdAPA49t6Rm1NrYOWjQY7QrY6FQZwcvyX1jJFajxEYrnuRGmdGW6DCe+jx1KcB9TDYl1raoyW8ArXyM5kFVldG10djObj6zdI0kKHp2Mdiy0PysFIM8pwYKldHyOKjeo3TI8y8Wup93tl7Yv3fiaOC6zjt6z9uk4VqDaR+rY7CvBO2ZGewUec1qiaobVxaE3mtseiwK7EjVXLsaU/SKPobWe7zHrLYVmpM6WqhIZSsJg6ZKXDQyiYkzF9Vhk9xUU3d3kNiaSQUwEB/l9Hw+uZg1YjGzYiPpA1+/vpKuHjk7fRNf7JrJTsZf05MLwoIFbzLvtOvlEFZNjKepqQ5poNqjz10s9jA6N+fk8Ohx/FMFXNXDqxeCC20F901vCJxN07UjVG9K4+x9YQp5M2LUZfbTpq+XDKRsNnG4cuULZcz089HZWD+D0a8Pz52bnNPgPzTj76dlJAnDfNenZp5fHSr4ACp/NZ3fPnHrkDt64qN31vwbVuFIn43GUjCdxHIVt+xcL2lBp&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
==== SR Latch configuration ====&lt;br /&gt;
&#039;&#039;&#039;The central decider and green feedback wire is the actual SR Latch.&#039;&#039;&#039;&lt;br /&gt;
It latches the Set signal [[File:Signal-S.png]] until the Reset signal [[File:Signal-R.png]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png]] &amp;amp; [[File:Signal-R.png]] must be 0 or 1) - this is why the previous two deciders are required.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-05-PowerSwitch.png|left]]The Power switch isolates the generator from the rest of the factory until [[File:Signal-S.png]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
=== SR latch ===&lt;br /&gt;
[[File:SRLatch.png|left|400x400px]]&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|left|400x400px]]&lt;br /&gt;
=== Usage of SR latch ===&lt;br /&gt;
* Here is an example of how you could use an SR latch.&lt;br /&gt;
* The two extra [[Decider combinator]]s provide the set and reset conditions. &lt;br /&gt;
* Petroleum gas &amp;lt; 50 and petroleum gas &amp;gt; 100. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|left|400x400px]]&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
* This is the most compact latch I am aware of. &lt;br /&gt;
* To make it work you need to place &#039;&#039;&#039;3&#039;&#039;&#039; raw wood on the inside lane of the belt.&lt;br /&gt;
* I believe it will have higher latency than the combinator version but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[Green wire]], that wire holds 15 signals one for each lamp used in the digit.&lt;br /&gt;
* [[Constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
* Blueprint string including decoder [https://www.dropbox.com/s/5o13xuwthalzzfe/Brain2.txt?dl=0]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[Red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.  &lt;br /&gt;
* We have a [[Red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[Arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=148539</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=148539"/>
		<updated>2017-09-06T16:35:39Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* To set the light condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings when detailed info is on&amp;quot; in the graphics options has to be checked and detailed info has to be turned on.&lt;br /&gt;
&lt;br /&gt;
==Lamp showing chest content condition==&lt;br /&gt;
[[File:LightWiredToChest.png|right|218 × 412px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the simplest possible use of circuit-network. A lamp is light depending on the number of goods (in this example  empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
===Setting up circuit connection===&lt;br /&gt;
* The lamp is connected to the chest&lt;br /&gt;
* the lamp is set to light if the chest contain less than 10 empty barrels.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LamponBarrelCondition.png|right|400x400px]]&lt;br /&gt;
===To set the light condition===&lt;br /&gt;
# open the lamp (right click on it)&lt;br /&gt;
# Set the input to barrels&lt;br /&gt;
# Set the operator to &amp;lt; (less than)&lt;br /&gt;
# Set the constant number:&lt;br /&gt;
## Right lick on the constant number&lt;br /&gt;
## Draw the slide until 10 is shown, or edit the value box directly&lt;br /&gt;
## Press set&lt;br /&gt;
&lt;br /&gt;
Depending on the condition you set you may light the lamp if the barrel is empty, or contain a decent number of articles.&lt;br /&gt;
&lt;br /&gt;
The draw back with this scenario is that the lamp have a white light , and is therefore difficult to differ from ordinary lamp at night.&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|400x400px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[Pump]] is connected to the [[Storage tank]] by a [[Red wire]]. &lt;br /&gt;
* The [[small pump]] has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The [[Pump]] has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
* This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
* It has a few elements that work together to do achieve this. &lt;br /&gt;
* Firstly the [[Pump]] is connected to the [[Wooden chest]] by a [[Red wire]] and the enabled condition on the [[Pump]] is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
* Both of the [[Inserter]]s are connected to the [[Storage tank]] by [[Red wire]]s. &lt;br /&gt;
* The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
* The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
* You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is also possible to do this with [[decider combinator]]s instead of the inserters, belt and the Wood chest or even just belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|400x400px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[Storage tank]].&lt;br /&gt;
* By setting different conditions on each [[lamp]] we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first [[lamp]] is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
In this scenario you can connect the storage tank to the lamps directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[Arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect  the the [[Lamp]] and the [[Storage tank]] you need:&amp;lt;BR&amp;gt;&lt;br /&gt;
1 Add the [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
2 Connect the [[Storage tank]] with the input of the  [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
3 Connect the  output of the [[Arithmetic combinator]] with the [[lamp]].&amp;lt;BR&amp;gt;&lt;br /&gt;
4 Set up the [[Arithmetic combinator]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
4.1 Setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0)&amp;lt;BR&amp;gt;&lt;br /&gt;
4.2 Set the output to the Pink signal (on the bottom row of the last tab of signals.)&amp;lt;BR&amp;gt;&lt;br /&gt;
5 Set up the [[lamp]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
5.1  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
5.2 Set the condition to the Pink signal, and what value you want (i.e. &amp;gt; 100)&amp;lt;BR&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|400x400px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[Storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LogicGates.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
* In each case the two inputs can be connected with the same color wire or different colors. The inputs are powered by two [[Constant combinator]]s each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
* You can use [[Decider combinator]]s to make all of the common logic gates.&lt;br /&gt;
* The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
* Use the following settings to create different gates:&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
    NOT  A=0&lt;br /&gt;
    NOR  A=0&lt;br /&gt;
    NAND A&amp;lt;2&lt;br /&gt;
    XOR  A=1&lt;br /&gt;
    AND  A=2&lt;br /&gt;
    OR   A&amp;gt;0&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
* You can use [[Constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[Fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the [[Fast inserter]] hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the [[Fast inserter]] does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BeltCache.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Automatic Belt-Cache ===&lt;br /&gt;
* Some intermediate products are huge in demand during peak-production only. To bypass the need of providing a huge amount of factories in order to cover that peaks, a cache-unit can be used. The unit stores items, while the belt has backed up (so theres obviously no current demand downstream) and releases items as soon as the belt gets too empty.&lt;br /&gt;
* The blue area are 3 parts of Express belts. According to the wiki, each belt can hold up to 7.11 items. This means the feeding fast belt can not provide 7.11 items for the express belts as long as the belt is moving. (And while the belt is moving, we don&#039;t want to cache items, but let regular production run, or even release items from the cache.)&lt;br /&gt;
* This means, once the counters on the two express belts are 7.11 each, the belt has backed up, so we can start &amp;quot;caching&amp;quot; items into our storage array. &lt;br /&gt;
* For this purpose, the counters are connected to the arithmetic combinator (A) which multiples the input (*100) into green signals. So, if the belt has backed up, B shows &amp;quot;&amp;gt;1422&amp;quot; green signals.&lt;br /&gt;
* This is the activation condition for the Belt (C), which will redirect the input tp the storage array.&lt;br /&gt;
* Since items should only be released if the belt starts to clear, the counter (D) is evaluated by the belt (E) which is only activated, if item-count on (D) is smaller than 6 (this number has to be adjusted to personal needs, when the cache should become &amp;quot;active&amp;quot; and release items)&lt;br /&gt;
* The layout can be extended to cache whatever amount of items is required. (Some balancing for the release-method would be required ofc.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:combinatorMultiplierDetailed.png|left|400x400px]]&lt;br /&gt;
=== Multiplier and Dictionaries/Arrays ===&lt;br /&gt;
* Multiplying two signals together is simple and requires only a single combinator, however multiplying a set of signals is more complicated.&lt;br /&gt;
* A proof is shown below for the equation and why it works.&lt;br /&gt;
* A dictionary is a system that allows a value on a specific signal to be accessed. For example, A can contain many signals (either from a constant combinator or memory cell) and B can contain 1 of a specific signal (such as blue signal). What remains is the blue-signal value from A. This is because all the other signals are multiplied by 0.&lt;br /&gt;
* Arrays are similar to dictionaries, but instead of using a signal as a key, we use a number. Constant combinators are placed mapping each signal to a unique number (such as 1 yellow belt, 2 red belt, 3 blue belt, 4 burner inserter, etc). Then, use a combinator of &amp;quot;each = index OUTPUT 1 of each&amp;quot; and plug that in as the input to a dictionary.&lt;br /&gt;
[[File:combinatorMultiplierMath.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
    ((A+B)^2 - (A-B)^2)/4 = AB&lt;br /&gt;
    (A+B)^2 - (A-B)^2 = 4AB&lt;br /&gt;
    (A^2 + 2AB + B^2) - (A^2 - 2AB + B^2) = 4AB&lt;br /&gt;
    4AB = 4AB&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[Inserter]] is connected to the [[Wooden chest]] using a [[Red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up-to 3 at once. &lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
Goal: Load n chests with approximately the same number of items.&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[Arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie -n.&lt;br /&gt;
*  Connect all chests to each other and to the input of the combinator using red wire.&lt;br /&gt;
*  Connect all inserters to each other and to the output of the combinator using red wire.&lt;br /&gt;
*  Connect each inserter to the box it inserts into with green wire.&lt;br /&gt;
*  Set the enable condition on each inserter to be Everything (red star) &amp;lt; 0.&lt;br /&gt;
&lt;br /&gt;
The combinator calculates the average number of items in the chests, and makes it negative. Each inserter gets the amount in the chest it is inserting to and adds the negative average, ie it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If precise count is needed, set the inserter stack size to 1. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[Storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[Arithmetic combinator]] (left side in the picture) with a [[Red wire]]. &lt;br /&gt;
*  Another couple of [[Red wire]]s join the output of the [[Arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[Arithmetic combinator]] &#039;&#039;&#039;multiples&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[Solar panel]]s and [[Accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[Arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiples&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[Arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400x400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[Red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left|400x400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[Arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[Arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[Arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
[[file:CondSplitter.png|left|400x400px]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
* This is the most simple circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
* A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
* The belt on the left is enabled when X=1.&lt;br /&gt;
* The belt on the right is enabled when X=0.&lt;br /&gt;
* The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:PrioritySplitter.png|left|400x400px]]&lt;br /&gt;
=== Priority Splitter ===&lt;br /&gt;
* This circuit prioritizes items to the belt going of the screen to the left but will send items straight on if the belt to the left is backed up.&lt;br /&gt;
* Its not perfect and will leak some items but its good enough for most applications. &lt;br /&gt;
* The balancer means it will work even if the supply or demand is uneven. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is critical that the belts are setup as in this picture otherwise it may not work. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400x400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[Power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearSetupWithCircuits.png]]&lt;br /&gt;
&lt;br /&gt;
The above picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam backup runs low.&lt;br /&gt;
&lt;br /&gt;
There are a couple of elements in this setup:&lt;br /&gt;
&lt;br /&gt;
* 4 Storage tanks are connected with a wire, that is then connected to the substation. Each storage tank can contain 25.000 units of steam, for a total of 100.000 units. It is not necessary to connect more than 4 tanks, even though more tanks are added in the setup. However, connecting fewer is not recommended, since a single tank may fluctuate too much to give steady readings.&lt;br /&gt;
* 1 [[Tutorial:Circuit-network_Cookbook#SR_latch|SR-latch]], these are the 2 top-most combinators and the one on the right side. The low mark is set to 1.500 (1.5% of connected storage tank capacity) and the high mark to 5.000 (5% of connected storage tank capacity). The output can be anything except [[Used_up_uranium_fuel_cell|Empty fuel cell]]. In this example we output L (Made an error in the image, the trigger condition is of course L &amp;gt; H, not L &amp;lt; H). The inputs of the latch is connected to the substation, and so is the output.&lt;br /&gt;
This will trigger the response necessary during normal operation when we have enough fuel and have already started the reactors. The reason that we can have such low lower bound is that after start-up of the reactors the temperature will never drop below 500C, and thus immediately after a new fuel cell has been input the heat exchangers will start to generate more steam. The reason for the high mark to also be quite low is that we don&#039;t want it to trigger the insertion of another fuel cell until the previous one has been spent.&lt;br /&gt;
* 1 stand-alone combinator (The one on the left), which checks if amount of steam is &amp;lt; 200 (0.2% of connected storage tank capacity), and outputs 1 [[Used_up_uranium_fuel_cell|Empty fuel cell]]. The inputs of the combinator is connected to the substation, and so is the output.&lt;br /&gt;
This will trigger the response necessary during start up, and after running out of fuel.&lt;br /&gt;
* Output inserters that take [[Used_up_uranium_fuel_cell|Empty fuel cell]] from the reactor. This is connected to the substation (or any adjacent element that is then connected to the substation) and listens for the output of the SR-latch, ie. L &amp;gt; 0. Furthermore, it is setup to &amp;quot;read hand content&amp;quot; in &amp;quot;hold mode&amp;quot;.&lt;br /&gt;
* Input inserters that put fuel into the reactor. This is connected to the substation (or any adjacent element that is then connected to the substation) and listens for the output of the output inserters OR the stand-alone combinator, ie. [[Used_up_uranium_fuel_cell|Empty fuel cell]] &amp;gt; 0. The &amp;quot;override input stack&amp;quot; is set to 1, so that it only inserts 1 fuel cell at a time.&lt;br /&gt;
This means that whenever the low mark is triggered, the output inserters will grab the empty fuel cell in the reactor, this then triggers the input inserters to insert a new cell. This only works if there IS an empty cell in the reactor, therefore the need for the stand-alone combinator to force always on of the input inserters, whenever the system previously ran out of the fuel, or is in start-up mode.&lt;br /&gt;
* 1 constant combinator to output whichever color you want the lights to be. This is not necessary at all, but looks nice.&lt;br /&gt;
* Lots of lamps to make it look nice, optionally setup to only turn on whenever steam level is at a given level to see storage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50em;&amp;quot;&amp;gt;&lt;br /&gt;
Blueprint string for above example&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
 white-space: -moz-pre-wrap; &lt;br /&gt;
 white-space: -pre-wrap; &lt;br /&gt;
 white-space: -o-pre-wrap; &lt;br /&gt;
 word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
0eNrlWt1uszgQfRdfhxW2wQS02uu96BusKkTAaa0PTGRMtdkq7742pE0CcWOnQPW1vYgK+Gd8ZnzmjOEVbMqW7gTjEiSvgOU1b0Dyzyto2BPPSn1P7ncUJIBJWoEV4Fmlr3iblzQTnqBZLmsBDivAeEH/BQk8rG72biTNKk+2YsM4PeuLDo8rQLlkktHejO5in/K22lChBj8NUWVl6ZVZtVPD7upGdam5nlAPswJ7kHiRGlitR4q6TDf0OXthylDVImcib5lM1bPivduWiUamI7tfmJCtunOat2vhZXwvnxl/Av0cjcw0gL6+qHaZyDQmCfhLP24bqqYqa6FWJEVL+x6c5nrqRs8F9c+ToJSfr5kVIMEazLNrqBA6HM5uvgGDrICB5NsgExqAwO/2MN5QIdW9EQxBjwKZAIXLuFYLKrx257Ui46ytvG1LSy+nZXkTDJelw0FQBBqKFahfqBCsoKmaJf+lTP2PXrZ9gyiwgCg8QVQw0ZvV9ZwrbB4s4uVtHkU6Rfqc8ULPKNXqjvFzatE97JpVddHDcP+mI4ZQCy1whP7vHWvoGhYOsUYsMIp/cKyF1/byFRyj9zW82e0pm1X67Gw2ZUBsBemWlcovhrRvwrBfTbfUVoMIzwTAoxObmVLa+kwu1CJ7op5a9q/xWj14JCt4uVrkYERssCG2tgF92ob1MNf7BqM0p9hZFU0AzMAoaDIK2hoVfNoohYylLIJnuqjdqH3TTTa2yf/jGEPqH6fgHebi4XU0fB6ciONaex3LLs+H/KwV3kfPkUk3wZNwKmiuqF3YEAzs4LpNMcchT6zdfEDb27JVpl4WC5eMHfr+mLRVVmrlrnXIA3/3o+72aUdi6VbUVcq4GgMk26xsqJssG7lW8yAytyfj9lc9Ezh5Bn6pZ2A48syfd3jmYVrPjHYJnslV4R2u8r/GU8jJUU7aczq33XCLkfbJHWQ2ix8+DPCG6jGc+eqTrPcwK+vd2mr3+zSyruzDw4+oHeDaOrmvrUv+cPIq7EuOSIa6Cw0lIxqBFzuWtjC2OnNbTxaStzl9jdXf1CdtY+iMh5C+FSLRgohEV6XiJxEZbTxoqh+R3YH18ZRoGUjieAZI0KjQwCZI7I6q4yURgYSQyYNkWDojk2pENmfWxwOGH5La0LDuRcHgBh6yEjbCa3PerWXKt8l+aHiCjV1fEaDQ4UUb+f3fJo0rxMgUTcQh65NF6EunuOkJfUhf2EjokQMi0SKIaD6fnNBHihEbddDaQQdFiynD2WUQMm6a2AGQZTZNMEfOR2RII2vTa2rfRRguAwmZZddgWx7BTlp5mW2DZymosC2RYBetvAwiaI6CCkW2Yg5jB0QWSr9zcOtI3iLTVwg4cPn05xtoNdS/I39c9do6OfuCbQWUwG0660kQIBLhiJDgcPgfA9Jmzg==&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
=== SR latch - single decider version ===&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=14556 This discussion] on the Factorio forums starts with the common 2 decider RS latch version, but the thread goes on to explain why this single decider version is better.&lt;br /&gt;
==== Backup steam example ====&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on).&lt;br /&gt;
[[File:SR-01-Layout.png|left]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50em;&amp;quot;&amp;gt;&lt;br /&gt;
Blueprint string for above backup steam example&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
 white-space: -moz-pre-wrap; &lt;br /&gt;
 white-space: -pre-wrap; &lt;br /&gt;
 white-space: -o-pre-wrap; &lt;br /&gt;
 word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
0eNrFVk1vozAQ/SuVz1ABCaRBq5WqXntKjqsKOTBJR8IGGTtpFPHfd+w0HyU0G6pVewkxnnmemfdmzI4tSgO1QqlZumOYV7Jh6Z8da3AleWnf6W0NLGVrVNrQG49JLuyLvYU/Z63HUBbwxtKw9QZ4zs48o15P1CBObgXkWIDy80osUHJdqTOAUfviMZAaNcI+A7fYZtKIBSiK7YgjoEAjfCgh1wpzv65KoFPqqiHnStrzCdAPA49t6Rm1NrYOWjQY7QrY6FQZwcvyX1jJFajxEYrnuRGmdGW6DCe+jx1KcB9TDYl1raoyW8ArXyM5kFVldG10djObj6zdI0kKHp2Mdiy0PysFIM8pwYKldHyOKjeo3TI8y8Wup93tl7Yv3fiaOC6zjt6z9uk4VqDaR+rY7CvBO2ZGewUec1qiaobVxaE3mtseiwK7EjVXLsaU/SKPobWe7zHrLYVmpM6WqhIZSsJg6ZKXDQyiYkzF9Vhk9xUU3d3kNiaSQUwEB/l9Hw+uZg1YjGzYiPpA1+/vpKuHjk7fRNf7JrJTsZf05MLwoIFbzLvtOvlEFZNjKepqQ5poNqjz10s9jA6N+fk8Ohx/FMFXNXDqxeCC20F901vCJxN07UjVG9K4+x9YQp5M2LUZfbTpq+XDKRsNnG4cuULZcz089HZWD+D0a8Pz52bnNPgPzTj76dlJAnDfNenZp5fHSr4ACp/NZ3fPnHrkDt64qN31vwbVuFIn43GUjCdxHIVt+xcL2lBp&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
==== SR Latch configuration ====&lt;br /&gt;
&#039;&#039;&#039;The central decider and green feedback wire is the actual SR Latch.&#039;&#039;&#039;&lt;br /&gt;
It latches the Set signal [[File:Signal-S.png]] until the Reset signal [[File:Signal-R.png]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png]] &amp;amp; [[File:Signal-R.png]] must be 0 or 1) - this is why the previous two deciders are required.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-05-PowerSwitch.png|left]]The Power switch isolates the generator from the rest of the factory until [[File:Signal-S.png]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
=== SR latch ===&lt;br /&gt;
[[File:SRLatch.png|left|400x400px]]&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|left|400x400px]]&lt;br /&gt;
=== Usage of SR latch ===&lt;br /&gt;
* Here is an example of how you could use an SR latch.&lt;br /&gt;
* The two extra [[Decider combinator]]s provide the set and reset conditions. &lt;br /&gt;
* Petroleum gas &amp;lt; 50 and petroleum gas &amp;gt; 100. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|left|400x400px]]&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
* This is the most compact latch I am aware of. &lt;br /&gt;
* To make it work you need to place &#039;&#039;&#039;3&#039;&#039;&#039; raw wood on the inside lane of the belt.&lt;br /&gt;
* I believe it will have higher latency than the combinator version but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[Green wire]], that wire holds 15 signals one for each lamp used in the digit.&lt;br /&gt;
* [[Constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
* Blueprint string including decoder [https://www.dropbox.com/s/5o13xuwthalzzfe/Brain2.txt?dl=0]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[Red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.  &lt;br /&gt;
* We have a [[Red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[Arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=148321</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=148321"/>
		<updated>2017-09-06T12:17:06Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Devices */&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|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 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;
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.&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;
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;
These devices can interact with the circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Device !! Possible output signals !! Possible control options&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|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;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|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;
|| 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|Filter inserters}} || Same as above. || The filter inserters can additionally set their filters from the Circuit network.&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|Requester chest}} || Same as above. || Its requested items can be set by the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Storage tank}} || The storage tank can send its fluid content to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Gate}} || Gates can send a signal to the Circuit network. || Gates can be opened on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Rail signal}} || Rail signals can send their state  to the Circuit network. || Rail signals can prevent trains by passing on a condition (set signal to red).&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|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. || 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|Accumulator}} || It can send its charge level in percent to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || It can send its logistic network contents or its robot statistics to the Circuit network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Burner mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electric mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pumpjack}} || It can output the current oil mining rate. || It can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Power switch}} || || Power switches can connect power networks on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|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;
| {{imagelink|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}} || || The offshore pump can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Pump}} || || The pump can be enabled on a 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 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;
== Virtual signals == &lt;br /&gt;
&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;
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z 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;Everything&#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;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;. When used the combinator will output all signals that pass the condition. The &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; signals are the only signals used in conditions that can make multiple signals pass a condition.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;Anything&#039;&#039; can be used on the left side of conditions. 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;
==== Each ====&lt;br /&gt;
&#039;&#039;Each&#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 output when also used as 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;
== 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 get to know and 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.&#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]], [[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;
== See also ==&lt;br /&gt;
* [[Circuit network (research)]]&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;
[[Category: Circuit network]]&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fuel&amp;diff=135512</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fuel&amp;diff=135512"/>
		<updated>2017-04-06T10:52:26Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[Fuel]] 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&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wood|Wood}} || 2 MJ || 4 MJ per raw wood&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|raw-wood|Raw wood}} || 4 MJ || 4 MJ per raw wood&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|wooden-chest|Wooden chest}} || 6 MJ || 3 MJ per raw wood&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|coal|Coal}} || 8 MJ || 8 MJ per coal&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|solid-fuel|Solid fuel}} || 25 MJ || 20 MJ per unit of [[Crude oil]] *&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|small-electric-pole|Small electric pole}} || 4 MJ || 4MJ per raw wood&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|rocket-fuel|Rocket fuel}} || 225 MJ || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) 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;
== 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>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Version_history/0.10.0&amp;diff=135495</id>
		<title>Version history/0.10.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Version_history/0.10.0&amp;diff=135495"/>
		<updated>2017-04-04T10:30:44Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== 0.10.12 ==&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
*  Fixed that it wasn&#039;t possible to set a filter.&lt;br /&gt;
*  Fixed that fast replacing moved items primary to character, it made upgrading chests and machines not practical. Instead, when fast replacing, the content is always transferred to the new entity, when it can&#039;t fit, it transfers to player, and if it can&#039;t be moved to the player as well it makes the good old item bomb.&lt;br /&gt;
*  The right UI container is slightly larger, so it can contain the robot info without enlarging.&lt;br /&gt;
*  The worm turrets are not taken into consideration when deciding enemy expansions.&lt;br /&gt;
*  Fixed that enemy expansion candidates were not updated correctly when base was destroyed.&lt;br /&gt;
*  Fixed that combat robots were on the map/minimap.&lt;br /&gt;
*  Fixed extra mousebuttons over GUI behavior (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5810).&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
*  The maximum distance of enemy expansion was increased from 5 to 7.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
*  makefile, takescreenshot and removepath now use logger to report failures, minor fixes in the path verification&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.10.11 ==&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that number keys and enter were sometimes randomly not working (http://www.factorioforums.com/forum/viewtopic.php?t=5767).&lt;br /&gt;
* Fixed that the pipe to ground was missing the health bar (http://www.factorioforums.com/forum/viewtopic.php?t=5768).&lt;br /&gt;
* Fixed crash on mouse over ghost of rail signal that was connected to rail destroyed afterwards (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5766).&lt;br /&gt;
* Fixed that the blueprint preview could go outside the window in some cases (http://www.factorioforums.com/forum/viewtopic.php?t=5753).&lt;br /&gt;
* Fixed the crash when the selection window of filter slots of cargo wagon is opened while the cargo wagon gets away (or id destroyed) and the filter is selected. Now the crash doesn&#039;t occur and the window is closed automatically (http://www.factorioforums.com/forum/viewtopic.php?t=5787).&lt;br /&gt;
* Show the logistic network areas when the deconstruction tool is in hand (http://www.factorioforums.com/forum/viewtopic.php?t=5779).&lt;br /&gt;
* Fixed that the long entity names permanently enlarged the sidebar (http://www.factorioforums.com/forum/viewtopic.php?t=5786).&lt;br /&gt;
* Fixed that downgrading container containing enough items to not fit into the inventory resulted in both the new and old container on the same spot (http://www.factorioforums.com/forum/viewtopic.php?t=5800).&lt;br /&gt;
* Fixed that wire connection isn&#039;t cleared when the wire is put away in godmode (http://www.factorioforums.com/forum/viewtopic.php?t=5801&amp;amp;).&lt;br /&gt;
* Fixed that cursor for wire placing was inconsistent sometimes (http://www.factorioforums.com/forum/posting.php?mode=reply&amp;amp;t=5802).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.10.10 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is a problem with numbers/enter hotkeys that can be randomly disabled for the whole game.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that passive provider chest acted as active provider chest after game load.&lt;br /&gt;
* Fixed that player turrets could be walked through after reconstructed. (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5618).&lt;br /&gt;
* Fixed that the starting chest in sandbox mode didn&#039;t contain some of the items in full stacks.&lt;br /&gt;
* Fixed that the pause game control reset itself to default after every restart.&lt;br /&gt;
* Fixed wrong directory name inside save (it was &amp;quot;currently-saving&amp;quot;, now is the same as the save name)&lt;br /&gt;
* Fixed that map2scenario didn&#039;t copy locale and script state to the scenario.&lt;br /&gt;
* Fixed crash related to enemy pathfinding.&lt;br /&gt;
* Fixed of wrongly reported amount of items the player got from mining machines/containers (http://www.factorioforums.com/forum/viewtopic.php?t=5688).&lt;br /&gt;
* Fixed entity icons of defender/distractor/destroyer robots.&lt;br /&gt;
* Fixed that deconstructing transport-belt-to-ground would delete items they held (http://www.factorioforums.com/forum/viewtopic.php?t=5667).&lt;br /&gt;
* Fixed that deconstructing inserters holding items would delete items they held (http://www.factorioforums.com/forum/viewtopic.php?t=5636).&lt;br /&gt;
* The notifications of destroyed buildings are created only when someone other than player (or his machines) destroyed the building. This affects player destroying his buildings manually and also land-mine destroying itself on impact.&lt;br /&gt;
* Fixed, that slightly more robots than needed could be send to empty provider chest (http://www.factorioforums.com/forum/viewtopic.php?t=5613).&lt;br /&gt;
* When unresearching (using script) the toolbelt, the items that can&#039;t fit it are inserted back into the player&#039;s inventory (http://www.factorioforums.com/forum/viewtopic.php?t=5659).&lt;br /&gt;
* Recipes changed by mods will be refreshed to original value automatically when mod is removed (http://www.factorioforums.com/forum/viewtopic.php?t=5676).&lt;br /&gt;
* Fixed crash, when opening save that contained mods that are not already present, that had the active crafting group selected to group presented by the mod (so it is not present anymore), the crash occurred when the crafting menu was opened.&lt;br /&gt;
* Fixed that items were moved into quickbar even when there was already stack of the type in quickbar (currently selected in hand) (http://www.factorioforums.com/forum/viewtopic.php?t=5661)&lt;br /&gt;
* Fixed the missing check of gun-&amp;gt;ammo compatibility when putting the gun there using shift-click or when the gun was crafted (http://www.factorioforums.com/forum/posting.php?mode=reply&amp;amp;f=7&amp;amp;t=5682).&lt;br /&gt;
* Fixed that the visualization radius of throwables (the green circle) wasn&#039;t visible when the player was in vehicle (http://www.factorioforums.com/forum/viewtopic.php?t=5595).&lt;br /&gt;
* Fixed that the inventory didn&#039;t get sorted after the container couldn&#039;t be mined as all the items couldn&#039;t fit the inventory (http://www.factorioforums.com/forum/viewtopic.php?=5614).&lt;br /&gt;
* Fixed that when enemy unit was modded to attack by destroying everything including itself crashed the game (http://www.factorioforums.com/forum/viewtopic.php?t=5727)&lt;br /&gt;
* Fixed that the player mined item event was not called when he got just part of the inventory (http://www.factorioforums.com/forum/viewtopic.php?t=5608).&lt;br /&gt;
* Fixed that it wasn&#039;t possible to start fullscreen game in other than the primary window. There is now settings in config in category [graphics] section: preferred-screen-index. Changing the value changes the display adapter (monitor) that is used. If many people use this feature in the future, we can put it in the      graphics settings ingame as well (http://www.factorioforums.com/forum/viewtopic.php?t=5048).&lt;br /&gt;
* The number input box &amp;quot;consumes&amp;quot; only numeric input, other keys for walking or closing the still works when the field is selected. This is true as long as these are not mapped to numbers, bad luck in that case (http://www.factorioforums.com/forum/viewtopic.php?t=5741)&lt;br /&gt;
* Fixed that actions made in the last tick before closing the scenario due to error were applied again when different game was opened (http://www.factorioforums.com/forum/viewtopic.php?t=5741).&lt;br /&gt;
=== Debugging ===&lt;br /&gt;
* Added option to turn off vertical synchronization of the display (v-sync).&lt;br /&gt;
* Fixed crash when starting game without config file.&lt;br /&gt;
=== GUI ===&lt;br /&gt;
* Progress bar showing electricity availability is now colored. Green for all required energy available, yellow, more than half, red less than half)&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Progress bar style enables to specify different colors for different ranges of values.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Added game.getchunks() iterator and game.ischunkgenerated(...) and game.player.force.ischunkcharted() methods&lt;br /&gt;
* Pre player mined item event is called really before the player starts to get items from the inventory. Note that the change means, that the event is called even when the mine can eventually fail (not enough inventory to hold all the items). This means, that there might we could also other some other event, that will be called only when the entity is really going to be removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.10.9 ==&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash when the map exchange string is not valid. If is not valid, text color is changed to red.&lt;br /&gt;
* Fixed the loading of saves containing inner saves (used in tightspot scenario) (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5482).&lt;br /&gt;
* Fixed that unresearching quickbar slots crashed the game (http://www.factorioforums.com/forum/viewtopic.php?t=5466).&lt;br /&gt;
* Fixed crash in map editor when building transport belts after building diagonal rail tracks (http://www.factorioforums.com/forum/viewtopic.php&amp;amp;t=5462).&lt;br /&gt;
* Fixed crash when entity with no icon shown in the electric network statistics, error icon is shown instead in that case (http://www.factorioforums.com/forum/viewtopic.php?t=5490).&lt;br /&gt;
* Fixed crash when some modded entity attack_reaction effect killed the attacking biter.&lt;br /&gt;
* Fixed various problems of not loadable save when energy source type of entities changed or mod specifying entities with energy source missing. (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5511).&lt;br /&gt;
* Removed so called &amp;quot;item bomb&amp;quot; effect. It happened When the player tried to a mine chest that contained items that couldn&#039;t fit his inventory. Instead of dropping all the items on the ground around (which could be A LOT of items in some cases), the mining just fails, while player gets as many items from the chest as possible.&lt;br /&gt;
* Fixed performance when cancelling large crafting queues and the player has no room to hold the items. This also fixes performance when a loot-enabled entity dies and drops a large amount of loot.&lt;br /&gt;
* Fixed bug when sometimes rail segments were messed up by placing rail signals from blueprint (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5350). Also blueprint which would place two signals next two each other cannot be placed.&lt;br /&gt;
* Fixed bug when train was self-damaging when driving backwards at the end of the rail (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5179). This also fixes the resulting crash when the wagon was destroyed.&lt;br /&gt;
* Fixed bug when train with 2 locomotives with opposite directions was not moving backwards when first locomotive had no coal.&lt;br /&gt;
* Fixed that laser turrets were not working when built near chunk boundaries (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5362).&lt;br /&gt;
* Saving the crc in the replay only once per second, so the replay (and save) size shouldn&#039;t grow so fast.&lt;br /&gt;
* Fixed that the beacon rotating animation was sometimes drawn under the beacon (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5431).&lt;br /&gt;
* Fixed bug where placing assembling machine over assembling machine of the same type could result into repetitive placing (http://www.factorioforums.com/forum/posting.php?mode=reply&amp;amp;f=7&amp;amp;t=5479).&lt;br /&gt;
* Fixed the problem with deconstruction of transport belt with inserter (or something other) putting items on it (http://www.factorioforums.com/forum/viewtopic.php?t=3090)&lt;br /&gt;
* Fixed that logistic robots were confused when inserting into storage with damaged items (http://www.factorioforums.com/forum/viewtopic.php?t=5326).&lt;br /&gt;
* Fixed that construction/logistic robots inside a network that was removed weren&#039;t re-assigned to the closest logistic network (http://www.factorioforums.com/forum/viewtopic.php?t=3088).&lt;br /&gt;
* The created effect of entities is not applied in map editor, to avoid too much freezed smoke particles at the same time that slows the render (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5492).&lt;br /&gt;
* Worms don&#039;t collide with the world during the dying animation (http://www.factorioforums.com/forum/viewtopic.php?t=5409).&lt;br /&gt;
* Worms don&#039;t show healthbar and don&#039;t regenerate health during the dying animation.&lt;br /&gt;
* Fixed scrolling with sliders in game (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5392).&lt;br /&gt;
* Fixed bug when some controls didn&#039;t work with mouse over the GUI (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5130) Now they work just fine unless there is a GUI action (i.e. crafting, transfer) with the same binding.&lt;br /&gt;
* Fixed extremely low placement probabilities of worms.&lt;br /&gt;
* Fixed resetting key bindings when changing keyboard layouts (http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=5192)&lt;br /&gt;
* Fixed bug when using deconstruction tool broke the replay (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5570&amp;amp;p=42998#p42998).&lt;br /&gt;
* Fixed that pausing the game closed the opened GUI (http://www.factorioforums.com/forum/viewtopic.php?t=5563)&lt;br /&gt;
* Fixed that setting more than 65535 value in the logistics request GUI didn&#039;t work properly.&lt;br /&gt;
* Fixed that the number in the logistic GUI wasn&#039;t set to 0 when the slot was cleared (http://www.factorioforums.com/forum/viewtopic.php?t=5565).&lt;br /&gt;
* Map map2scenario reports errors correctly instead of crashing.&lt;br /&gt;
* Using map2scenario no longer resets researched technologies and unlocked recipes.&lt;br /&gt;
* Migrations are applied even when using map2scenario.&lt;br /&gt;
* Fixed bug when blueprints were &amp;quot;looting&amp;quot; the items from transport belt to grounds (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5587).&lt;br /&gt;
=== Debugging ===&lt;br /&gt;
* Added show_active_chunks debug option, shows which chunks are active on the big map.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed that caninsert method ignored set filters (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5477).&lt;br /&gt;
* Fixed that LuaForce:reset didn&#039;t reset all the force modifiers. Namely: inserter stack size bonus, logistic slots, quickBarCount, followingRobotsCount, ghost time to live.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.10.8 ==&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed bug on windows when game couldn&#039;t be saved&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.10.7 ==&lt;br /&gt;
&#039;&#039;&#039;EDIT: This is probably the shortest-lived release we had. There was a serious bug (http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=5383) when saving on windows didn&#039;t work (and many people wanted to do that). So we have released the hotfix version: http://www.factorioforums.com/forum/viewtopic.php?f=3&amp;amp;t=5386.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed bug with non-primary mouse not working on OSX (http://www.factorioforums.com/forum/viewtopic.php?f=49&amp;amp;t=5063).&lt;br /&gt;
* Fixed OSX crash due to non-existent write data directory (http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=5284).&lt;br /&gt;
* Fixed crash when electric pole with open electricity GUI is deconstructed (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5310).&lt;br /&gt;
* Fixed crash when assembling machine item tooltip was active while it was removed (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5196).&lt;br /&gt;
* Fixed crash when starting the game with dutch translation active.&lt;br /&gt;
* Fixed various replay desynchronizations related to research.&lt;br /&gt;
* Fixed bug in allocation of construction robots when rebuilding objects (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5117).&lt;br /&gt;
* Fixed bug when removing toolbar filter didn&#039;t remove the picture (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5224).&lt;br /&gt;
* Fixed that the car was displayed multiple times on the map (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5271).&lt;br /&gt;
* Fixed other transport belt ending drawing logic issues (http://www.factorioforums.com/forum/viewtopic.php?f=11&amp;amp;t=5018#p39981).&lt;br /&gt;
* Fixed small bugs with rails (and) ghosts (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5188).&lt;br /&gt;
* Old save file is not overwritten when saving fails (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5354).&lt;br /&gt;
* Fast replacing assembling machine keeps the direction of the original assembling machine. This is because the common scenario here is to upgrade the assembling machine, rather than use it to change direction of existing machines (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5239).&lt;br /&gt;
* Allowed to check placebility of item on ground from script as long as the item is specified (http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=5238).&lt;br /&gt;
* Fixed that the video memory was refresh needlessly when the window was just activated.&lt;br /&gt;
* Fixed the error reporting with fault definition. It now shows mods involved in the error correctly.&lt;br /&gt;
* Fixed wrong radar consumption (309kW instead of 300kW) (http://www.factorioforums.com/forum/posting.php?mode=reply&amp;amp;f=7&amp;amp;t=5226).&lt;br /&gt;
* Fixed crash when a cargo wagon is placed in the map editor (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5308).&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Mod zip package and folder should follow the pattern &amp;lt;Mod name&amp;gt;_&amp;lt;Mod version&amp;gt; (http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=5364)&lt;br /&gt;
* Slightly smaller bounding box for the steam engine (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5338).&lt;br /&gt;
* Roboport GUI says &amp;quot;repair packs&amp;quot; not &amp;quot;material&amp;quot; (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5351).&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
* Roboport is no longer categorized as military structure.&lt;br /&gt;
:   Therefore biters don&#039;t target it primary, only when it is in their &amp;quot;area of rage&amp;quot;, same as with other factory buildings.&lt;br /&gt;
=== Translation ===&lt;br /&gt;
* Added Japanese translation and updated some of the other translations.[/list][/list]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.10.6 ==&lt;br /&gt;
&lt;br /&gt;
The updates for Mac os aren&#039;t present as I had problems with deploying on the system while Tomas is away, but the fresh version is downloadable.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed the occasional crashes when switching item groups in filter selection.&lt;br /&gt;
* Fixed small inconsistencies of drawing logic of transport-belt based entities.&lt;br /&gt;
* Fixed drawing of pipe covers for boiler that has less than 2 connections.&lt;br /&gt;
* Fixed unnecessary drawing of pipe covers in some cases, not visible in normal game, but allows cad-like mods to be precise (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5018).&lt;br /&gt;
* Fixed that furnace started to process the input even with no energy, so it looks like the item vanished, as the processing progress bar stops at 0 (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5071).&lt;br /&gt;
* Fixed, that the selection box of curved rail ghost wasn&#039;t proper. (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5059).&lt;br /&gt;
* Fixed minor bugs with ignored low influences in entity placement.&lt;br /&gt;
* Fixed placement of rocks (getting rid of stone rings, http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=3208).&lt;br /&gt;
* Fixed the visualization of shooting target.&lt;br /&gt;
* Fixed crash when Escape was pressed with the map exchange string field focused in the new game dialog (http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=5005).&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* Updated the hand picture.&lt;br /&gt;
* Updated the battery, rocket(explosive), plastic bar, repair pack item picture.&lt;br /&gt;
* Updated the editor tool icons.&lt;br /&gt;
* Updated the biter icons (editor).&lt;br /&gt;
* Updated shooting selection graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.10.5 ==&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash when player with robots delivering him items, left the logistic area (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4999).&lt;br /&gt;
* Fixed that &amp;quot;Made In&amp;quot; line in recipe tooltip was empty for some of the liquid based machines (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5024).&lt;br /&gt;
* Fixed that the exe file icon added in 0.10.4 addition didn&#039;t work for the release build.&lt;br /&gt;
* Better repair tasks and repair pack supply logic. Better logic for choosing construction robot for repair.&lt;br /&gt;
* Fixed that the tab/shift tab didn&#039;t work (http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=5014).&lt;br /&gt;
* Fixed that the enter didn&#039;t work as confirmation in MapEditor map saving/game saving/updater authentication (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5000).&lt;br /&gt;
* Fixed the unloadable save caused by wrong rail segments (http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=4875).&lt;br /&gt;
* Fixed load game dialog inconsistencies when the window is resized (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5023).&lt;br /&gt;
* Fixed the blueprint build ability check inconsistency (http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=4072).&lt;br /&gt;
* The invisible rectangle containing the GUI created by mods will no longer obstruct the interaction area of the player. This applies generally on any transparent part of the GUI (http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=4957&amp;amp;p=38885#p38885).&lt;br /&gt;
* Minor transport belt graphics fix, when the belt is starting against curve to opposite direction, the belt ending graphics was missing (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5018).&lt;br /&gt;
* When the last piece of item is removed from the circuit network, the item is no longer displayed without number in the network contents, but disappears instead (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4993&amp;amp;p=38998#p38998).&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Health bar for wagons / locomotives rotates with the object (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5025).&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Fixed setting of minable. Empty result (result=&amp;quot;&amp;quot;) triggers error message. No result specification makes the entity to have no mining result, but let it be minable. (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=5056).&lt;br /&gt;
=== Translation ===&lt;br /&gt;
* Updated some of the existing translations and added Swedish+Ukrainian translation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.10.4 ==&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Lights Render Quality settings is saved now (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4797).&lt;br /&gt;
* Fixed Lights Render Quality slider overflow(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4797).&lt;br /&gt;
* Fixed crash when mod lowers number of variations for a resource (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4777).&lt;br /&gt;
* Fixed scrolling reset in the mods list (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4839).&lt;br /&gt;
* Added missing drawlight routines for all entities producing light(http://www.factorioforums.com/forum/viewtopic.php?f=48&amp;amp;t=4852).&lt;br /&gt;
* Fixed roboport recharging rate tooltip(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4846).&lt;br /&gt;
* Fixed placement indicator for gun turrets(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4869).&lt;br /&gt;
* Fixed weirdness when inserting into assembling machine running burner(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4843).&lt;br /&gt;
* Fixed burner inserter not refuelling itself(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4843).&lt;br /&gt;
* Fixed that player was oversupplied in some cases (http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=4801).&lt;br /&gt;
* Fixed that radar didn&#039;t re-scan chunks (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4793).&lt;br /&gt;
* Inserter wakes up after copying entity settings(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4950).&lt;br /&gt;
* Pickup items and zooming/zoomout works even when assigned to mouse cursor that is over GUI.&lt;br /&gt;
* Fixed the non-fitting graphics of the belt in the underground belt for north+west direction (http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=4901).&lt;br /&gt;
* Game guis don&#039;t interact when the game is paused(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4891).&lt;br /&gt;
* Fixed that the provider chests started to be ignored under some circumstances (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4600).&lt;br /&gt;
* Fixed that the requester chests was ignored when the deliver failed (robot destroyed or similar) (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4548).&lt;br /&gt;
* Fixed the direction of input/output underground belt structure.&lt;br /&gt;
* Workaround for sound problems with pulseaudio (http://www.factorioforums.com/forum/viewtopic.php?f=41&amp;amp;t=2489)&lt;br /&gt;
* The Factorio.exe (Windows systems) has the Factorio icon included.&lt;br /&gt;
* Fixed the wrongly drawn rails and other larger structures on the map on the edges of the chunks.&lt;br /&gt;
* Fixed the tooltip delay label not showing correct value when the Settings windows was opened.&lt;br /&gt;
* Added checks for validity of allocated bitmaps to work around a bug on some intel graphics cards on Linux (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=1991)&lt;br /&gt;
* Fixed that changing text of textfield from script didn&#039;t update the text of the field until the game was reloaded (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4372).&lt;br /&gt;
* Fixed rocket defense requirements to be base 10 and fit within 1 stack size (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4981).&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Disallowed duplicate technology ingredient and duplicate lab input. (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4917).&lt;br /&gt;
* Better error message when prototype is not loadable. Type of the prototype and mod(s) that created/changed the prototype is displayed.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* Fixed dummy caninsert functions for car and character(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4848).&lt;br /&gt;
* Call to teleport keeps entity orientation(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4837).&lt;br /&gt;
* Orientation of car and fish can be changed via entity orientation property in Lua API (i.e. car.orientation = 0.21).&lt;br /&gt;
* Added game.player.force rechart command, to force recharting of the whole map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.10.3 ==&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Slider input (smart inserter GUI, logistic GUI) now has an alternative of specifying the value exactly.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash when loading game with ScenarioMessage pointing to player(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4628).&lt;br /&gt;
* Fixed that buildings created from damaged items were not repaired by the construction robots.&lt;br /&gt;
* Fixed crashes when the crop-cache.dat file is corrupted.&lt;br /&gt;
* Fixed crash when simultaneously removing spawner and its biters from script.&lt;br /&gt;
* Fixed crash when starting new game with the sound disabled.&lt;br /&gt;
* Scrolling for crafting GUI and for objects selection(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4620).&lt;br /&gt;
* Fixed enemy expansions ignoring player bases after load (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4578&amp;amp;p=34466#p34466)&lt;br /&gt;
* Objective fix in demo level 1 (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4690).&lt;br /&gt;
* Fixed behavior of game.canplaceentity() Lua command (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4729)&lt;br /&gt;
* Fixed incorrect block detection for rail signals by smaller rail bounding box (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4707).&lt;br /&gt;
* Fixed MacOSX application short version(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4598).&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Changed the logistic robot supply strategy.&lt;br /&gt;
**  For player, robots take just enough items to fulfill exactly the requested amount, so he doesn&#039;t get more than he asked for.&lt;br /&gt;
**  For requester chests, robots take always as much as they can carry and leave it in the chest, so it can get more than requested.&lt;br /&gt;
* Consistent stack sizes for guns.&lt;br /&gt;
* Lights rendering quality can be set in the graphics settings.&lt;br /&gt;
* Configuration option max-texture-size in config file section [graphics]&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* API call game.printentitystatistics now takes optional list of entity names that acts as a filter.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* Updated exoskeleton equipment.&lt;br /&gt;
* Updated iron and steel axe icons.&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Faster train movement collision check (related to http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4611).&lt;br /&gt;
* Optimized smoke update (related to http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4611).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.10.2 ==&lt;br /&gt;
&lt;br /&gt;
Another (mostly) bugfix release, most of the critical bugs should be resolved, but it is still not a release candidate as there are still obvious bugs in our bug reports.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The automatic update system was messed up in the 0.10.0 and 0.10.1. As a result now it is working only partially: OSX, Linux for 0.10.1 -&amp;gt; 0.10.2 should work, the rest is downloadable from http://www.factorio.com/download/experimental as full package.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed the crash when opening save with active replay saving.&lt;br /&gt;
* Fixed crash when smart inserter with logistic condition was rebuilt.&lt;br /&gt;
* Fixed leak in path finding that was causing huge saves(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4562&amp;amp;p=34339#p34339).&lt;br /&gt;
* Fixed that splitter was buildable over transport belt to ground (and vice versa).&lt;br /&gt;
* Fixed crash when renaming OSX application name.&lt;br /&gt;
* Rotation of turrets doesn&#039;t play role when deciding if the part of the overlapping blueprint doesn&#039;t collide. Rotation of other entities like belts, inserters etc. still matters.&lt;br /&gt;
* Fixed that the underground belt cover did have the same graphics regardless if it was input or output.&lt;br /&gt;
* Fixed that the underground belt direction when building to be connected with different underground didn&#039;t have the preview direction correct (both in blueprint and manual building).&lt;br /&gt;
* Fixed wrong blueprint positioning when it contained rail/stations and was created just from ghost entities.&lt;br /&gt;
* Fixed crash when showing tooltip of construction material warning for unbuildable entities.&lt;br /&gt;
* Locomotive recalculates path on rotation.&lt;br /&gt;
* Fixed pump collision box so they can be built next to each other.&lt;br /&gt;
* Fixed &amp;quot;bad allocation&amp;quot; bug when removing/adding roboport from bigger network in some cases.&lt;br /&gt;
* Fixed that construction robots placed damaged items and full health.&lt;br /&gt;
* The repair speed of repair packs didn&#039;t affect construction robots repair speed when using these.&lt;br /&gt;
* Fixed bug with placing other objects (i.e. pipes) on top of rail signals.&lt;br /&gt;
* Game doesn&#039;t crash when loading replays from older saves.&lt;br /&gt;
* Fixed buggy scrolling in train GUI when item is crafted.&lt;br /&gt;
* Ghosts can be mined even out of the building / mining distance.&lt;br /&gt;
* Added the missing help methods to Lua objects.&lt;br /&gt;
* Fixed crashes with graphics cards that have larger texture size than available memory.&lt;br /&gt;
* Fixed bug with train routing when going &amp;quot;backwards&amp;quot; (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=3199).&lt;br /&gt;
* Fixed crash when placing rail signal for rail loop (http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=3482).&lt;br /&gt;
* Fixed crashes when attempting to use construction robots to deconstruct rails under a train.&lt;br /&gt;
* Not showing energy for flying robots that don&#039;t use energy (combat robots).&lt;br /&gt;
* Fixed corrupted save problem that occurred when the player had follower robots active, was in a car that had blueprint with roboport in the trunk. Saves corrupted this way from earlier versions are not loadable.&lt;br /&gt;
== Changes ==&lt;br /&gt;
* Changed the prioritization of resupplying source of logistic robots. Provider has biggest priority, then storage and the last one is passive provider. This is to avoid uncontrolled filling of storage chests from the leftovers.&lt;br /&gt;
== Graphics ==&lt;br /&gt;
* More realistic train light drawing (light cone in the front, red light in the back).&lt;br /&gt;
== Balancing ==&lt;br /&gt;
* Wall repair speed is twice the fast.&lt;br /&gt;
== Translations ==&lt;br /&gt;
* Added Catalan translation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.10.1 ==&lt;br /&gt;
&#039;&#039;&#039;Automatic updater won&#039;t work because of technical problems. Just download the game from experimental releases section at our website.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware: There is a bug for games newly created in 0.10.1. These games cannot be loaded after save. Better not to start new games in 0.10.1 (old saves work as expected), see more at http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=4440&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Sounds for alerts.&lt;br /&gt;
* Proper visualization of trains and car on map / minimap.&lt;br /&gt;
* Added scrolling for windows that get too large (i.e. because of mod additions):&lt;br /&gt;
**    Map generator, Technology list, Removed content window, Finished game window (kill counts), Debug settings GUI (F4).&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed bug when turrets were not shooting.&lt;br /&gt;
* Fixed crash when auto placing electric poles.&lt;br /&gt;
* Fixed that the shotgun had just one projectile.&lt;br /&gt;
* Fixed changing locale.&lt;br /&gt;
* Fixed multiple bugs with loading / unloading the cargo wagons.&lt;br /&gt;
* Fixed unloadable save from 0.9 with mod created buttons GUI.&lt;br /&gt;
* Fixed bug with wrong alt info for the cargo wagon.&lt;br /&gt;
* Fixed bug when boiler couldn&#039;t fast[*]replace the pipe.&lt;br /&gt;
* Fixed occasional crash when fighting with biters (calling for help biter without behavior).&lt;br /&gt;
* Fixed crash on loading save where generator equipment has been removed because same mods are not installed.&lt;br /&gt;
* Fixed bug with migrated inserters (when mod is removed) causing the save to be not loadable.&lt;br /&gt;
* Fixed that game couldn&#039;t be started when audio can&#039;t be initialised.&lt;br /&gt;
* Solved that GUI of removed mods stayed in the save forever, it is removed now.&lt;br /&gt;
* Fixed bug when pausing scheduled trains didn&#039;t clear yellow signal.&lt;br /&gt;
* Fixed bug with wrong signal placement(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4274).&lt;br /&gt;
* Fixed changed direction of transport belt to ground when used in blueprint sometimes.&lt;br /&gt;
* Fixed that finishing research desynchronised replay.&lt;br /&gt;
* Fixed bug when two ghost underground belts can be built on top of each other.&lt;br /&gt;
* Fixed internal tool error when repairing(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4013).&lt;br /&gt;
* Turrets are rotatable when building and their direction is preserved in blueprints.&lt;br /&gt;
* Fixed bug with construction robots following vehicles outside of roboport area.&lt;br /&gt;
* Fixed wrong position of splitter in the blueprint building preview.&lt;br /&gt;
* Fixed bug when train stops (and other backer related entities) had no name when placed from the blueprint.&lt;br /&gt;
* Logistic robots will not insert items that would exceed the requested count.&lt;br /&gt;
* Fixed bug with biters stuck in the corners of their own bases (they &amp;quot;disappear&amp;quot; after some time).&lt;br /&gt;
* Fixed the shotgun ammo damage tooltip info, it is now in the form of 12 x (6 + 2.5)&lt;br /&gt;
* Fixed bug with filters not shown in the second quick bar.&lt;br /&gt;
* Fixed slot highlight bug when crafting the highlighted item.&lt;br /&gt;
* Fixed that requester c filters get copied to storage chest when built over. They had no meaning there.&lt;br /&gt;
* Fixed bug when construction robots used 0 movement energy on their way to repair / construction the target.&lt;br /&gt;
* Fixed bug when entity settings copy was placing red wire instead green for smart chests.&lt;br /&gt;
* Fixed bug when entity settings copy for wires was not working at all for logistic containers.&lt;br /&gt;
* Pasting entity settings copy will now work only for entities in the players reach.&lt;br /&gt;
* Wires now don&#039;t have an unlimited wiring range.&lt;br /&gt;
* Game doesn&#039;t crash on invalid number input in map generation GUI.&lt;br /&gt;
* Added missing open / close sounds for logistic containers.&lt;br /&gt;
* Idle sound for entity is not played when it is out of energy.&lt;br /&gt;
* Fixed oil leak from pumpjack(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4353).&lt;br /&gt;
* Updated item counts for starting sandbox chest(http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4394).&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Reduced slowdowns when drawing many lights (lamps, accumulators, etc.) at night (light can be a bit pixelated).&lt;br /&gt;
* Limit for number of concurrent paths searched in the path finder (reduces problems for the &amp;quot;big save bug&amp;quot;).&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Removed the trailer mod from the standard distribution to avoid confusion.&lt;br /&gt;
**   It has a regular mod thread now: http://www.factorioforums.com/forum/viewtopic.php?f=14&amp;amp;t=4273.&lt;br /&gt;
**   It changes the game a lot when turned on and was not meant to be activated for normal play.&lt;br /&gt;
* Reduced creeper spawning in big and dense nests (reduces problem for the &amp;quot;big save bug&amp;quot;: http://www.factorioforums.com/forum/viewtopic.php?f=7&amp;amp;t=4383).&lt;br /&gt;
* Construction robots take as much repair packs as they can carry (not just 1) when going repairing.&lt;br /&gt;
* Larger cargo wagon storage area: 15 =&amp;gt; 20 stacks.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* New beacon graphics.&lt;br /&gt;
* Added new icons (pipe, pipe to ground, plastic bar, engines, iron ore, stone, raw wood).&lt;br /&gt;
* Pushed colors of inserter icons.&lt;br /&gt;
* Fixed minor issue with fast transport belt to ground looking twice as fast.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* game.can_place_entity now works correctly for rails, and checks all the additional conditions as when building manually.&lt;br /&gt;
** Conditions like water for pump, rail next to signal/station etc.&lt;br /&gt;
* Every Factorio Lua object now has a method help() that returns a string with names of all methods and member variables.&lt;br /&gt;
* Fixed car&#039;s consumptionmodifier (how much energy it can take from the energy source).&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Fixes to make assembling machine/lab with burner energy source possible.&lt;br /&gt;
* The inventory index for fuel is shared for all entities now in defines.lua it is specified as inventory.fuel&lt;br /&gt;
* Fixed that different rail types were placeable over each other.&lt;br /&gt;
* Fixed bug in trailer mod saving / loading. This resulted in stop during autosave.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 0.10.0 ==&lt;br /&gt;
&lt;br /&gt;
=== Beware of the trailer mod ===&lt;br /&gt;
&lt;br /&gt;
The trailer mod changes the game properties significantly. If you have it enabled it can cause some very strange behavior in your existing games (different recipes, different consumption, different speeds of vehicles, etc.). Use it only to preview the trailer scenario!&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Environment sounds. Active machines close to the player create a small factory orchestra.&lt;br /&gt;
* Proper volume settings for master volume / effects volume / etc.&lt;br /&gt;
* Map generation string - stores seed and settings for sharing map conditions.&lt;br /&gt;
* Clipboard copy &amp;amp; paste (useful for map generation string, updater user name, updater password).&lt;br /&gt;
* Station names can be changed in the train stop GUI.&lt;br /&gt;
* Burner inserter will use item with fuel value for itself when it has empty inventory.&lt;br /&gt;
* Logistic and Construction robots slowdown to 20% of regular speed when out of energy (instead of dying).&lt;br /&gt;
* Flying text indication for items collected while placing a building (for instance a rotated transport belt).&lt;br /&gt;
* Cargo wagon can have filters in the inventory.&lt;br /&gt;
* Blueprints copy circuit network connections.&lt;br /&gt;
* Updater can now detect some problems caused by firewalls.&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
* Dust effects when building is placed.&lt;br /&gt;
* Added new doodads for dead desert (dead trees, dead trunks, stones, Grey grass, etc.)&lt;br /&gt;
* Different inserter hand drawing logic (now including hand shadows).&lt;br /&gt;
* New icons (circuits, steel, copper plate, inserters, etc.)&lt;br /&gt;
* Puff of smoke when locomotive stops.&lt;br /&gt;
* New steam engine graphics.&lt;br /&gt;
* New radar graphics.&lt;br /&gt;
=== GUI ===&lt;br /&gt;
* Proper research unit tooltip in the laboratory GUI.&lt;br /&gt;
* Save game GUI tweaks (Enter key in text field saves game, text field starts with focus)&lt;br /&gt;
* Scenario message dialog resizes when the image is too big.&lt;br /&gt;
* Whole language name in locale dropdown.&lt;br /&gt;
* Slots with filter have a blue background (both in quickbar and in cargo wagon).&lt;br /&gt;
* Highlighted item in inventory (when hovering over corresponding recipe) is blinking.&lt;br /&gt;
* More polished loading screen.&lt;br /&gt;
=== Sound ===&lt;br /&gt;
* Working sounds for most of the machines (inserters, assemblers, furnaces, steam engines, labs, etc.).&lt;br /&gt;
* Sound effects for car and trains.&lt;br /&gt;
=== Changes ===&lt;br /&gt;
* Disabled loading of saves before 0.6.0 version (You can use 0.6.4 to load any old saves and re-save them).&lt;br /&gt;
* Miners in blueprint are ignored when no resource present, instead of blocking the whole blueprint.&lt;br /&gt;
* Changed stack sizes of items to be 10 based, so it fits the inserter/requester count values.&lt;br /&gt;
* Smoother car acceleration and braking.&lt;br /&gt;
* Changed walls/pipes/pipes to ground/boilers/pumps collision boxes logic. It is possible to walk between diagonal (not connected) walls now, but when connected, there is no space in-between.&lt;br /&gt;
* Backer names are used for Locomotives, Roboports, and Radars.&lt;br /&gt;
&lt;br /&gt;
=== Optimisations ===&lt;br /&gt;
* Parallelised map generation, the hiccups when new part of map is generated should be smaller or non-existent.&lt;br /&gt;
* Reduced the saving time (autosave included).&lt;br /&gt;
* One very long path search will not block path finder for others. This should fix a bug with stuck biters.&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed that inserters had switched the closed/open hand pictures.&lt;br /&gt;
* Load game dialog scrolls to the selected item (that can be off screen).&lt;br /&gt;
* When there are more items than 4 in the entity info (i.e. smart inserter filters), the first 4 are shown.&lt;br /&gt;
* Limited (and sorted) the amount of items in the finished game GUI.&lt;br /&gt;
* Fixed crash when using fish capsule in the god mode.&lt;br /&gt;
* Prevent negative overflow when mining resources.&lt;br /&gt;
* Unused pipe connections (in chemical plant, assembler) are passive (they don&#039;t connect with other pipes).&lt;br /&gt;
* Fixed crash: &amp;quot;Can&#039;t insert to this EnergySource&amp;quot;&lt;br /&gt;
* Fixed unloadable save with train in station with no stations left in schedule.&lt;br /&gt;
* Fixed that radars could explore the same chunk when their progress ended in the same moment.&lt;br /&gt;
* Solved that items on ground in the way of electric poles were lost when building by dragging.&lt;br /&gt;
* Fixed bug with hovering in the map editor over assembler GUI output.&lt;br /&gt;
* Game won&#039;t crash when the modlist.json is corrupted.&lt;br /&gt;
* Fixed bug when effect from beacon was applied twice after load.&lt;br /&gt;
* Fixed crash when previewing a technology with &amp;quot;give-item&amp;quot; modifier.&lt;br /&gt;
* Inserter&#039;s logistic condition is copied when building inserter from blueprints.&lt;br /&gt;
* Fix of the window hanging out of the screen at start.&lt;br /&gt;
* Fixed the crash when a blueprint is moved to the quickbar with filter for blueprint selected.&lt;br /&gt;
* Fixed the inserter not working properly when loading a train wagon on junction.&lt;br /&gt;
* Fixed crash in the beta level 4 when player dies.&lt;br /&gt;
* Fixed typo in beta level 4 when explaining oil industry.&lt;br /&gt;
* Fixed wrong connection of newly built train wagon to train in some cases.&lt;br /&gt;
* Fixed that some of the capsules couldn&#039;t be fired repeatedly by holding the button.&lt;br /&gt;
* Fixed that player wasn&#039;t notified about items collected from belts when rebuilding them with different direction.&lt;br /&gt;
* Fixed crash when loading save where entity with electric energy source has been removed because same mods are not installed.&lt;br /&gt;
* Fixed problems with unicode characters in the path when updating.&lt;br /&gt;
* Game doesn&#039;t crash when no scenario is selected in custom scenarios screen.&lt;br /&gt;
* Corrupted saves don&#039;t crash the game to desktop, just give an error message.&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
* API to take game screenshots.&lt;br /&gt;
* Simple API to write to disk (makefile, removepath).&lt;br /&gt;
* Added trailer mod (data/trailer), that contains map and logic for new Factorio trailer.&lt;br /&gt;
* Added set/get/clear filter methods to access inserter filters&lt;br /&gt;
* Added set/get/clear requestslot to access requester chest requests.&lt;br /&gt;
* Added set/get/clear methods for circuit conditions.&lt;br /&gt;
* Changed the game.disableminimap to read/write value of player.minimapenabled.&lt;br /&gt;
* Added Lua interfaces to force to get/set modifiers&lt;br /&gt;
* Expanded connetneighbour-method&lt;br /&gt;
* Removed the crash when die/destroy is called on the dying entity in the onentitydied hook.&lt;br /&gt;
&lt;br /&gt;
{{VersionNav}}&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=135490</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=135490"/>
		<updated>2017-04-03T21:49:07Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Driving Controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Diesel locomotive/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Diesel locomotive&#039;&#039;&#039; is the engine for movement of [[Railway network|trains]] over [[Railway network#Tracks|track]].  Trains are useful for moving large amounts of items over large distances.&lt;br /&gt;
&lt;br /&gt;
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the [[Car]] or [[Tank]].  Naturally they do not have the same freedom of movement, however, as they are confined to the track.&lt;br /&gt;
&lt;br /&gt;
Locomotives are [[burner devices]] and require [[fuel]] to run.  Despite the name, they can take any fuel, not just oil-derived types.&lt;br /&gt;
&lt;br /&gt;
While Locomotives can be assembled by hand, the [[Engine unit]]s for it require automated construction to build, so it cannot be built from raw materials by hand.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Diesel locomotives are directly connected to the following achievements:&lt;br /&gt;
; Getting on track&lt;br /&gt;
: Build a diesel locomotive.&lt;br /&gt;
; Getting on track like a pro&lt;br /&gt;
: Build a diesel locomotive within first 1 hour and 30 minutes of the game.&lt;br /&gt;
; Watch your step&lt;br /&gt;
: Get killed by moving locomotive.&lt;br /&gt;
&lt;br /&gt;
== Driving Controls ==&lt;br /&gt;
&#039;&#039;These are the default bindings. They can be changed in the Options menu.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|Enter/Exit&lt;br /&gt;
|{{Keybinding|enter}}&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate&lt;br /&gt;
|{{Keybinding|W}}&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate/Reverse&lt;br /&gt;
|{{Keybinding|S}}&lt;br /&gt;
|-&lt;br /&gt;
|Pick which fork to take at junction&lt;br /&gt;
|{{Keybinding|A}},{{Keybinding|D}}&lt;br /&gt;
|-&lt;br /&gt;
|Connect/Disconnect rolling stock&lt;br /&gt;
|{{Keybinding|G}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that while you can enter a train at any point, you must enter a Locomotive to drive the train manually (and automatic mode must be off).&lt;br /&gt;
&lt;br /&gt;
== Connecting/Disconnecting a Locomotive ==&lt;br /&gt;
To connect Locomotives or [[Cargo wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or, to connect an already existing disconnected car, drive the Locomotive near the car and press G by default. To disconnect the last car in a train, press V by default.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Locomotives are a priority target of [[Enemies]], so places where trains can stop should be [[Defense|defended]].  Locomotives in transit can usually crash through everything in the way (including [[Biter]]s, [[Tank]]s, and the Player) so defense in transit is less important. However, enemies can attack and destroy rails, potentially stopping the train.&lt;br /&gt;
&lt;br /&gt;
[[Construction robot]]s are a good way to automatically repair damage at train stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Can now be colored.&lt;br /&gt;
* Trains are now regular size in horizontal and vertical orientations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Trains that are moving automatically cannot be rotated.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now show contents in tooltip.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Increased the crafting cost of the cargo wagon and locomotive.&lt;br /&gt;
* Removing and merging the locomotive of a train without any additional locomotives doesn&#039;t clear the schedule anymore.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Copy paste can now be used for train schedules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* Now recalculates path on rotation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Backer names are used for locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Recipe change}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Train can find the path backward when it has locomotives in the back&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Locomotive + wagon + rails are more expensive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Locomotive uses fuel.&lt;br /&gt;
* Locomotive and Car are minable&lt;br /&gt;
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Now shows health bar below locomotive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Now emits light if active.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Vehicle/Train/Refueling]] for more details on fueling a train.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]] for more details on driving.&lt;br /&gt;
* [[Railway/Automated transport]] for directions on setting up automated trains.&lt;br /&gt;
&lt;br /&gt;
[[Category:Burner Devices]]&lt;br /&gt;
[[Category:Vehicles]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=135489</id>
		<title>Locomotive</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Locomotive&amp;diff=135489"/>
		<updated>2017-04-03T21:47:52Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Driving Controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Diesel locomotive/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Diesel locomotive&#039;&#039;&#039; is the engine for movement of [[Railway network|trains]] over [[Railway network#Tracks|track]].  Trains are useful for moving large amounts of items over large distances.&lt;br /&gt;
&lt;br /&gt;
Locomotives are also good vehicles for the player to reach fixed destinations, as they are considerably faster than the [[Car]] or [[Tank]].  Naturally they do not have the same freedom of movement, however, as they are confined to the track.&lt;br /&gt;
&lt;br /&gt;
Locomotives are [[burner devices]] and require [[fuel]] to run.  Despite the name, they can take any fuel, not just oil-derived types.&lt;br /&gt;
&lt;br /&gt;
While Locomotives can be assembled by hand, the [[Engine unit]]s for it require automated construction to build, so it cannot be built from raw materials by hand.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Diesel locomotives are directly connected to the following achievements:&lt;br /&gt;
; Getting on track&lt;br /&gt;
: Build a diesel locomotive.&lt;br /&gt;
; Getting on track like a pro&lt;br /&gt;
: Build a diesel locomotive within first 1 hour and 30 minutes of the game.&lt;br /&gt;
; Watch your step&lt;br /&gt;
: Get killed by moving locomotive.&lt;br /&gt;
&lt;br /&gt;
== Driving Controls ==&lt;br /&gt;
&#039;&#039;These are the default bindings. They can be changed in the Options menu.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|Enter/Exit&lt;br /&gt;
|Enter&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate&lt;br /&gt;
|{{Keybinding|W}}&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate/Reverse&lt;br /&gt;
|{{Keybinding|S}}&lt;br /&gt;
|-&lt;br /&gt;
|Pick which fork to take at junction&lt;br /&gt;
|{{Keybinding|A}},{{Keybinding|D}}&lt;br /&gt;
|-&lt;br /&gt;
|Connect/Disconnect rolling stock&lt;br /&gt;
|{{Keybinding|G}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that while you can enter a train at any point, you must enter a Locomotive to drive the train manually (and automatic mode must be off).&lt;br /&gt;
&lt;br /&gt;
== Connecting/Disconnecting a Locomotive ==&lt;br /&gt;
To connect Locomotives or [[Cargo wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or, to connect an already existing disconnected car, drive the Locomotive near the car and press G by default. To disconnect the last car in a train, press V by default.&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Locomotives are a priority target of [[Enemies]], so places where trains can stop should be [[Defense|defended]].  Locomotives in transit can usually crash through everything in the way (including [[Biter]]s, [[Tank]]s, and the Player) so defense in transit is less important. However, enemies can attack and destroy rails, potentially stopping the train.&lt;br /&gt;
&lt;br /&gt;
[[Construction robot]]s are a good way to automatically repair damage at train stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Can now be colored.&lt;br /&gt;
* Trains are now regular size in horizontal and vertical orientations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Trains that are moving automatically cannot be rotated.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Now show contents in tooltip.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Increased the crafting cost of the cargo wagon and locomotive.&lt;br /&gt;
* Removing and merging the locomotive of a train without any additional locomotives doesn&#039;t clear the schedule anymore.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Copy paste can now be used for train schedules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* Now recalculates path on rotation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Backer names are used for locomotives.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Recipe change}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Train can find the path backward when it has locomotives in the back&lt;br /&gt;
* New locomotive graphics.&lt;br /&gt;
* Locomotive + wagon + rails are more expensive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Locomotive uses fuel.&lt;br /&gt;
* Locomotive and Car are minable&lt;br /&gt;
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Now shows health bar below locomotive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Now emits light if active.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Vehicle/Train/Refueling]] for more details on fueling a train.&lt;br /&gt;
* [[Vehicle/Train/Reverse driving]] for more details on driving.&lt;br /&gt;
* [[Railway/Automated transport]] for directions on setting up automated trains.&lt;br /&gt;
&lt;br /&gt;
[[Category:Burner Devices]]&lt;br /&gt;
[[Category:Vehicles]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=135341</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=135341"/>
		<updated>2017-03-30T19:13:55Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Constant combinator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|400x400px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[Small pump]] is connected to the [[Storage tank]] by a [[Red wire]]. &lt;br /&gt;
* The [[small pump]] has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The [[Small pump]] has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
* This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
* It has a few elements that work together to do achieve this. &lt;br /&gt;
* Firstly the [[Small pump]] is connected to the [[Wooden chest]] by a [[Red wire]] and the enabled condition on the [[Small pump]] is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
* Both of the [[Basic inserter]]s are connected to the [[Storage tank]] by [[Red wire]]s. &lt;br /&gt;
* The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
* The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
* You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is also possible to do this with [[decider combinator]]s instead of the inserters, belt and the Wood chest or even just belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|400x400px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[Storage Tank]].&lt;br /&gt;
* By setting different conditions on each [[lamp]] we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first [[lamp]] is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need to do two things. &lt;br /&gt;
* 1. Send a colored signal to the lamp &lt;br /&gt;
* 2. Select the &amp;quot;Use colors&amp;quot; check box on the lamp. &lt;br /&gt;
* In this case we want to convert a Petroleum gas signal into a pink signal. &lt;br /&gt;
* We can do this with an [[Arithmetic combinator]], setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0) and set the output to the Pink signal (on the bottom row of the last tab of signals.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|400x400px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[Storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LogicGates.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
* In each case the two inputs can be connected with the same color wire or different colors. The inputs are powered by two [[Constant combinator]]s each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
* You can use [[Decider combinator]]s to make all of the common logic gates.&lt;br /&gt;
* The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
* Use the following settings to create different gates:&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
    NOT  A=0&lt;br /&gt;
    NOR  A=0&lt;br /&gt;
    NAND A&amp;lt;2&lt;br /&gt;
    XOR  A=1&lt;br /&gt;
    AND  A=2&lt;br /&gt;
    OR   A&amp;gt;0&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
* You can use [[Constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[Fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the [[Fast inserter]] hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the [[Fast inserter]] does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BeltCache.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Automatic Belt-Cache ===&lt;br /&gt;
* Some intermediate products are huge in demand during peak-production only. To bypass the need of providing a huge amount of factories in order to cover that peaks, a cache-unit can be used. The unit stores items, while the belt has backed up (so theres obviously no current demand downstream) and releases items as soon as the belt gets too empty.&lt;br /&gt;
* The blue area are 3 parts of Express belts. According to the wiki, each belt can hold up to 7.11 items. This means the feeding fast belt can not provide 7.11 items for the express belts as long as the belt is moving. (And while the belt is moving, we don&#039;t want to cache items, but let regular production run, or even release items from the cache.)&lt;br /&gt;
* This means, once the counters on the two express belts are 7.11 each, the belt has backed up, so we can start &amp;quot;caching&amp;quot; items into our storage array. &lt;br /&gt;
* For this purpose, the counters are connected to the arithmetic combinator (A) which multiples the input (*100) into green signals. So, if the belt has backed up, B shows &amp;quot;&amp;gt;1422&amp;quot; green signals.&lt;br /&gt;
* This is the activation condition for the Belt (C), which will redirect the input tp the storage array.&lt;br /&gt;
* Since items should only be released if the belt starts to clear, the counter (D) is evaluated by the belt (E) which is only activated, if item-count on (D) is smaller than 6 (this number has to be adjusted to personal needs, when the cache should become &amp;quot;active&amp;quot; and release items)&lt;br /&gt;
* The layout can be extended to cache whatever amount of items is required. (Some balancing for the release-method would be required ofc.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[Basic inserter]] is connected to the [[Wooden chest]] using a [[Red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up-to 3 at once. &lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[Storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[Arithmetic combinator]] (left side in the picture) with a [[Red wire]]. &lt;br /&gt;
*  Another couple of [[Red wire]]s join the output of the [[Arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[Arithmetic combinator]] &#039;&#039;&#039;multiples&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;Constant combinator&amp;gt; - &amp;lt;Storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[Solar panel]]s and [[Accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[Arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiples&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[Arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400x400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[Red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left]|400x400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[Arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[Arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[Arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
[[file:CondSplitter.png|left|400x400px]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
* This is the most simple circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
* A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
* The belt on the left is enabled when X=1.&lt;br /&gt;
* The belt on the right is enabled when X=0.&lt;br /&gt;
* The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:PrioritySplitter.png|left|400x400px]]&lt;br /&gt;
=== Priority Splitter ===&lt;br /&gt;
* This circuit prioritizes items to the belt going of the screen to the left but will send items straight on if the belt to the left is backed up.&lt;br /&gt;
* Its not perfect and will leak some items but its good enough for most applications. &lt;br /&gt;
* The balancer means it will work even if the supply or demand is uneven. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is critical that the belts are setup as in this picture otherwise it may not work. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400x400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[Power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
[[File:SRLatch.png|left|400x400px]]&lt;br /&gt;
=== SR latch ===&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|left|400x400px]]&lt;br /&gt;
=== Usage of SR latch ===&lt;br /&gt;
* Here is an example of how you could use an SR latch.&lt;br /&gt;
* The two extra [[Decider combinator]]s provide the set and reset conditions. &lt;br /&gt;
* Petroleum gas &amp;lt; 50 and petroleum gas &amp;gt; 100. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|left|400x400px]]&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
* This is the most compact latch I am aware of. &lt;br /&gt;
* To make it work you need to place &#039;&#039;&#039;3&#039;&#039;&#039; raw wood on the inside lane of the belt.&lt;br /&gt;
* I believe it will have higher latency than the combinator version but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[Green wire]], that wire holds 15 signals one for each lamp used in the digit.&lt;br /&gt;
* [[Constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
* Blueprint string including decoder [https://www.dropbox.com/s/5o13xuwthalzzfe/Brain2.txt?dl=0]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[Red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.  &lt;br /&gt;
* We have a [[Red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[Arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant Combinator]]&lt;br /&gt;
* [[Decider Combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module&amp;diff=135340</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module&amp;diff=135340"/>
		<updated>2017-03-30T18:26:14Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research and are produced slowly, but can eventually greatly improve the efficiency of a factory. In addition to improving the efficiency of the factory, modules are also used in many late- and endgame recipes such as modular armor and its equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quick lookup sheet:&lt;br /&gt;
*If you want more products per second, use a speed module.&lt;br /&gt;
*If you want more products per input resource, use a productivity module.&lt;br /&gt;
*If you want more products per watt of energy, use an efficiency module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Required research ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{icontech|module||Modules}} [[Modules]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|effectivity-module||Efficiency module (research)}} [[Efficiency module (research)|Efficiency module]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|productivity-module||Productivity module (research)}} [[Productivity module (research)|Productivity module]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|speed-module||Speed module (research)}} [[Speed module (research)|Speed module]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
Tier one modules:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|advanced-circuit|5|Advanced circuit}} + {{icon|electronic-circuit|5|Electronic circuit}} + {{icon|time icon|15|time}} =&amp;gt; {{icon|speed-module|1|Speed module 1}} or {{icon|productivity-module|1|Productivity module 1}} or {{icon|effectivity-module|1|Efficiency module 1}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|32.5|Copper plate}} {{icon|iron-plate|15|Iron plate}} {{icon|plastic-bar|10|Plastic bar}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Tier two modules:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|advanced-circuit|5|Advanced circuit}} {{icon|processing-unit|5|Processing Unit}} + ({{icon|speed-module|4|Speed module 1}} or {{icon|productivity-module|4|Productivity module 1}} or {{icon|effectivity-module|4|Efficiency module 1}}) + {{icon|time icon|30|time}} =&amp;gt; {{icon|speed-module-2|1|Speed module 2}} or {{icon|productivity-module-2|1|Productivity module 2}} or {{icon|effectivity-module-2|1|Efficiency module 2}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|355|Copper plate}} {{icon|iron-plate|190|Iron plate}} {{icon|plastic-bar|70|Plastic bar}} {{icon|sulfuric-acid|2.5|Sulfuric Acid}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Tier three modules:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|advanced-circuit|5|Advanced circuit}} {{icon|processing-unit|5|Processing Unit}} + {{icon|speed-module-2|4|Speed module 2}} + {{icon|alien-artifact|1|Alien artifact}} + {{icon|time icon|60|time}} =&amp;gt; {{icon|speed-module-3|1|Speed module 3}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|1645|Copper plate}} {{icon|iron-plate|890|Iron plate}}  {{icon|plastic-bar|310|Plastic bar}} {{icon|sulfuric-acid|12.5|Sulfuric Acid}} {{icon|alien-artifact|1|Alien artifact}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Recipe:&#039;&#039;&#039; || {{icon|advanced-circuit|5|Advanced circuit}} {{icon|processing-unit|5|Processing Unit}} + ( {{icon|productivity-module-2|5|Productivity module 2}} or {{icon|effectivity-module-2|5|Efficiency module 2}} ) + {{icon|alien-artifact|1|Alien artifact}} + {{icon|time icon|60|time}} =&amp;gt; {{icon|productivity-module-3|1|Productivity module 3}} or {{icon|effectivity-module-3|1|Efficiency module 3}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total raw:&#039;&#039;&#039; || {{icon|copper-plate|2000|Copper plate}} {{icon|iron-plate|1080|Iron plate}}  {{icon|plastic-bar|380|Plastic bar}} {{icon|sulfuric-acid|15|Sulfuric Acid}} {{icon|alien-artifact|1|Alien artifact}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Types of modules ==&lt;br /&gt;
&lt;br /&gt;
There are three types of modules in factorio, each with 3 tiers of effect. Crafting higher tiers requires lower tiers to be made.&lt;br /&gt;
&lt;br /&gt;
=== Speed Module ===&lt;br /&gt;
Used in many [[Modular armor]] recipes. Increases the speed and energy consumption of a machine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Speed bonus !! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module||Speed module 1}} || +20% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-2||Speed module 2}} || +30% || +60%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-3||Speed module 3}} || +50% || +70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Increases speed of machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated due to energy consumption being higher. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Productivity Module ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Productivity !! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption !! Speed !! [[Pollution]]&amp;lt;br/&amp;gt; multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module||Productivity module 1}} || +4% || +40% || -15% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-2||Productivity module 2}} || +6% || +60% || -15% || +7.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3||Productivity  module 3}} || +10% || +80% || -15% || +10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Productivity modules add a second purple &amp;quot;production bar&amp;quot; at item producing buildings and labs. It fills at the speed of (production - 100%). When it reaches 100%, an extra item (or items, in recipes that result in more than one) is produced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Productivity modules can only be used to make [[Items#Intermediate products|intermediate products]]. These are products that cannot directly be placed, but are used in other recipes. Examples include circuits, science packs and engine units.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Creates an additional free item occasionally. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Slows the machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Efficiency Module ===&lt;br /&gt;
The efficiency module reduces the cost of electricity to run the machine. Note that minimal energy usage is 20% of base energy usage, to prevent the machine&#039;s running being free.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module!! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module||Efficiency module 1}} || -30%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-2||Efficiency module 2}} || -40%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-3||Efficiency module 3}} || -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Reduces energy cost per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* No downsides&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
&lt;br /&gt;
More modules of the same type in one device will give diminishing returns, as the negative attributes, such as bonus power consumption, will pile up and nullify the good effect. Because of that, it is generally more effective to add &#039;&#039;&#039;efficiency modules with speed and/or productivity modules&#039;&#039;&#039; to get more bonuses over the crafting cascade (assembly lines), especially when assembling machines are part of logistics network. This applies to situations where resources are plentiful but finite.&lt;br /&gt;
&lt;br /&gt;
This is has been [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 calculated through in this discussion].&lt;br /&gt;
&lt;br /&gt;
Filling the device with &#039;&#039;&#039;speed modules&#039;&#039;&#039; is useful when a resource is infinite but the amount of resource pools is low. The best example would be &#039;&#039;&#039;oil deposits&#039;&#039;&#039;. Another good place to use speed modules would be for assembly machines which make products that take a long time to make. Examples would be engine units. Using speed modules allows for compaction of setups, because one machine can provide materials to more consumers than normal.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;productivity modules&#039;&#039;&#039; is recommended when resources are scarce. Example would be &#039;&#039;&#039;alien artifact&#039;&#039;&#039; processing. It will take longer and more energy, but the overall produced products will be higher.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;efficiency modules&#039;&#039;&#039; is recommended for electric furnaces as these use a lot of power. Efficiency modules also completely lack downsides, so filling all unnecessary module slots with Efficiency modules if possible is recommended.&lt;br /&gt;
&lt;br /&gt;
Modules are also able to control [[Pollution]], as &#039;&#039;&#039;pollution depends also on [[Electric system|Energy]] usage&#039;&#039;&#039;. So reducing a machines energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa!&lt;br /&gt;
&lt;br /&gt;
=== Productivity modules and speed modules ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! In Assembly !! In Beacon !! Productivity !! [[Electric system|Electricity]]&amp;lt;br/&amp;gt; consumption !! Speed !! Energy/&amp;lt;br/&amp;gt;Unit !! Units/&amp;lt;br/&amp;gt;time&lt;br /&gt;
|-&lt;br /&gt;
|  ||  || 100% ||  100% || 100%  || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|1|Productivity module 3}} ||  || 110% ||  180% || 85%  || 193% || 93.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|2|Productivity module 3}} ||  || 120% ||  260% || 70%  || 310% || 84%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|3|Productivity module 3}} ||  || 130% ||  340% || 55%  || 476% || 71.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} ||  || 140% ||  420% || 40%  || &#039;&#039;&#039;750%&#039;&#039;&#039; || &#039;&#039;&#039;56%&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|1|Speed module 3}} || 140% || 455% || 65%  || 500% || 91%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|2|Speed module 3}} || 140% || 490% || 90%  || 389% || 126%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|3|Speed module 3}} || 140% || 525% || 115% || 326% || 161%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|4|Speed module 3}} || 140% || 560% || 140% || 286% || 196%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|5|Speed module 3}} || 140% || 595% || 165% || 258% || 231%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|6|Speed module 3}} || 140% || 630% || 190% || 237% || 266%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|7|Speed module 3}} || 140% || 665% || 215% || 221% || 301%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3|4|Productivity module 3}} || {{icon|speed-module-3|8|Speed module 3}} || 140% || 700% || 240% || 209% || 336%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the effects are biggest with the version 3 chips, this stacking effect is also very noticeable with version 2 chips. Or if the final 10% productivity doesn&#039;t matter that much, consider putting a speed chip in there too.&lt;br /&gt;
&lt;br /&gt;
=== Examples of usage ===&lt;br /&gt;
[[Electric furnace]]s are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (-30%) - almost a [[Solar panel]] worth of power.&lt;br /&gt;
&lt;br /&gt;
[[Electric mining drill]]s create 9 units of [[Pollution]] with no efficiency modules and 1.8 with 3 basic ones.&lt;br /&gt;
&lt;br /&gt;
Same [[Electric mining drill]] with 3 Productivity modules 3 would create 76.5 units of [[Pollution]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 Productivity Module Math]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Assembling machine 1]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Beacon]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7985 Do Efficiency Modules Reduce Pollution?]&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:LowBattery&amp;diff=135339</id>
		<title>User:LowBattery</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:LowBattery&amp;diff=135339"/>
		<updated>2017-03-30T17:19:37Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, you have reached the user page of LowBattery. I have accumulated about thirty hours of Factorio gameplay as of the writing of this page (March 2017). My plan is to continue exploring of the planet, assimilate the local fauna, and launch many trains into space. Thank you for visiting and have a nice day.&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Battery&amp;diff=135338</id>
		<title>Battery</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Battery&amp;diff=135338"/>
		<updated>2017-03-30T17:18:57Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Battery/infobox}}&lt;br /&gt;
&#039;&#039;This article is about the battery intermediate product. For the modular armor equipment, see [[Battery MK1]] and [[Battery MK2]]. For the technology, see [[Battery (research)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Battery&#039;&#039;&#039; is an intermediate product used in several key recipes, including [[science pack 3]] which is required for advanced research, and the [[flying robot frame]], which is required to build [[logistic robot|logistic]] and [[construction robot]]s.&lt;br /&gt;
&lt;br /&gt;
Batteries are also a crucial component of powering your base using [[solar panel|solar power]] because of their use in crafting [[Accumulator]]s.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=135337</id>
		<title>Accumulator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=135337"/>
		<updated>2017-03-30T17:17:59Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Accumulator/infobox}}&lt;br /&gt;
&lt;br /&gt;
The accumulator stores a limited amount of energy when available production exceeds demand, and releases it in the opposite case. The accumulator can store up to 5 MJ of energy. Its charge/discharge rate is 300 kW maximum. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 5MJ of stored energy takes approximately 17s to fully charge/discharge at the maximum rate of 300kW. Read [[Game-second]] for further time related calculations.&lt;br /&gt;
* It takes 25 accumulators (125MJ) to maintain 1MW through the night.&lt;br /&gt;
* When discharged above maximum speed by multiple unconnected poles, energy will not be distributed equally (some loads may get 100% demand, others 0%)&lt;br /&gt;
* May be used to provide a limited amount of power (multiples of maximum charge rate) to a section of the grid.&lt;br /&gt;
* Produces light when charging and discharging.&lt;br /&gt;
* Can act as an emergency backup for your base in case of blackout, until main power supply is restored.&lt;br /&gt;
* Can be used to power the base at night if it relies heavily on [[solar panel]]s.&lt;br /&gt;
* Can act to satisfy surging demands of certain loads. If the power usage of one device exceeds production for a few seconds or so, the accumulator can provide power to the grid until said device shuts down or requires a lesser power requirement.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network ==&lt;br /&gt;
&lt;br /&gt;
If connected to a [[circuit network]], an accumulator will output its level of charge, as an integer from 0 to 100, to a specified signal.&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
&lt;br /&gt;
=== Isolation of Power Networks ===&lt;br /&gt;
&lt;br /&gt;
[[Electric network#Storage|Accumulator]]s can be used to isolate two separate power networks, which has a number of uses. Since accumulators have a lower delivery priority than any other entity, this guarantees that they only receive energy when you have enough left over after powering all other entities in a network. At the same time, accumulators can also be used to deliver energy in another electrical network, and can charge and discharge at the same time. Consider the following example:&lt;br /&gt;
&lt;br /&gt;
[[File:Accumulator_Network_Isolation.png]]&lt;br /&gt;
&lt;br /&gt;
The two power networks A and B are not directly connected to each other: They are connected only through the accumulators, which are shared by both networks. This is accomplished by setting up electric poles for each network connected to the accumulators, then ensuring the sets of poles are not connected to each other (which can be done by crafting a copper wire then dragging it between two connected poles to sever the connection, exactly as is done for disconnecting circuit wires). &lt;br /&gt;
&lt;br /&gt;
In the above example:&lt;br /&gt;
&lt;br /&gt;
* The accumulators will only charge if extra power is being produced by network A or B.&lt;br /&gt;
* The accumulators will discharge as needed into either network if one is not producing enough power.&lt;br /&gt;
* Since the maximum input/output rate of an accumulator is 300 kW, power flow between the two networks will be limited to 300 kW times the number of accumulators (1.5 MW in the example).&lt;br /&gt;
* Note that this isolation is bidirectional: Either network can charge the accumulators, and the accumulators can discharge into either network.&lt;br /&gt;
&lt;br /&gt;
This technique can be used whenever this type of isolation is desired.&lt;br /&gt;
&lt;br /&gt;
==== Reduction of Energy Consumption in Critical Situations ====&lt;br /&gt;
&lt;br /&gt;
In particular, one good use for the above technique is to limit electricity consumption in low power situations by isolating non-critical parts of your factory (such as [[Radar]], [[Lab]]s, [[Electric furnace]]s, [[Electric mining drill|electric miner]]s, [[Beacon]]s, etc.) from critical parts (such as lasers, ammo production, or whatever your priorities are).&lt;br /&gt;
&lt;br /&gt;
To do this, place your main generators and critical components on one network and place your non-critical components on another network, isolating the two as above. Now, two things will happen:&lt;br /&gt;
&lt;br /&gt;
* Power will &#039;&#039;only&#039;&#039; flow to the non-critical network when you are generating a surplus on the main network, and&lt;br /&gt;
* The rate will always be limited to 300 kW per accumulator.&lt;br /&gt;
&lt;br /&gt;
Because the accumulators will only receive power if you have a surplus on the main network, this will in effect deactivate the low-priority network when electricity is in short supply. This will also limit power consumption of the low priority network if its usage becomes high, for example if you have two factories on a low priority network and usually only one of them runs at a time, if both happen to run they won&#039;t consume more than the total limit, they&#039;ll just slow down.&lt;br /&gt;
&lt;br /&gt;
Essentially you are saying &amp;quot;only deliver power to these systems if I have enough to spare, and even then don&#039;t exceed this delivery rate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In general this is a technique which works well when you&#039;ve just researched accumulators and solar panels, but don&#039;t have enough resources to build big solar farms and accumulator farms yet.&lt;br /&gt;
&lt;br /&gt;
=== Minimizing need for Steam power ===&lt;br /&gt;
&lt;br /&gt;
See http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5585.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
[[File:electrical-network-example-2.png|frame|384px|High density accumulator array consisting of 48 accumulators and a [[Substation]] providing 240 MJ capacity.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.3|&lt;br /&gt;
* Reduced collision box of [[big electric pole]] to allow squeezing between it and an accumulator.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Now connectible to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Heavy optimisations by merging them into groups.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Drastically slowed crafting to 10 secs.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capacity doubled, increase I/O to 300 watts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Added charging animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Solar panel]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=135334</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=135334"/>
		<updated>2017-03-30T16:37:30Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Physical network structure */&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 they contain.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&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;
Wires which are connected together by a junction will pass their signals to the other wires of the same color.  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;
=== 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;
&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.&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;
&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;
{{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>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=135333</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=135333"/>
		<updated>2017-03-30T16:33:53Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Receivers */&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 they contain.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&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;
Wires which are connected together by a junction will pass their signals to the other wires of the same color.  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;
=== 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;
&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.&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;
&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 it&#039;s 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.  Red and green networks will remain separate and do not link up if red and green wires happen to touch the same power pole or device. However, two red cables or green cables will link if they touch. Keep networks in close proximity separate by using different colored cables.&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;
{{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>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=135332</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=135332"/>
		<updated>2017-03-30T16:31:56Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Senders */&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 they contain.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&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;
Wires which are connected together by a junction will pass their signals to the other wires of the same color.  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;
=== 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;
&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 it&#039;s 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.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|power-switch|Power switch}} || Power switchs can connect to power networks on a 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 it&#039;s 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.  Red and green networks will remain separate and do not link up if red and green wires happen to touch the same power pole or device. However, two red cables or green cables will link if they touch. Keep networks in close proximity separate by using different colored cables.&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;
{{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>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=135331</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=135331"/>
		<updated>2017-03-30T16:11:45Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* Priorities of robots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:RoboTrainStation.gif|thumb|632x562px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The top track is for loading; and there are [[Requester chest]]s on both sides. The requested items are then filled into the wagons. The second track is the unloading track, the delivered items are filled into [[Active Provider chest]]s and then put into the [[Storage chest]]s at the very top and at the center. At the bottom the incoming ores from both sides are moved into [[Active Provider chest]]s; and then put into the requester chests at the top track.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed.]]&lt;br /&gt;
&lt;br /&gt;
A [[Logistic network]] (LogNet) is a series of different chests and [[Logistic robot]]s all covered by one or more [[Roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the [[Robotic network]] the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Transport network|belts]] or [[Railway network]]. However, robots offer much higher mobility, since they can fly over obstacles.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[Requester chest]] in the [[Logistic network]] with the correct researches, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots]], they can configure an amount of Items; and [[Logistic robot]]s will start to move the specified [[Items]] from the network to the character&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
Do not mix up LogNet and [[Circuit network]]. They share common components, but are otherwise disconnected and do not exchange any information. Also, do not mix up logistic network with construction network or combinations of the two called [[Robotic network]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The logistic network is directly connected to the following achievements:&lt;br /&gt;
; Logistic network embargo&lt;br /&gt;
: Win the game without building [[active provider chest]] and [[requester chest]].&lt;br /&gt;
; You&#039;ve got a package&lt;br /&gt;
: Supply the player by [[logistic robot]].&lt;br /&gt;
; Delivery service&lt;br /&gt;
: Supply the player with 10k items delivered by logistic robots.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || Centre of the [[Robotic network]] in which the [[Robots]] can move and with its coverage forming the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-robot|Logistic robot}} || Moves items between Logistic Chests. (*)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network passively. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || Logistic Chest: Stores [[Items]] currently not requested. Supplies the contained items to the Logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester-chest|Requester chest}} || Logistic Chest: Will be filled by [[Logistic robot]]s until the configured amount is reached, or the chest becomes full. Can request multiple different types of items. (**)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) At the beginning each robot can carry only 1 [[Items|item]]. This amount can be increased by researching [[Logistic robot cargo]].&lt;br /&gt;
&lt;br /&gt;
(**) Logistic chests are also usable for a [[Circuit network]] by using wires, like [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests. Place the passive provider chests at the output [[inserters]] of [[assembling machine]]s and requester chests at the input (let them request the needed items). Place a [[Roboport]], which covers these chests with the inner orange area. Place some logistic bots. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item either with the [[Storage/Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
Logistic network is very capable for creating more and more complex items in a relatively small factory-area. Low complexity and high volume activities over longer distances (like smelting) can (and should) be left using belts or railway network. &lt;br /&gt;
&lt;br /&gt;
The basic thing needed are [[Roboport]]s. When placing the port and hover over it, notice an orange and a larger green area.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the Logistic Network area. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the Construction area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more info on the specifics of how [[roboport]]s work, check the page dedicated to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expand the logistic zone ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, as described above. To prevent roboports from linking, the Player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do not fly from one network into another, unless requiring a recharge. Robots will never &amp;quot;nest&amp;quot; in a different network.&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Logistics robots are a priority target of biters, and will prioritize attacking them over many objects in the vicinity of the robots. Destroyed robots will not be replaced, unless automatic control of the robot creation system is used.&lt;br /&gt;
&lt;br /&gt;
Bots are not destroyed when running out of energy, but will be reduced to 20% of their speed, which gives them the chance to recharge eventually and a chance for the player to notice the problem.&lt;br /&gt;
&lt;br /&gt;
Pay attention to robotic networks which form some kind of U-shape (where the shortest way between two chests goes over an uncovered area): if a bot runs out of charge in this area, and cannot return fast enough to a roboport, the bot will be significantly slowed and as a result the logistics network will frequently slow down, with large groups of bots slowly flying over the uncovered area.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys. When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. Place more roboports near the first one to share the load.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the right info panel when looking at network storage. Contrary to common belief, this is intended.&lt;br /&gt;
&lt;br /&gt;
The logistic network numbers report items in provider and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots.&#039;&#039; When negative numbers are shown, it means that more items are being requested than are available in the network. There is a deficit. This can be a problem, or intended, depending on the player&#039;s choice. The negative value is just to explain why items aren&#039;t being delivered. For example, a deficit of 20 iron plates would look like this:&lt;br /&gt;
&lt;br /&gt;
{{icon|iron plate|-20}}&lt;br /&gt;
&lt;br /&gt;
=== Receiving more items than requested ===&lt;br /&gt;
&lt;br /&gt;
The delivered number of items in the requester chest can be higher than requested. This depends from the [[Logistic robot cargo]]-bonus you have researched, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Priorities of robots ==&lt;br /&gt;
&lt;br /&gt;
This overview reflects the priorities in which order the chests are filled/emptied.&lt;br /&gt;
&lt;br /&gt;
The logistic network looks for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;requested&#039;&#039; item is first looked up in the active provider chests, then in the storage chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests, then the passive provider chests.&lt;br /&gt;
* If robots are free and there is space left in storage chests, and there are unrequested items in an active provider chests, the items are moved from active provider to a storage chest. &lt;br /&gt;
* For the storage chests, the bots search for one storage which has the same item already. If that can&#039;t be found, they choose the first storage chest with a free slot from the list, which is sorted by the order they were built in. [https://www.reddit.com/r/factorio/comments/5udwkd/hey_devs_this_is_the_one_thing_that_really_bugs/ddwbr94/] This is to avoid having storage chests with different items inside, allowing greater organisation.&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, and from construction robots that have had their orders cancelled while they were carrying items.&lt;br /&gt;
&lt;br /&gt;
=== Order of movement ===&lt;br /&gt;
The bots fulfill &#039;&#039;&#039;all requests with the same priority&#039;&#039;&#039;. The algorithm looks for the next free robot, then the next request in the queue and after giving orders to the robot, this request is put at the end of the queue, so that first all other requests are done.&lt;br /&gt;
&lt;br /&gt;
=== Distance ===&lt;br /&gt;
When choosing between chests of equal priority, bots will always choose the closest one. [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=40329&amp;amp;p=238918#p238901] This is however only true when an item is being requested, not when an item is sent away. [https://gfycat.com/HatefulUnlawfulErmine] In the case of items being sent into the logistics network distance does not matter, and the rules laid out above matter instead.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Networks]]&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_planner&amp;diff=135323</id>
		<title>Rail planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_planner&amp;diff=135323"/>
		<updated>2017-03-30T11:26:10Z</updated>

		<summary type="html">&lt;p&gt;LowBattery: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The rail planner is a new feature introduced with Version 0.13 that allows tracks to be built in a more intuitive way that they had previously been built. &lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
=== Starting the planner ===&lt;br /&gt;
&lt;br /&gt;
To use the rail planner, craft and place a single rail, then mouseover the rail that was placed while still holding rails in hand. A green arrow/triangle should appear, like the example on the right. &lt;br /&gt;
&lt;br /&gt;
[[File:rail_planner_starter.jpg|thumb|300x300px|The small green arrow used to start the planner.]]&lt;br /&gt;
&lt;br /&gt;
Then, choose the type of planner by either left clicking or shift-left clicking the triangle.&lt;br /&gt;
&lt;br /&gt;
=== Manual Planner ===&lt;br /&gt;
&lt;br /&gt;
[[File:Manual_rail_planner.jpg|thumb|300x300px|The rail planner operating in manual mode.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The manual planning mode can be selected by left clicking on the triangle that appears. This will allow the player to place rails close range, about 10 rails at a time at max. The rails will be placed towards the cursor, simply aim with the cursor and left click again to place. This will be repeated. To escape the planner, press &amp;lt;code&amp;gt;Esc&amp;lt;/code&amp;gt; to release the planner. &lt;br /&gt;
&lt;br /&gt;
=== Ghost Planner ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_rail_planner.jpg|thumb|300x300px|The rail planner operating in ghost mode.]]&lt;br /&gt;
&lt;br /&gt;
The Ghost planning mode can be used to place longer stretches of rail at once, by creating ghosts of rails that can be filled in by [[construction robot]]s, either from [[roboport]]s or a [[personal roboport]]. To use ghost planning mode, shift-left click the green starter triangle. Then, move the cursor to where you want the rail to terminate, press R to rotate the last rail to the desired rotation, and left-click to place the ghost rails. &lt;br /&gt;
&lt;br /&gt;
The AI will find a path from the starter location that does not go through obstacles, instead weaving and winding between them. If you&#039;d rather the rail planner choose the shortest route, shift-left click to place. Trees and stone rocks in the way will be marked for deconstruction. To escape the planner, press &amp;lt;code&amp;gt;Esc&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Q&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Rail]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Train]]&lt;/div&gt;</summary>
		<author><name>LowBattery</name></author>
	</entry>
</feed>