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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mwls</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=Mwls"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/Mwls"/>
	<updated>2026-04-20T17:12:08Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Settings&amp;diff=206816</id>
		<title>Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Settings&amp;diff=206816"/>
		<updated>2024-11-21T22:36:38Z</updated>

		<summary type="html">&lt;p&gt;Mwls: Create page for describing how Factorio settings work, and document the existence of hidden settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Hidden settings ==&lt;br /&gt;
&lt;br /&gt;
Factorio supports a number of hidden configuration options that are not normally shown in the GUI. They can be accessed by holding CTRL + ALT when clicking the &amp;quot;Settings&amp;quot; button in the pause menu, which will cause a new button labeled &amp;quot;The rest&amp;quot; to appear.&lt;br /&gt;
&lt;br /&gt;
These settings may be experimental and may not be validated for safety, so change them at your own risk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Notable hidden settings&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| autosave-slots || 3 || How many autosaves to keep on a rolling basis&lt;br /&gt;
|-&lt;br /&gt;
| non-blocking-saving || false || Only works on Mac and Linux. When set to true, saves do not cause to game to pause. [https://forums.factorio.com/viewtopic.php?t=57464]&lt;br /&gt;
|-&lt;br /&gt;
| technology-gui-pauses-game || true || By setting to false, the game will no longer pause in single player when opening the technology tree.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mwls</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Console&amp;diff=204802</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Console&amp;diff=204802"/>
		<updated>2024-11-04T08:32:09Z</updated>

		<summary type="html">&lt;p&gt;Mwls: /* Scripting and cheat commands */ Expanded /cheat command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;console&#039;&#039;&#039; is Factorio&#039;s in-game command-line interface. See [[command line parameters]] for the command line interface of the Factorio executable.&lt;br /&gt;
&lt;br /&gt;
The in-game console can be used for:&lt;br /&gt;
&lt;br /&gt;
* Chatting with other players&lt;br /&gt;
* Occasional status updates&lt;br /&gt;
* Running commands / scripts / cheats&lt;br /&gt;
&lt;br /&gt;
There are three types of commands:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[#Normal commands|Normal]]&#039;&#039;&#039; - Display information about the game and customize your experience.&lt;br /&gt;
* &#039;&#039;&#039;[[#Multiplayer commands|Multiplayer]]&#039;&#039;&#039; - Message filtering, banning users, etc.&lt;br /&gt;
* &#039;&#039;&#039;[[#Scripting and cheat commands|Scripting/Cheating]]&#039;&#039;&#039; - Run small Lua scripts (but they &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;disable achievements for the save game&amp;lt;/span&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Using the console ===&lt;br /&gt;
The console display can be toggled with the {{Keybinding|grave}} key (&amp;lt;code&amp;gt;`&amp;lt;/code&amp;gt;). This is the key located to the left of the &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; key, above &amp;lt;code&amp;gt;Tab&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You can customize the keys via &#039;&#039;&#039;Settings menu → Controls → Toggle chat (and Lua console)&#039;&#039;&#039;.&lt;br /&gt;
When the console is open, you&#039;ll see a blinking cursor at the bottom of the screen; type your message or command and hit &#039;&#039;&#039;Return&#039;&#039;&#039; to send it (this will also close the console).&lt;br /&gt;
Documentation about message and command prefixes can be found further down this page.&lt;br /&gt;
&lt;br /&gt;
The console supports [[rich text]] tags. These tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations. Ctrl + Alt-clicking the map or ground will automatically insert a GPS tag and post it into the console. Shift-clicking most things with the console open will insert a tag for that thing into the console.&lt;br /&gt;
&lt;br /&gt;
When the console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately re-display all recent messages).&lt;br /&gt;
Note that by default, all executed commands are made visible to all users. The fade-out time can be changed via &#039;&#039;&#039;Settings menu → Interface → Chat message delay&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The console can be cleared with the &#039;&#039;&#039;/clear&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
Use the {{keybinding|&amp;amp;uarr;}} and {{keybinding|&amp;amp;darr;}} keys to scroll through the console history. The {{keybinding|Tab}} key provides intelligent code completion on commands, options and player names.&lt;br /&gt;
&lt;br /&gt;
== Normal commands ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Command&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Example&lt;br /&gt;
! style=&amp;quot;width:46%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:4%&amp;quot;| Admin only&lt;br /&gt;
|-&lt;br /&gt;
| /alerts &amp;lt;enable/disable/mute/unmute&amp;gt; &amp;lt;alert&amp;gt;&lt;br /&gt;
| /alerts disable turret_fire&lt;br /&gt;
| Enables, disables, mutes, or unmutes the given  [[alerts|alert]] type. Available alerts: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair packs, turret_fire, custom, no_storage, train_out_of_fuel, fluid_mixing.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /clear&lt;br /&gt;
| /clear&lt;br /&gt;
| Clears the console.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /color &amp;lt;color&amp;gt;&lt;br /&gt;
| /color 20 255 255&lt;br /&gt;
| Changes your color. Can either be one of the pre-defined colors or [[:Wikipedia:RGB_color_space|RGB value]] in the format of “# # #”. Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /enable-research-queue&lt;br /&gt;
| /enable-research-queue&lt;br /&gt;
| Enables the [[research]] queue.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /evolution&lt;br /&gt;
| /evolution&lt;br /&gt;
| Prints info about the alien evolution factor.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /help [command]&lt;br /&gt;
| /help&lt;br /&gt;
| Prints a list of available commands, the optional argument can specify the command that should be described.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /h [command]&lt;br /&gt;
| /h&lt;br /&gt;
| Same as /help.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /mute-programmable-speaker &amp;lt;mute/unmute&amp;gt; &amp;lt;local/everyone&amp;gt;&lt;br /&gt;
| /mute-programmable-speaker mute local&lt;br /&gt;
| Mutes or unmutes the global sounds created by the Programmable Speaker. Use “local” to mute just the local client. Admins can use “everyone” to mute the sounds for everyone on the server.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /perf-avg-frames &amp;lt;number&amp;gt;&lt;br /&gt;
| /perf-avg-frames 100&lt;br /&gt;
| Number of ticks/updates used to average performance counters. Default is 100. Value of 5-10 is recommended for fast convergence, but numbers will jitter more rapidly.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /permissions&lt;br /&gt;
| /permissions&lt;br /&gt;
| Opens the [[permissions]] GUI.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /permissions &amp;lt;action&amp;gt; &amp;lt;parameters&amp;gt;&lt;br /&gt;
| /permissions add-player DeveloperGroup kovarex&lt;br /&gt;
| Available actions are add-player &amp;lt;group&amp;gt; &amp;lt;player&amp;gt;, create-group &amp;lt;name&amp;gt;, delete-group &amp;lt;group&amp;gt;, edit-group &amp;lt;group&amp;gt; &amp;lt;input_action&amp;gt; &amp;lt;true/false&amp;gt;, get-player-group &amp;lt;player&amp;gt;, remove-player &amp;lt;group&amp;gt; &amp;lt;player&amp;gt;, rename-group &amp;lt;group&amp;gt; &amp;lt;new_name&amp;gt; and reset&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /reset-tips&lt;br /&gt;
| /reset-tips&lt;br /&gt;
| Resets the state of the tips and tricks as if the game was just started for the first time.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /screenshot [x resolution] [y resolution] [zoom]&lt;br /&gt;
| /screenshot&lt;br /&gt;
| Takes a screenshot with the GUI hidden, centered on the player. It is saved in the &amp;quot;script-output&amp;quot; subfolder of your [[User data directory]].  Resolution is optional and defaults to the current window size. Zoom is optional and defaults to 1.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /seed&lt;br /&gt;
| /seed&lt;br /&gt;
| Prints the starting map seed.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /time&lt;br /&gt;
| /time&lt;br /&gt;
| Prints info about how old the map is.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-action-logging&lt;br /&gt;
| /toggle-action-logging&lt;br /&gt;
| Toggles logging all input actions performed by the game. This value isn’t persisted between game restarts and only affects your local game in multiplayer sessions.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /toggle-heavy-mode&lt;br /&gt;
| /toggle-heavy-mode&lt;br /&gt;
| Used to investigate [[Desynchronization#Using_heavy_mode_command|desyncs]]. Will slow down the game and make multiplayer unplayable.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /unlock-shortcut-bar&lt;br /&gt;
| /unlock-shortcut-bar&lt;br /&gt;
| Unlocks all [[shortcut bar]] items, including blueprint string import, copy &amp;amp; paste, deconstruction and upgrade planner.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /unlock-tips&lt;br /&gt;
| /unlock-tips&lt;br /&gt;
| Unlocks all tips and tricks entries.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /version&lt;br /&gt;
| /version&lt;br /&gt;
| Prints the current game version.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Multiplayer commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Command&lt;br /&gt;
! style=&amp;quot;width:25%&amp;quot;| Example&lt;br /&gt;
! style=&amp;quot;width:46%&amp;quot;| Description&lt;br /&gt;
! style=&amp;quot;width:4%&amp;quot;| Admin only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;message&amp;gt;&lt;br /&gt;
| Hello team!&lt;br /&gt;
| Console input that does not start with {{keybinding|/}} is shown as a chat message to your team.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /admin&lt;br /&gt;
| /admin&lt;br /&gt;
| Opens the player management GUI.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /admins&lt;br /&gt;
| /admins&lt;br /&gt;
| Prints a list of game admins.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /ban &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
| /ban xTROLLx Throwing grenades in base&lt;br /&gt;
| Bans the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /bans&lt;br /&gt;
| /bans&lt;br /&gt;
| Prints a list of banned players.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /banlist &amp;lt;add/remove/get/clear&amp;gt; &amp;lt;player&amp;gt;&lt;br /&gt;
| /banlist get&lt;br /&gt;
| Adds or removes a player from the banlist. Same as /ban or /unban.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /config&lt;br /&gt;
| /config&lt;br /&gt;
| Opens the server configuration GUI.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /config &amp;lt;get/set&amp;gt; &amp;lt;option&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
| /config set password hunter2&lt;br /&gt;
| Gets or sets various multiplayer game settings. Available configs are: afk-auto-kick, allow-commands, allow-debug-settings, autosave-interval, autosave-only-on-server, ignore-player-limit-for-returning-players, max-players, max-upload-speed, only-admins-can-pause, password, require-user-verification, visibility-lan, visibility-public. The units for the options afk-auto-kick and autosave-interval are in minutes.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /delete-blueprint-library &amp;lt;player&amp;gt;&lt;br /&gt;
| /delete-blueprint-library everybody confirm&lt;br /&gt;
| Deletes the blueprint library storage for the given offline player from the save file. Enter “everybody confirm” to delete the storage of all offline players.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /demote &amp;lt;player&amp;gt;&lt;br /&gt;
| /demote AzureDiamond&lt;br /&gt;
| Demotes the player from admin.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /ignore &amp;lt;player&amp;gt;&lt;br /&gt;
| /ignore Cthon98&lt;br /&gt;
| Prevents the chat from showing messages from this player. Admin messages are still shown.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /ignores&lt;br /&gt;
| /ignores&lt;br /&gt;
| Prints a list of ignored players.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /kick &amp;lt;player&amp;gt; &amp;lt;reason&amp;gt;&lt;br /&gt;
| /kick xTROLLx Throwing grenades in base&lt;br /&gt;
| Kicks the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /mute &amp;lt;player&amp;gt;&lt;br /&gt;
| /mute Cthon98&lt;br /&gt;
| Prevents the player from saying anything in chat.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /mutes&lt;br /&gt;
| /mutes&lt;br /&gt;
| All players that are muted (can’t talk in chat).&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /open &amp;lt;player&amp;gt;&lt;br /&gt;
| /open AzureDiamond&lt;br /&gt;
| Opens another player’s inventory.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /o &amp;lt;player&amp;gt;&lt;br /&gt;
| /o AzureDiamond&lt;br /&gt;
| Same as /open.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /players [online/o/count/c]&lt;br /&gt;
| /players&lt;br /&gt;
| Prints a list of players in the game. (parameter online/o, it prints only players that are online, count/c prints only count)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /p [online/o/count/c]&lt;br /&gt;
| /p o c&lt;br /&gt;
| Same as /players.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /promote &amp;lt;player&amp;gt;&lt;br /&gt;
| /promote AzureDiamond&lt;br /&gt;
| Promotes the player to admin.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /purge &amp;lt;player&amp;gt;&lt;br /&gt;
| /purge Cthon98&lt;br /&gt;
| Clears all the messages from this player from the chat log.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /reply &amp;lt;message&amp;gt;&lt;br /&gt;
| /reply oh, really?&lt;br /&gt;
| Replies to the last player that whispered to you.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /r &amp;lt;message&amp;gt;&lt;br /&gt;
| /r oh, really?&lt;br /&gt;
| Same as /reply.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /server-save&lt;br /&gt;
| /server-save&lt;br /&gt;
| Saves the game on the server in a multiplayer game.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /shout &amp;lt;message&amp;gt;&lt;br /&gt;
| /shout Hello world!&lt;br /&gt;
| Sends a message to all players including other forces.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /s &amp;lt;message&amp;gt;&lt;br /&gt;
| /s Hello world!&lt;br /&gt;
| Same as /shout.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /swap-players &amp;lt;player&amp;gt; [player]&lt;br /&gt;
| /swap-players AzureDiamond&lt;br /&gt;
| Swaps your character with the given player’s character, or if two players are given swaps the two player characters.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /unban &amp;lt;player&amp;gt;&lt;br /&gt;
| /unban xTROLLx&lt;br /&gt;
| Unbans the specified player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /unignore &amp;lt;player&amp;gt;&lt;br /&gt;
| /unignore Cthon98&lt;br /&gt;
| Allows the chat to show messages from this player.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /unmute &amp;lt;player&amp;gt;&lt;br /&gt;
| /unmute Cthon98&lt;br /&gt;
| Allows the player to talk in chat again.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| /whisper &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
| /whisper AzureDiamond that&#039;s what I see&lt;br /&gt;
| Sends a message to the specified player.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /w &amp;lt;player&amp;gt; &amp;lt;message&amp;gt;&lt;br /&gt;
| /w AzureDiamond that&#039;s what I see&lt;br /&gt;
| Same as /whisper.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| /whitelist &amp;lt;add/remove/get/clear&amp;gt; [player]&lt;br /&gt;
| /whitelist get&lt;br /&gt;
| Adds or removes a player from the whitelist, where only whitelisted players can join the game. Enter nothing for “player” when using “get” to print a list of all whitelisted players. An empty whitelist disables the whitelist functionality allowing anyone to join.&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scripting and cheat commands ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| /cheat [all/&amp;lt;planet-name&amp;gt;/&amp;lt;platform-name&amp;gt;/off]&lt;br /&gt;
| Researches all technologies and enables cheat mode (allowing free crafting of any item). &lt;br /&gt;
* Using the &#039;&#039;&#039;all&#039;&#039;&#039; option also gives the player some additional items.&lt;br /&gt;
* Specifying a &#039;&#039;planet-name&#039;&#039; or &#039;&#039;platform-name&#039;&#039; also moves the player to the origin of the specified planet or platform.&lt;br /&gt;
* Using the &#039;&#039;&#039;off&#039;&#039;&#039; option turns cheat mode off.&lt;br /&gt;
|-&lt;br /&gt;
| /command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed).&lt;br /&gt;
|-&lt;br /&gt;
| /c &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed).&lt;br /&gt;
|-&lt;br /&gt;
| /editor&lt;br /&gt;
| Toggles the map editor.&lt;br /&gt;
|-&lt;br /&gt;
| /measured-command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed) and measures time it took.&lt;br /&gt;
|-&lt;br /&gt;
| /mc &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed) and measures time it took.&lt;br /&gt;
|-&lt;br /&gt;
| /silent-command &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed) without printing it to the console.&lt;br /&gt;
|-&lt;br /&gt;
| /sc &amp;lt;command&amp;gt;&lt;br /&gt;
| Executes a Lua command (if allowed) without printing it to the console.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is a very powerful feature, which also allows cheating, and as such &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;achievements will be permanently disabled for the save&amp;lt;/span&amp;gt; as soon as you use a script command.&lt;br /&gt;
&lt;br /&gt;
== Basic example scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Use it as calculator ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(1234*5678)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zoom beyond normal bounds ===&lt;br /&gt;
Note that zooming too far out can cause performance hits. Be careful.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.zoom=0.1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mine faster ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.manual_mining_speed_modifier=1000&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Craft faster ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.manual_crafting_speed_modifier=1000&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unlock and research all technologies ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.research_all_technologies()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Undo this with the command in the next section.&lt;br /&gt;
&lt;br /&gt;
Note: Specific technologies can be researched using the [[map editor]] by shift clicking the &amp;quot;start research&amp;quot; button on the technology GUI.&lt;br /&gt;
&lt;br /&gt;
=== Unresearch all technologies ===&lt;br /&gt;
This does not reset manually applied bonuses&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, tech in pairs(game.player.force.technologies) do &lt;br /&gt;
	tech.researched=false&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Specific technologies can be unresearched using the [[map editor]] by clicking the &amp;quot;un-research&amp;quot; button on the technology GUI.&lt;br /&gt;
&lt;br /&gt;
=== Reset your force ===&lt;br /&gt;
This resets all data for your force, including kill and production statistics, technologies, bonuses and charting status.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.reset()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Always show rail block visualization ===&lt;br /&gt;
Permanently show the rail block visualization instead of only when holding a rail signal. Disable by replacing true with false.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.game_view_settings.show_rail_block_visualisation = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Set all trains to Automatic mode ===&lt;br /&gt;
Set all trains to automatic mode - for example after building them with a blueprint. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for key,ent in pairs (game.player.surface.find_entities_filtered{name=&amp;quot;locomotive&amp;quot;}) do &lt;br /&gt;
    ent.train.manual_mode = false&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inventory manipulation scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Cheat mode ===&lt;br /&gt;
Allows for infinite free crafting. Disable by replacing true with false.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.cheat_mode=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refill resources (refill oil, iron etc.) ===&lt;br /&gt;
While holding the cursor over a resource tile in-game:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.selected.amount=7500&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively you can refill all resources in the map with the following command. Change ore.amount to the desired value.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c surface = game.player.surface&lt;br /&gt;
for _, ore in pairs(surface.find_entities_filtered({type=&amp;quot;resource&amp;quot;})) do&lt;br /&gt;
    ore.amount = 10000&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add items to the player&#039;s inventory ===&lt;br /&gt;
Replace iron-plate with the [[data.raw|internal name]] of the item desired.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.insert{name=&amp;quot;iron-plate&amp;quot;, count=100}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, here&#039;s a stack of the god-mode energy system interface:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.insert{name=&amp;quot;electric-energy-interface&amp;quot;}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several god-mode items available:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;infinity-chest&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;infinity-pipe&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;electric-energy-interface&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;heat-interface&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add a powerful armor with equipment and some tools for construction:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c	local player = game.player&lt;br /&gt;
player.insert{name=&amp;quot;power-armor-mk2&amp;quot;, count = 1}&lt;br /&gt;
local p_armor = player.get_inventory(5)[1].grid&lt;br /&gt;
	p_armor.put({name = &amp;quot;fusion-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;fusion-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;fusion-reactor-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;exoskeleton-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;energy-shield-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;energy-shield-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;personal-roboport-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;night-vision-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;battery-mk2-equipment&amp;quot;})&lt;br /&gt;
	p_armor.put({name = &amp;quot;battery-mk2-equipment&amp;quot;})&lt;br /&gt;
player.insert{name=&amp;quot;construction-robot&amp;quot;, count = 25}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Increase player inventory slots ===&lt;br /&gt;
Gives 100 additional bonus inventory slots to your entire force. Used by the [[Toolbelt (research)]].&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.character_inventory_slots_bonus=100&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World manipulation scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Reveal the map around the player ===&lt;br /&gt;
&lt;br /&gt;
Reveals the map around the player, similar to a [[radar]].&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local radius=150&lt;br /&gt;
game.player.force.chart(game.player.surface, {{game.player.position.x-radius, game.player.position.y-radius}, {game.player.position.x+radius, game.player.position.y+radius}})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
or from start position&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local radius=150&lt;br /&gt;
game.player.force.chart(game.player.surface, {{x = -radius, y = -radius}, {x = radius, y = radius}})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Change 150 to the desired radius, higher values take longer.&lt;br /&gt;
&lt;br /&gt;
=== Hide revealed map ===&lt;br /&gt;
&lt;br /&gt;
Hides all revealed chunks, inverted map revealing.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local force = game.player.force&lt;br /&gt;
for chunk in surface.get_chunks() do&lt;br /&gt;
  force.unchart_chunk({x = chunk.x, y = chunk.y}, surface)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reveal all generated map ===&lt;br /&gt;
&lt;br /&gt;
Revels all of the generated map to the player&#039;s team.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.chart_all()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delete chunks ===&lt;br /&gt;
If much of the map is revealed, it increases the size of the save file. The following command cancels the generation of all chunks that are currently queued for generation and removes chunks outside a 32 chunks radius around 0,0. Note that this will remove player entities if there are any on these chunks.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface;&lt;br /&gt;
game.player.force.cancel_charting(surface); &lt;br /&gt;
local chunk_radius = 32;&lt;br /&gt;
for chunk in surface.get_chunks() do&lt;br /&gt;
  if (chunk.x &amp;lt; -chunk_radius or chunk.x &amp;gt; chunk_radius or chunk.y &amp;lt; -chunk_radius or chunk.y &amp;gt; chunk_radius) then&lt;br /&gt;
    surface.delete_chunk(chunk)&lt;br /&gt;
  end&lt;br /&gt;
end &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delete unrevealed chunks ===&lt;br /&gt;
This command deletes chunks that are not revealed by the player. Can be used after the command for [[#Hide revealed map|hiding revealed map]] to delete the chunks not covered by radar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;/c local surface = game.player.surface&lt;br /&gt;
local force = game.player.force&lt;br /&gt;
for chunk in surface.get_chunks() do&lt;br /&gt;
  if not force.is_chunk_charted(surface, chunk) then&lt;br /&gt;
    surface.delete_chunk(chunk)&lt;br /&gt;
  end&lt;br /&gt;
end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn off night ===&lt;br /&gt;
Enables eternal day.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.always_day=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change game speed ===&lt;br /&gt;
0.5 is half speed, 1 is default, 2 is double speed, etc. Minimum is 0.01. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.speed=X&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Freeze time ===&lt;br /&gt;
Stops the advancement of the time. Unfreezes it if you by replace &amp;quot;true&amp;quot; with &amp;quot;false&amp;quot;.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.freeze_daytime=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove all pollution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.clear_pollution()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Completely turn off pollution ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, surface in pairs(game.surfaces) do&lt;br /&gt;
  surface.clear_pollution()&lt;br /&gt;
end&lt;br /&gt;
game.map_settings.pollution.enabled = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add a lot of pollution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.pollute(game.player.position, 1000000)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Where speakers are, who placed them ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local speakers = game.player.surface.find_entities_filtered{force = game.player.force, type=&amp;quot;programmable-speaker&amp;quot;}&lt;br /&gt;
for key, speaker in pairs(speakers) do&lt;br /&gt;
    game.player.print(speaker.last_user.name .. &amp;quot; placed a speaker at &amp;quot; .. speaker.gps_tag)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disable friendly fire for your force ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.friendly_fire = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add new resource patch ===&lt;br /&gt;
This creates a new 11×11 patch of resources, centered on the player character, where the ground is not water.&lt;br /&gt;
The patch it creates is perfectly square but it randomizes the amount similar to natural generation, with fewer ore at the edges and more ore in the center.&lt;br /&gt;
The default numbers result in a patch with 2500-3000 ore.&lt;br /&gt;
&lt;br /&gt;
If you want a larger patch, change &amp;quot;local size = 5&amp;quot; to a larger number.&lt;br /&gt;
A larger patch will have exponentially more ore.&lt;br /&gt;
Entering a number above 30 is not recommended.&lt;br /&gt;
&lt;br /&gt;
If you want a richer patch, change &amp;quot;local density = 10&amp;quot; to a larger number.&lt;br /&gt;
Entering a very large number shouldn&#039;t hurt anything but you probably don&#039;t need to go above 100.&lt;br /&gt;
&lt;br /&gt;
To choose which resource is spawned, change &amp;quot;stone&amp;quot; near the bottom to &amp;quot;iron-ore&amp;quot;, &amp;quot;copper-ore&amp;quot;, &amp;quot;coal&amp;quot;, or &amp;quot;uranium-ore&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local ore=nil&lt;br /&gt;
local size=5&lt;br /&gt;
local density=10&lt;br /&gt;
for y=-size, size do&lt;br /&gt;
	for x=-size, size do&lt;br /&gt;
		a=(size+1-math.abs(x))*10&lt;br /&gt;
		b=(size+1-math.abs(y))*10&lt;br /&gt;
		if a&amp;lt;b then&lt;br /&gt;
			ore=math.random(a*density-a*(density-8), a*density+a*(density-8))&lt;br /&gt;
		end&lt;br /&gt;
		if b&amp;lt;a then&lt;br /&gt;
			ore=math.random(b*density-b*(density-8), b*density+b*(density-8))&lt;br /&gt;
		end&lt;br /&gt;
		if surface.get_tile(game.player.position.x+x, game.player.position.y+y).collides_with(&amp;quot;ground-tile&amp;quot;) then&lt;br /&gt;
			surface.create_entity({name=&amp;quot;stone&amp;quot;, amount=ore, position={game.player.position.x+x, game.player.position.y+y}})&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more flexibility, the [[map editor]] can also be used to create/alter/remove resource patches.&lt;br /&gt;
&lt;br /&gt;
=== Remove resources around the player ===&lt;br /&gt;
Removes all resource patches from the ground in a 50 x 50 area around the player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local size=50&lt;br /&gt;
local pos=game.player.position&lt;br /&gt;
&lt;br /&gt;
for _, e in pairs(surface.find_entities_filtered{area={{pos.x-size, pos.y-size},{pos.x+size, pos.y+size}}, type=&amp;quot;resource&amp;quot;}) &lt;br /&gt;
	do e.destroy() &lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add new oil patch ===&lt;br /&gt;
This creates 9 crude oil patches in a 3×3 square.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for y=0,2 do&lt;br /&gt;
	for x=0,2 do&lt;br /&gt;
		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=100000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or randomly without any collision:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local position=nil&lt;br /&gt;
for i=1,9 do&lt;br /&gt;
	position=game.player.surface.find_non_colliding_position(&amp;quot;crude-oil&amp;quot;, game.player.position, 0, i/2+1.5)&lt;br /&gt;
	if position then &lt;br /&gt;
		game.player.surface.create_entity({name=&amp;quot;crude-oil&amp;quot;, amount=100000, position=position})&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Regenerate resources ===&lt;br /&gt;
For solid resources like iron, destroys all resource entities and creates resource entities as in the original map generation. For fluid resources like oil, sets the yield of all existing resource entities to the original amount. Regenerates resources on the entire surface.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
for _, e in pairs(surface.find_entities_filtered{type=&amp;quot;resource&amp;quot;}) do&lt;br /&gt;
  if e.prototype.infinite_resource then&lt;br /&gt;
    e.amount = e.initial_amount&lt;br /&gt;
  else&lt;br /&gt;
    e.destroy()&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
local non_infinites = {}&lt;br /&gt;
for resource, prototype in pairs(prototypes.get_entity_filtered{{filter=&amp;quot;type&amp;quot;, type=&amp;quot;resource&amp;quot;}}) do&lt;br /&gt;
  if not prototype.infinite_resource then&lt;br /&gt;
    table.insert(non_infinites, resource)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
surface.regenerate_entity(non_infinites)&lt;br /&gt;
for _, e in pairs(surface.find_entities_filtered{type=&amp;quot;mining-drill&amp;quot;}) do&lt;br /&gt;
    e.update_connections()&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Count entities ===&lt;br /&gt;
Counts all entities whose name includes the string in local entity.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local entity=&amp;quot;belt&amp;quot;&lt;br /&gt;
local surface=game.player.surface&lt;br /&gt;
local count=0&lt;br /&gt;
for key, ent in pairs(surface.find_entities_filtered({force=game.player.force})) do&lt;br /&gt;
	if string.find(ent.name,entity) then&lt;br /&gt;
		count=count+1&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
game.player.print(count)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn off cliff generation ===&lt;br /&gt;
Sets size to &amp;quot;none&amp;quot;. Only effective on chunks that are generated after using this command. Use [[#Remove all cliffs]] to delete existing cliffs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local mgs = game.player.surface.map_gen_settings&lt;br /&gt;
mgs.cliff_settings.cliff_elevation_0 = 1024&lt;br /&gt;
game.player.surface.map_gen_settings = mgs&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remove all cliffs ===&lt;br /&gt;
Removes all cliffs existing cliffs from the world. Use [[#Turn off cliff generation]] to turn off cliff generation in new chunks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for _, v in pairs(game.player.surface.find_entities_filtered{type=&amp;quot;cliff&amp;quot;}) do&lt;br /&gt;
  v.destroy()&lt;br /&gt;
end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Delete all decoratives ===&lt;br /&gt;
Delete the decoratives that can be found in the world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.destroy_decoratives({})&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change map generation settings ===&lt;br /&gt;
This allows to change the map generation settings for new chunks; it does not alter already generated chunks. [[#Delete chunks|Deleted chunks]] are affected by the setting change because they are newly generated when they get explored again.&lt;br /&gt;
&lt;br /&gt;
To change resource generation settings, replace &amp;quot;iron-ore&amp;quot; with the [[Data.raw#resource|resource]] that should be changed and replace &amp;quot;very-high&amp;quot; with the desired [https://lua-api.factorio.com/latest/Concepts.html#MapGenSize MapGenSize] in the following command. Replace &amp;quot;iron-ore&amp;quot; with &amp;quot;enemy-base&amp;quot; to change the enemy base generation settings. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local resource = &amp;quot;iron-ore&amp;quot;&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.autoplace_controls[resource].size = &amp;quot;very-high&amp;quot;&lt;br /&gt;
mgs.autoplace_controls[resource].frequency = &amp;quot;very-high&amp;quot;&lt;br /&gt;
mgs.autoplace_controls[resource].richness = &amp;quot;very-high&amp;quot;&lt;br /&gt;
surface.map_gen_settings = mgs&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To change water generation settings, replace &amp;quot;very-high&amp;quot; with the desired [https://lua-api.factorio.com/latest/Concepts.html#MapGenSize MapGenSize] in the following command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.water = &amp;quot;very-high&amp;quot; --[[ size]]&lt;br /&gt;
mgs.terrain_segmentation  = &amp;quot;very-high&amp;quot; --[[ frequency]]&lt;br /&gt;
surface.map_gen_settings = mgs &amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Making a structure indestructible ===&lt;br /&gt;
This makes it impossible for an entity to be damaged or killed, e.g. by biters. Hover over the entity and then run:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.selected.destructible = false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Connect linked belts ===&lt;br /&gt;
If there exist at least two [https://lua-api.factorio.com/latest/prototypes/LinkedBeltPrototype.html linked belts], and one of them has the &amp;quot;Entity tag&amp;quot; &amp;lt;code&amp;gt;in&amp;lt;/code&amp;gt;, and another linked belt has the &amp;quot;Entity tag&amp;quot; &amp;lt;code&amp;gt;out&amp;lt;/code&amp;gt;, then the following command should link these two linked belts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local i = game.get_entity_by_tag(&#039;in&#039;)&lt;br /&gt;
local o = game.get_entity_by_tag(&#039;out&#039;)&lt;br /&gt;
i.linked_belt_type = &#039;input&#039;&lt;br /&gt;
o.linked_belt_type = &#039;output&#039;&lt;br /&gt;
i.connect_linked_belts(o)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy/evolution scripts ==&lt;br /&gt;
&lt;br /&gt;
=== Set evolution factor ===&lt;br /&gt;
Ranges from 0 (new game) to 1.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.forces[&amp;quot;enemy&amp;quot;].set_evolution_factor(X, game.player.surface)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disable time-based evolution &amp;amp; increases pollution-based evolution ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.map_settings.enemy_evolution.time_factor=0&lt;br /&gt;
/c game.map_settings.enemy_evolution.pollution_factor=game.map_settings.enemy_evolution.pollution_factor*2&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2&amp;quot; at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.&lt;br /&gt;
&lt;br /&gt;
=== Kill all biters on the &amp;quot;enemy&amp;quot; force ===&lt;br /&gt;
Note that this will kill only mobile units, spawners will not be killed.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.forces[&amp;quot;enemy&amp;quot;].kill_all_units()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kill all enemies ===&lt;br /&gt;
This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the generated world, so any unexplored parts of the map which still need to be generated will still have enemies. You can [[#Prevent biters being on newly generated chunks|prevent biters being on newly generated chunks]] if desired.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=&amp;quot;enemy&amp;quot;})) do&lt;br /&gt;
	entity.destroy()&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kill all nearby enemies ===&lt;br /&gt;
&lt;br /&gt;
This will kill all biters, bases and worms in a configurable radius. The default, 250 tiles, is about two zoomed-out screen widths on full HD. After destruction, it shows how many objects were destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface=game.player.surface&lt;br /&gt;
local pp = game.player.position&lt;br /&gt;
local cnt = 0&lt;br /&gt;
for key, entity in pairs(surface.find_entities_filtered({force=&amp;quot;enemy&amp;quot;, radius=250, position=pp })) do&lt;br /&gt;
	cnt = cnt+1&lt;br /&gt;
	entity.destroy()&lt;br /&gt;
 end	&lt;br /&gt;
game.player.print(cnt)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable/Disable peaceful mode ===&lt;br /&gt;
Enabling peaceful mode prevents biter attacks until provoked. Substitute true for false to disable. Already existing biters are not affected by this command so attacks could continue for a while after activating peaceful mode.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.surface.peaceful_mode = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable/Disable biter expansion ===&lt;br /&gt;
Biter expansion allows biters to create new nests, it is enabled by default. Substitute true for false to disable.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.map_settings.enemy_expansion.enabled = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prevent biters being on newly generated chunks ===&lt;br /&gt;
On newly generated chunks no biters will be present, however all current biters will remain unaffected. Equivalent of setting the Enemy Base Size to None under the Terrain settings during map generation but achieved mid game by [[#Change map generation settings|changing map generation settings]].&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local surface = game.player.surface&lt;br /&gt;
local mgs = surface.map_gen_settings&lt;br /&gt;
mgs.autoplace_controls[&amp;quot;enemy-base&amp;quot;].size = &amp;quot;none&amp;quot;&lt;br /&gt;
surface.map_gen_settings = mgs&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instead of the command, it is also possible to use a GUI in the [[map editor]] to changing map generation settings mid game. Access the map editor with &amp;lt;code&amp;gt;/editor&amp;lt;/code&amp;gt;, go to the &amp;quot;Surfaces&amp;quot; tab and click &amp;quot;Edit map gen settings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Player character scripts ==&lt;br /&gt;
Commands concerning the player directly.&lt;br /&gt;
=== Get player position ===&lt;br /&gt;
Prints coordinates of your current position.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(game.player.position)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Teleport player ===&lt;br /&gt;
Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.teleport({X, Y})&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To teleport to the world&#039;s origin, use 0,0.&lt;br /&gt;
&lt;br /&gt;
To teleport to a different planet / surface, use:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.teleport({X, Y}, &#039;surface_name&#039;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable god mode ===&lt;br /&gt;
God mode removes your player character allowing you to fly over obstacles and take no damage.&lt;br /&gt;
&lt;br /&gt;
Disassociate your controls from the character and destroy it:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.character.destroy()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To undo, spawn a player character. This will spawn a new character at the spawn point of the world, and connect your controls to it.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.create_character()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable long reach ===&lt;br /&gt;
Enables long reach, which allows the player to build and interact with entities at a greater distance. The default reach is 10.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local reach = 10000&lt;br /&gt;
game.player.force.character_build_distance_bonus = reach&lt;br /&gt;
game.player.force.character_reach_distance_bonus = reach&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Find player corpses ===&lt;br /&gt;
Pings player corpses on the map.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local found_corpses = game.player.surface.find_entities_filtered{type=&amp;quot;character-corpse&amp;quot;}&lt;br /&gt;
for _,corpse in pairs(found_corpses) do&lt;br /&gt;
    local player = game.get_player(corpse.character_corpse_player_index)&lt;br /&gt;
    local name = player and player.name or &amp;quot;????&amp;quot;&lt;br /&gt;
    game.player.print(name .. &amp;quot; --&amp;gt; &amp;quot; .. corpse.gps_tag)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Run faster ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.character_running_speed_modifier=3&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research scripts ==&lt;br /&gt;
=== Enable faster research ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.laboratory_speed_modifier=1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
-0.5 is half speed, 0 is normal speed, 1 is double speed, 2 is triple etc.&lt;br /&gt;
&lt;br /&gt;
=== Research specific technologies ===&lt;br /&gt;
The internal technology names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=true&lt;br /&gt;
/c game.player.force.technologies[&#039;steel-processing&#039;].researched=true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To research a high level of an infinite technology, set its level:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.technologies[&#039;worker-robots-speed-6&#039;].level = 100&lt;br /&gt;
/c game.player.force.technologies[&#039;mining-productivity-4&#039;].level = 100&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unresearch specific technologies ===&lt;br /&gt;
The internal technology names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.technologies[&#039;electric-energy-distribution-1&#039;].researched=false&lt;br /&gt;
/c game.player.force.technologies[&#039;steel-processing&#039;].researched=false&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enabling specific recipes ===&lt;br /&gt;
The internal recipe/item names can be found in the infoboxes on their respective pages.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;electric-energy-interface&amp;quot;].enabled=true&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;rocket-silo&amp;quot;].enabled=true&lt;br /&gt;
/c game.player.force.recipes.loader.enabled=true&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;fast-loader&amp;quot;].enabled = true&lt;br /&gt;
/c game.player.force.recipes[&amp;quot;express-loader&amp;quot;].enabled = true&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Enable all recipes ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c for name, recipe in pairs(game.player.force.recipes) do recipe.enabled = true end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resetting technology effects to default ===&lt;br /&gt;
This will reset the enabled/unlocked state of all recipes to what they would be purely based on the currently researched technologies, as well as resetting other technology effects like mining speed, etc. Any manual modifications to these effects and recipe unlocks will be undone.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.force.reset_technology_effects()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Note: Can be used as a quick workaround when recipes are unavailable after adding or changing mods even though the technology unlocking them has already been researched.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
A list of the internal names of most things in the vanilla game can also be found on [[data.raw]].&lt;br /&gt;
&lt;br /&gt;
=== Access a mod&#039;s data ===&lt;br /&gt;
If the first word of the command is __mod-name__ it will run in the context of the mod with the same name. For instance, this command prints the data from the Even Distribution mod:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c __even-distribution__ game.player.print(serpent.dump(global))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Print to console the tile under the player ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.player.print(game.player.surface.get_tile(game.player.position).name)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write all researched technologies to file ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local list = {}&lt;br /&gt;
for _, tech in pairs(game.player.force.technologies) do &lt;br /&gt;
	if tech.researched then&lt;br /&gt;
    list[#list+1] = tech.name&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
game.write_file(&amp;quot;techs.lua&amp;quot;, serpent.block(list) .. &amp;quot;\n&amp;quot;, true)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write all enabled recipes to file ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c local list = {}&lt;br /&gt;
for _, recipe in pairs(game.player.force.recipes) do &lt;br /&gt;
	if recipe.enabled then&lt;br /&gt;
    list[#list+1] = recipe.name&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
game.write_file(&amp;quot;recipes.lua&amp;quot;, serpent.block(list) .. &amp;quot;\n&amp;quot;, true)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Write mod list to file ===&lt;br /&gt;
Write all currently active mods and their version to the file script-output/mods.txt in the [[user data directory]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/c game.write_file(&amp;quot;mods.txt&amp;quot;, serpent.block(game.active_mods))&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|1.1.92|&lt;br /&gt;
* Added a notification when a technology is researched.&lt;br /&gt;
* Added /enable-research-queue console command to enable the research queue without disabling achievements.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Command line parameters]]&lt;br /&gt;
* https://lua-api.factorio.com/latest/index-runtime.html - Factorio API reference for latest version&lt;br /&gt;
&lt;br /&gt;
{{C|Modding}}&lt;/div&gt;</summary>
		<author><name>Mwls</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=190754</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=190754"/>
		<updated>2023-02-06T08:47:27Z</updated>

		<summary type="html">&lt;p&gt;Mwls: /* Chest to splitter */ Add second image example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from—and insert items into—machines or storage devices.&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter}} || The only [[fuel]]-powered inserter, with the slowest speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long-handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter}} || Much faster than the inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Filter inserter}} || Variant of the fast inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stack inserter}} || As fast as the fast inserter, but can move many more items at the same time at once.    &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Stack filter inserter}} || Variant of the stack inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* Pick up items off the ground, off of a [[Transport belts|transport belt]], or from any object that has storage space, including [[Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* Place the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
* Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick them up.&lt;br /&gt;
&lt;br /&gt;
Inserters &#039;&#039;&#039;will not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the adjacent entity.&lt;br /&gt;
* Pick up any items if the adjacent entity is a blueprint.&lt;br /&gt;
* Pick up items to place into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into an entity that can not hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].&lt;br /&gt;
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s, and [[turret]]s.&lt;br /&gt;
&lt;br /&gt;
If two or more inserters are picking up from the same tile, the inserter who can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Insertion limits ===&lt;br /&gt;
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Automatic insertion limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery turret]]s || [[Artillery shell]]s || align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft in addition to the ingredients for the number of crafts that can complete during one full inserter swing; but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[https://forums.factorio.com/viewtopic.php?p=309796#p309796]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of science packs needed for one research unit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
=== Inserters and transport belts ===&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter&#039;s perspective or if the belt is going the same or the opposite direction as the inserter the right side from the belt&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | [[File:Inserter_dropoff_locations.gif]] || [[File:Inserter_pickup_locations.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective. In curves the inserter always places on the far side.&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | If the belt is perpendicular to the inserter, inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter &#039;&#039;&#039;prefers&#039;&#039;&#039; taking from the left lane, from the belt&#039;s perspective. If the left lane is empty it will take from the right lane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potential issues ===&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every turn&lt;br /&gt;
* The [[burner inserter]] does not drain energy when idle, but uses more energy when it is active.&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
[[File:all_inserter_speeds.gif|frame|right|Animation showing all inserter speeds at once.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Time#Ticks|tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Map_structure#Tile|Tiles]] per Tick)&lt;br /&gt;
! Turns per [[Time#Seconds|Game-second]]&lt;br /&gt;
! Game-second per full turn&lt;br /&gt;
! Ticks per full turn&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.60 || 1.667 || 100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.83 || 1.2 || 72&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2 || 0.833 || 50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.31 || 0.433 || 26&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; These numbers come directly from the [https://github.com/wube/factorio-data/tree/master/base/prototypes/entity factorio-data github repository].&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
The following is based on experimental data from [https://docs.google.com/spreadsheets/d/1Q4hxL69qrK3qeEKU8aDkuwM3gJy6I2dJ4FYSs-FQUpI/edit?usp=sharing 0.18].    &lt;br /&gt;
Most of the 0.18 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.&lt;br /&gt;
&lt;br /&gt;
{{BlueprintString|bp-string=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}}&lt;br /&gt;
&lt;br /&gt;
===Chest to chest===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 0.18&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second&lt;br /&gt;
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || 0.60 || (1) || 1.20 || (2) || 1.80 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.83 || 0.83 || (1) || 1.67 || (2) || 2.50 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.20 || 1.20 || (1) || 2.40 || (2) || 3.60 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter}} || 2.31 || 2.31 || (1) || 4.62 || (2) || 6.92 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack filter inserter}} || 2.31 || 4.62 || (2) || 9.23 || (4) || 27.69 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to belt===&lt;br /&gt;
&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that have items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 0.18&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=3 | Type&lt;br /&gt;
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | No capacity bonus&lt;br /&gt;
! colspan=4 | Capacity bonus 2&lt;br /&gt;
! colspan=4 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || 0.60 || 0.60 || (1) || 1.19 || 1.19 || 1.19 || (2) || 1.67 || 1.73 || 1.76 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.83 || 0.83 || 0.83 || (1) || 1.64 || 1.64 || 1.64 || (2) || 2.25 || 2.37 || 2.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.20 || 1.20 || 1.20 || (1) || 2.35 || 2.35 || 2.35 || (2) || 3.10 || 3.33 || 3.46 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter}} || 2.31 || 2.31 || 2.31 || (1) || 4.44 || 4.44 || 4.44 || (2) || 5.29 || 6.00 || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack filter inserter}} || 4.44 || 4.44 || 4.44 || (2) || 5.71 || 7.06 || 7.74 || (4) || 6.79 || 10.91 || 13.85 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to splitter===&lt;br /&gt;
&lt;br /&gt;
When an inserter drops items onto the side of a perpendicular splitter, it always is considered to do so on the input side, enabling the splitter to move half of the items to the other belt (assuming that the splitter filter/priority settings allow it to do so and that there is available space on both belts). This allows the inserter to drop its items twice as fast. A fully upgraded stack inserter can drop twelve items onto an express splitter every 38 ticks (18.95 items/second) instead of the usual 52.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter to splitter comparison.png|621px|thumb|center|By inserting onto the side of a splitter, a fully-upgraded stack inserter can fill 84% of an express belt lane instead of the usual 62%.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter belt saturation.png|414px|thumb|center|Three stack inserters can saturate an express belt if one of them inserts onto a splitter.]]&lt;br /&gt;
&lt;br /&gt;
===Belt to chest (perpendicular)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 0.18&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || &#039;&#039;&#039;0.65&#039;&#039;&#039; || 0.50 || 0.64 || (1) || 1.11 || &#039;&#039;&#039;1.20&#039;&#039;&#039; || 1.13 || 1.26 || (2) || 1.61 || 1.61 || &#039;&#039;&#039;1.65&#039;&#039;&#039; || 1.71 /&amp;lt;br/&amp;gt;1.73 /&amp;lt;br/&amp;gt;1.86 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || 0.88 || (1) || &#039;&#039;&#039;1.67&#039;&#039;&#039; || &#039;&#039;&#039;1.67&#039;&#039;&#039; || 1.50 || 1.74 || (2) || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.25 || 2.33 || 2.37 /&amp;lt;br/&amp;gt;2.37 /&amp;lt;br/&amp;gt;2.54 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.18 || 1.18 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.20 || (1) || 2.20 || 2.31 || &#039;&#039;&#039;2.40&#039;&#039;&#039; || 2.40 || (2) || 3.21 || 3.21 || &#039;&#039;&#039;3.46&#039;&#039;&#039; || 3.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter}} || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.31 || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.50 || (1) || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.00 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack filter inserter}} || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || 7.50 || 7.50 || &#039;&#039;&#039;8.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;8.57 /&amp;lt;br/&amp;gt;8.28 * || (4) || 7.50 || 11.25 || &#039;&#039;&#039;15.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;13.09 /&amp;lt;br/&amp;gt;15.32 * || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
=== Belt to Chest (facing inserter) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 0.18&lt;br /&gt;
&lt;br /&gt;
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with [[express transport belt]]s and [[stack inserter]]s with the maximum [[inserter capacity bonus (research)|capacity bonus]].&lt;br /&gt;
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter_belt_to_chest_throughput.png|900px]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Mwls</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Bulk_inserter&amp;diff=190752</id>
		<title>Bulk inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Bulk_inserter&amp;diff=190752"/>
		<updated>2023-02-06T08:17:42Z</updated>

		<summary type="html">&lt;p&gt;Mwls: Simplify timing information (since full numbers are on linked page); remove misleading statement (since 3 inserters can fully saturate a blue belt when using a splitter)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Stack inserter}}&lt;br /&gt;
The &#039;&#039;&#039;stack inserter&#039;&#039;&#039; is an electric inserter that can move multiple items at the same time. Moving at the speed of the [[Fast inserter]], it transfers multiple items per cycle to give it a material flow advantage at the cost of additional power consumption. &lt;br /&gt;
&lt;br /&gt;
When transferring between chests or [[cargo wagon]]s it picks up and drops off the entire stack of items instantly. When picking up from or dropping off items onto a [[transport belt]] a stack inserter needs to grab or drop each item individually, increasing the time between arm swings and lowering its potential throughput. In these cases, however, the stack inserter still has higher throughput than a [[fast inserter]] because it swings back and forth less often. The throughput from [[Inserters#Chest_to_chest|chest to chest]] for a fully upgraded stack inserter is 27.69 items per second, but only 13.85 items/s from [[Inserters#Chest_to_belt|chest to express belt]].&lt;br /&gt;
&lt;br /&gt;
== Stack size ==&lt;br /&gt;
&lt;br /&gt;
The stack size is increased by the [[Inserter capacity bonus (research)]] technology. The stack size can be overridden to set how many items it picks up at one time, with the maximum being the highest research level currently unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Inserter capacity bonus&lt;br /&gt;
! Stack size bonus&lt;br /&gt;
! Total stack size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| none || 0 || 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 1 || +1 || 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 2 || +1 || 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 3 || +1 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 4 || +1 || 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 5 || +2 || 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 6 || +2 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 7 || +2 || 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added stack inserter override feature.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Updated stack inserter tech icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.6|&lt;br /&gt;
* Now unlocked by their own research.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Stack filter inserter]]&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Mwls</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=190684</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=190684"/>
		<updated>2023-01-18T23:36:39Z</updated>

		<summary type="html">&lt;p&gt;Mwls: /* Set train routing */ Mostly remove section because dynamic train limits are generally more recommended than enabling/disabling stations. The content can be rewritten but in the meantime I wanted to avoid leading people astray and I couldn&amp;#039;t find a great concise existing tutorial to link people to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This is a &#039;&#039;&#039;beginners&#039;&#039;&#039; tutorial. See also the [[Circuit network]] page for an overview over the circuit network and the [[Tutorial:Combinator tutorial]] for an advanced tutorial.&#039;&#039;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
== Foreword == &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 in &amp;quot;Alt-mode&amp;quot;&amp;quot; in the Interface/Alt-mode settings has to be checked and &amp;quot;Alt-mode&amp;quot; has to be turned on.&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:LightWiredToChest.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Lamp showing chest content condition ===&lt;br /&gt;
&lt;br /&gt;
This is one of 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;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
&lt;br /&gt;
==== To set the light condition ====&lt;br /&gt;
* Open the lamp (left 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;
** Left 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConditionalLights.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
&lt;br /&gt;
In this setup you can connect the storage tank to the lamps directly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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 [[lamp]] and the [[Storage tank]] you need:&lt;br /&gt;
# Add the arithmetic combinator.&lt;br /&gt;
# Connect the [[storage tank]] with the input of the  arithmetic combinator.&lt;br /&gt;
# Connect the  output of the [[arithmetic combinator]] with the lamp.&lt;br /&gt;
# Set up the arithmetic combinator:&lt;br /&gt;
## Setting the input to petroleum Gas + 0 (the constant 0 not the signal 0)&lt;br /&gt;
## Set the output to the pink signal (on the bottom row of the last tab of signals.)&lt;br /&gt;
# Set up the [[lamp]]:&lt;br /&gt;
##  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&lt;br /&gt;
## Set the condition to the pink signal, and what value you want (i.e. &amp;gt; 100)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
Balancing the production of petroleum gas, light oil and heavy oil is one of the most important use cases of the circuit network.&lt;br /&gt;
&lt;br /&gt;
[[File:LgtOilCracking.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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 pump has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 20000&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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; 20000&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Alternative Setup for Cracking and Lubricant Production ===&lt;br /&gt;
This setup compares different fluid levels to each other instead of checking fixed values. It offers some guarantees such as petroleum gas being produced when you have light oil to spare, and light oil not being cracked when you have plenty of petroleum gas, and similar rules for heavy oil cracking and lubricant production. &lt;br /&gt;
&lt;br /&gt;
[[File:oil-single-cct.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
It takes 4 steps:&lt;br /&gt;
&lt;br /&gt;
# Have a fluid tank for heavy oil, light oil, petroleum gas, and lubricant. For each fluid, make sure to connect the tank via pipes to every location where the fluid is being produced or consumed.&lt;br /&gt;
# For each chemical plant (or each row of them, if you use rows) add a pump to the non-water fluid input pipe to make it possible to block the flow. Note: Alternatively, the blocking pumps could be added to the chemical plant output pipes, but there is no need to add pumps to both inputs and outputs.&lt;br /&gt;
# Connect every pump and every fluid tank to a single circuit network of red (or green) wire. The resulting circuit network will know about the fluid level in every storage tank and pass this information to every pump.&lt;br /&gt;
# For each connected pump set the circuit “enable condition” to &amp;quot;[input fluid] &amp;gt; [output fluid]&amp;quot; , for its respective chemical plant recipe. E.g. set &amp;quot;heavy oil &amp;gt; light oil&amp;quot; for the heavy oil cracking input pump, set &amp;quot;heavy oil &amp;gt; lubricant&amp;quot; for the lubricant production input pump, and set &amp;quot;light oil &amp;gt; petroleum gas&amp;quot; for the light oil cracking input pump.&lt;br /&gt;
&lt;br /&gt;
Done! Now all the pumps will move to equalize the fluid levels to each other. This will prevent fluid system deadlocks where you have plenty of one fluid but you are unable to make any of the other.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Multiple Storages ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator Signs (Words) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
* Note that to see these letters, Alt-mode must be on and the Interface setting “Show combinator settings in “Alt-Mode”” must also be enabled.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:constant_combinator_signs2.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator Signs (Managing Belts) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Somewhat similar to the previous example, constant combinator signals can be used with belts to help indicate what items should be on which belts. This is extremely useful when sharing blueprints, as it&#039;s possible for blueprints to be shared albeit with no indication on which items are meant for which belts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
* 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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 due to stack size bonuses.&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BalancedChestInsert.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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 &amp;amp;minus;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, i.e. 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 a precise count is needed, set the inserter stack size to 1.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;multiplies&#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;
*  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 for the first item by inventory order.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;multiplies&#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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&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:Nuke.png|border|left|430px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
This picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note: The GUI in the image above has been altered to make sure all important info fits within the image size.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a few elements in this setup:&lt;br /&gt;
* Storage tank that provides the [[steam]] signal.  You should only read from one storage tank, and it should have pipe connections to all your other steam storage tanks.&lt;br /&gt;
* Chests containing [[uranium fuel cell]]s for the reactor.&lt;br /&gt;
* Output inserter that takes [[Used_up_uranium_fuel_cell|empty fuel cells]] from the reactor. This is connected to the storage tank to listen for the steam signal, and to the chests to listen for the uranium fuel cell signal. If the steam level is low and there are uranium fuel cells available, it removes the empty fuel cells from the reactor and sends an empty fuel cell signal (since &amp;quot;Read hand contents&amp;quot; is checked).&lt;br /&gt;
* Input inserter that put uranium fuel cells into the reactor. This is connected to the output inserter and listens for the empty fuel cell signal. The &amp;quot;Override stack size&amp;quot; is set to 1, so that it only inserts 1 fuel cell at a time.&lt;br /&gt;
* If you are using multiple reactors you should only wire one output inserter to one steam tank, and then connect all input inserters to the single output inserter. This will synchronize fuel insertion to maximize the reactor neighbour heat bonus. The other reactors can have &amp;quot;dumb&amp;quot; output inserters that remove [[Used_up_uranium_fuel_cell|empty fuel cells]] immediately.&lt;br /&gt;
&lt;br /&gt;
Since this design uses empty fuel cells as a signal to fill the reactor, you need to manually insert 1 uranium fuel cell into the reactor to get it started.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prioritize usage of uranium towards nuclear fuel production ===&lt;br /&gt;
Because a continuous supply of [[nuclear fuel]] is critical to maintaining a [[nuclear reactor]], the circuit network can be used to set up a system where [[uranium-235]] and [[uranium-238]] are conserved for the production of nuclear fuel before other uses.&lt;br /&gt;
&lt;br /&gt;
[[File:Nuclear Fuel Circuit Network.png|border|left|430px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using a [[splitter]], divert the two types of uranium onto two parallel conveyors, with an [[inserter]] positioned to gather uranium from each conveyor (a [[long handed inserter]] will be needed for the far belt). Each of these inserters deposits their load into a container, from which two more inserters deliver the contents to an [[assembly machine]] making nuclear fuel. An inserter delivers the produced fuel to a third container, from which inserter(s) delivers the fuel to your nuclear reactor. Wire the two inserters gathering from the conveyors to the container each of them is delivering to, and to the tile of conveyor immediately after the tile the inserter is gathering from. Set each inserter&#039;s enable condition to &amp;quot;less than or equal to X amount of uranium&amp;quot;, using the appropriate type of uranium the inserter is gathering and X being the number of reserve uranium desired (optimally, one uranium-235 and nineteen uranium-238, the amount needed to produce nuclear fuel; the amount may be increased if a greater stockpile is desired). Set each conveyor&#039;s enable condition to &amp;quot;greater than or equal to X amount of uranium&amp;quot; in the same manner. Finally, connect the inserters delivering uranium to the assembly machine up to the container the assembly machine is delivering nuclear fuel to, and set each of their enable conditions to &amp;quot;nuclear fuel = 0 (the enable condition can be set to &amp;quot;less than or equal to X amount of nuclear fuel&amp;quot; if a larger stockpile is desired).&lt;br /&gt;
&lt;br /&gt;
This set-up accomplishes the following:&lt;br /&gt;
&lt;br /&gt;
* When there is sufficient nuclear fuel and uranium stockpiled, the inserters will deactivate and the conveyors activate, allowing the uranium to continue down the conveyors to other facilities.&lt;br /&gt;
* When the nuclear fuel stockpile hits zero (or decreases below the desired amount), the inserters delivering to the assembly machine will activate and deliver uranium to resume production of nuclear fuel until quota is reached again.&lt;br /&gt;
* When there is not enough uranium stockpiled to produce a batch of nuclear fuel, the inserters gathering uranium will activate and and resume gathering uranium until they reach their quota. The conveyors carrying uranium will stop past the inserters, cutting off other facilities from that type of uranium until its respective inserter reaches quota.&lt;br /&gt;
* The assembly machine will only be provided with uranium when the stockpile of nuclear fuel hits zero (or decreases below the desired amount), preventing over-production of nuclear fuel and thus over-consumption of uranium.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Railway network ==&lt;br /&gt;
=== Set train routing ===&lt;br /&gt;
The circuit network can be used to allow deeper micromanagement of [[train]]s. Circuits can be used to adjust train limits for [[Train stop|stops]], effectively disabling a stop when a resource is not available for loading, or if an unloading station already has more than enough of a resource. Note that adjusting train limits runs into fewer problems than fully enabling/disabling stops; see [https://factorio.com/blog/post/fff-361 Friday Facts #361 - Train stop limit, Tips and tricks] and the [[Train stop]] page for additional information about using train limits.&lt;br /&gt;
&lt;br /&gt;
=== Player safety ===&lt;br /&gt;
The circuit network can be used to ensure the player&#039;s safety when crossing train tracks so they do not get hit. Place [[gate]]s at designated crossing areas and connect an adjacent [[wall]] to [[rail signal]]s near the gate. Set the gate to &amp;quot;read sensor&amp;quot; and the signal to &amp;quot;close signal&amp;quot; with the condition being the signal the gate sends out being &amp;quot;1&amp;quot;. This means that when the gate is closed, the signal will be green and trains can pass freely, but when the player approaches the gate and it opens for them, the train signal will be turned red and trains will be stopped until the player clears the area.&lt;br /&gt;
&lt;br /&gt;
Alternatively, this system can be reversed - by setting the gate to &amp;quot;open gate&amp;quot; and the train signal set to &amp;quot;read signal&amp;quot;, the gate will remain open normally and will close when a train is approaching, preventing the player from crossing until it is safe.&lt;br /&gt;
&lt;br /&gt;
In lieu of gates, the player can connect a [[programmable speaker]] to the train signals to broadcast a warning siren when a train is approaching the area.&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
=== RS 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 [https://forums.factorio.com/viewtopic.php?p=160896#p160896 goes on to explain] why this single decider version is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.&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|850px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
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{{clear}}&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png|21px]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png|21px]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png|21px]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
&lt;br /&gt;
==== RS Latch configuration ====&lt;br /&gt;
&#039;&#039;&#039;The central decider and green feedback wire is the actual RS Latch.&#039;&#039;&#039;&lt;br /&gt;
It latches the Set signal [[File:Signal-S.png|21px]] until the Reset signal [[File:Signal-R.png|21px]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png|21px]] &amp;amp; [[File:Signal-R.png|21px]] must be 0 or 1) - this is why the previous two deciders are required.&amp;lt;br /&amp;gt;&lt;br /&gt;
When both inputs are true, the reset signal takes priority and the latch resets. This means it is an RS latch instead of an SR latch.&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|21px]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:SRLatch.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== RS latch ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Usage of RS latch ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Here is an example of how you could use an RS 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* To make it work, &#039;&#039;&#039;3&#039;&#039;&#039; pieces of raw wood must be placed on the inside lane of the belt.&lt;br /&gt;
* It will have higher latency than the combinator version, but in most situations you will not notice the difference.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&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;
&amp;lt;/div&amp;gt;&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>Mwls</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserters&amp;diff=190679</id>
		<title>Inserters</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserters&amp;diff=190679"/>
		<updated>2023-01-17T20:44:16Z</updated>

		<summary type="html">&lt;p&gt;Mwls: Add description of inserter-onto-splitter performance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;For the common yellow electrical inserter, see [[Inserter]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inserters&#039;&#039;&#039; are devices which are used to move items over short distances. When placed, they have a fixed direction. They can move items from behind and place them in front of them. By doing this, they can move items from one transport belt to another, but also extract items from—and insert items into—machines or storage devices.&lt;br /&gt;
&lt;br /&gt;
== Types of inserters ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Burner inserter}} || The only [[fuel]]-powered inserter, with the slowest speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Inserter}} || The standard electrical inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Long-handed inserter}} || Capable of inserting and removing items from a greater distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Fast inserter}} || Much faster than the inserter.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Filter inserter}} || Variant of the fast inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Stack inserter}} || As fast as the fast inserter, but can move many more items at the same time at once.    &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Stack filter inserter}} || Variant of the stack inserter that can filter items by type.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Inserters &#039;&#039;&#039;will&#039;&#039;&#039;:&lt;br /&gt;
* Pick up items off the ground, off of a [[Transport belts|transport belt]], or from any object that has storage space, including [[Chests|chests]], [[furnace]]s and [[assembling machine]]s.&lt;br /&gt;
* Place the item onto the ground, onto a transport belt, or into any object that has storage space.&lt;br /&gt;
* Run at slower speeds when starved for energy.&lt;br /&gt;
* Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick them up.&lt;br /&gt;
&lt;br /&gt;
Inserters &#039;&#039;&#039;will not&#039;&#039;&#039;:&lt;br /&gt;
* Pick up any items that can not be inserted into the adjacent entity.&lt;br /&gt;
* Pick up any items if the adjacent entity is a blueprint.&lt;br /&gt;
* Pick up items to place into an entity with a full inventory.&lt;br /&gt;
* Place more than one item at a time onto the same ground tile.&lt;br /&gt;
* Place items into an entity that can not hold them, for example due to [[Stack#Filtered_stacks|filtered]] or [[Stack#Stack_limitation|limited slots]].&lt;br /&gt;
* Fill up the entire target inventory of [[boiler]]s, [[nuclear reactor]]s, [[:Category:Producers|production building]]s, [[furnace]]s, and [[turret]]s.&lt;br /&gt;
&lt;br /&gt;
If two or more inserters are picking up from the same tile, the inserter who can grab the items the fastest will grab them first. Besides faster inserters, this favors inserters taking from the inner lane of a transport belt.&lt;br /&gt;
&lt;br /&gt;
=== Insertion limits ===&lt;br /&gt;
Depending on where an inserter is moving items, it does not always fill up the entire target inventory. This allows other inserters taking from the same transport belt to pick up their share of the items. For example, if a boiler has 5 or more items of fuel in it, an inserter will not insert additional fuel. This allows the other fuel to travel further down the transport belt. When the fuel drops below 5 items, the inserter will resume inserting fuel, up to the limit of 5 items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Entity !! Item type !! Automatic insertion limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Boiler]]s, [[burner inserter]]s, [[furnace]]s, and [[nuclear reactor]]s || [[Fuel]] || align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun turret]]s || Bullet Magazines || align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Artillery turret]]s || [[Artillery shell]]s || align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Assembling machine]]s, [[furnace]]s, [[centrifuge]]s, [[chemical plant]]s, and [[Oil refinery|oil refineries]]|| Items needed for the recipe || The ingredients for 1 craft in addition to the ingredients for the number of crafts that can complete during one full inserter swing; but at least the ingredients for 2 crafts and at most the ingredients for 100 crafts.[https://forums.factorio.com/viewtopic.php?p=309796#p309796]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lab]]s || [[Science pack]]s || Double the number of science packs needed for one research unit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inserter that has a higher [[inserter capacity bonus (research)|inserter capacity bonus]] than 1 can overfill the target building, due to the inserter picking up a higher amount of items than needed. Overfilling can also occur if  multiple inserters are used to insert items into one building.&lt;br /&gt;
&lt;br /&gt;
=== Inserters and transport belts ===&lt;br /&gt;
[[Transport belts]] have two lanes on which items can travel. Inserters only place items onto one side of the belt, either the far side from the inserter&#039;s perspective or if the belt is going the same or the opposite direction as the inserter the right side from the belt&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | [[File:Inserter_dropoff_locations.gif]] || [[File:Inserter_pickup_locations.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | Inserters place the item on the furthest lane. If a belt is in the same orientation as the inserter, the item will be placed on the right-hand lane, from the belt&#039;s perspective. In curves the inserter always places on the far side.&lt;br /&gt;
| style=&amp;quot;width:320px;&amp;quot; | If the belt is perpendicular to the inserter, inserters &#039;&#039;&#039;prefer&#039;&#039;&#039; taking items from the nearest lane. If the nearest lane is empty, the inserter will take from the far lane. If the belt is the same/opposite orientation of the inserter or a curve, the inserter &#039;&#039;&#039;prefers&#039;&#039;&#039; taking from the left lane, from the belt&#039;s perspective. If the left lane is empty it will take from the right lane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Potential issues ===&lt;br /&gt;
Inserters may have problems picking up items:&lt;br /&gt;
&lt;br /&gt;
* From very fast belts, because the items are moving too quickly.&lt;br /&gt;
* From the entry or exit of an underground belt (because the time they have to pick up is shorter)&lt;br /&gt;
* From turning belts if the item is on the inside of the corner&lt;br /&gt;
&lt;br /&gt;
== Power usage ==&lt;br /&gt;
* Electric inserters drain energy even when they are not moving, as idle power&lt;br /&gt;
* The amount of energy used is the same for every turn&lt;br /&gt;
* The [[burner inserter]] does not drain energy when idle, but uses more energy when it is active.&lt;br /&gt;
&lt;br /&gt;
== Inserter speed ==&lt;br /&gt;
[[File:all_inserter_speeds.gif|frame|right|Animation showing all inserter speeds at once.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Rotation-speed (turns per [[Time#Ticks|tick]])&amp;lt;br/&amp;gt;Extension-speed ([[Map_structure#Tile|Tiles]] per Tick)&lt;br /&gt;
! Turns per [[Time#Seconds|Game-second]]&lt;br /&gt;
! Game-second per full turn&lt;br /&gt;
! Ticks per full turn&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.01&amp;lt;br/&amp;gt;0.0214 || 0.60 || 1.667 || 100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.014&amp;lt;br/&amp;gt;0.03 || 0.83 || 1.2 || 72&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 0.02&amp;lt;br/&amp;gt;0.0457 || 1.2 || 0.833 || 50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack filter inserter}} || 0.04&amp;lt;br/&amp;gt;0.07 || 2.31 || 0.433 || 26&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; These numbers come directly from the [https://github.com/wube/factorio-data/tree/master/base/prototypes/entity factorio-data github repository].&lt;br /&gt;
&lt;br /&gt;
===Rotation Speed===&lt;br /&gt;
Convention: 2π rad = 100% of a circle rotation = &#039;&#039;&#039;1 turn&#039;&#039;&#039; (or one full rotation).&lt;br /&gt;
&lt;br /&gt;
Note: an Inserter doesn&#039;t always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.&lt;br /&gt;
&lt;br /&gt;
===Extension Speed===&lt;br /&gt;
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.&lt;br /&gt;
&lt;br /&gt;
==Inserter Throughput==&lt;br /&gt;
&lt;br /&gt;
The following is based on experimental data from [https://docs.google.com/spreadsheets/d/1Q4hxL69qrK3qeEKU8aDkuwM3gJy6I2dJ4FYSs-FQUpI/edit?usp=sharing 0.18].    &lt;br /&gt;
Most of the 0.18 experimental data was gathered using the following circuit blueprint to measure the exact tick difference between inserter swings. A lot of the data on this page (specifically the belt to chest data) relies heavily on the conditions of the setup on which the measurements are done. If your setup differs from the ones tested on this page, you can use the following blueprint to do the measurements yourself.&lt;br /&gt;
&lt;br /&gt;
{{BlueprintString|bp-string=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}}&lt;br /&gt;
&lt;br /&gt;
===Chest to chest===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 0.18&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Type&lt;br /&gt;
! rowspan=2 | Arm cycles per second&lt;br /&gt;
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | No capacity bonus&lt;br /&gt;
! colspan=2 | Capacity bonus 2&lt;br /&gt;
! colspan=2 | Capacity bonus 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || 0.60 || (1) || 1.20 || (2) || 1.80 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.83 || 0.83 || (1) || 1.67 || (2) || 2.50 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.20 || 1.20 || (1) || 2.40 || (2) || 3.60 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter}} || 2.31 || 2.31 || (1) || 4.62 || (2) || 6.92 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack filter inserter}} || 2.31 || 4.62 || (2) || 9.23 || (4) || 27.69 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to belt===&lt;br /&gt;
&lt;br /&gt;
Throughput going from chest to belt depends on how full the belt is. An inserter will not put down an item on a belt that have items back-to-back (aka full compression) - it waits until there is a gap. However, if the gap is narrower than the item then the items upstream on the belt will stop to make room for the item being inserted. The direction of the belt compared to the inserter does not matter however.&lt;br /&gt;
&lt;br /&gt;
In these measurements inserters move items onto an empty belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 0.18&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=3 | Type&lt;br /&gt;
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=4 | No capacity bonus&lt;br /&gt;
! colspan=4 | Capacity bonus 2&lt;br /&gt;
! colspan=4 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]] ||&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]] ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || 0.60 || 0.60 || (1) || 1.19 || 1.19 || 1.19 || (2) || 1.67 || 1.73 || 1.76 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || 0.83 || 0.83 || 0.83 || (1) || 1.64 || 1.64 || 1.64 || (2) || 2.25 || 2.37 || 2.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.20 || 1.20 || 1.20 || (1) || 2.35 || 2.35 || 2.35 || (2) || 3.10 || 3.33 || 3.46 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter}} || 2.31 || 2.31 || 2.31 || (1) || 4.44 || 4.44 || 4.44 || (2) || 5.29 || 6.00 || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack filter inserter}} || 4.44 || 4.44 || 4.44 || (2) || 5.71 || 7.06 || 7.74 || (4) || 6.79 || 10.91 || 13.85 || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chest to splitter===&lt;br /&gt;
&lt;br /&gt;
When an inserter drops items onto the side of a perpendicular splitter, it always is considered to do so on the input side, enabling the splitter to move half of the items to the other belt (assuming that the splitter filter/priority settings allow it to do so and that there is available space on both belts). This allows the inserter to drop its items twice as fast. A fully upgraded stack inserter can drop twelve items onto an express splitter every 38 ticks (18.95 items/second) instead of the usual 52.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter to splitter comparison.png|621px|thumb|center|By inserting onto the side of a splitter, a fully-upgraded stack inserter can fill 84% of an express belt lane instead of the usual 62%.]]&lt;br /&gt;
&lt;br /&gt;
===Belt to chest (perpendicular)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 0.18&lt;br /&gt;
&lt;br /&gt;
When picking items from a belt, many more factors come into play besides belt fullness:&lt;br /&gt;
&lt;br /&gt;
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).&lt;br /&gt;
* Whether the belt is perpendicular to the inserter or approaches it head on.&lt;br /&gt;
* Whether items are on the near or far lane of a perpendicular belt.&lt;br /&gt;
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.&lt;br /&gt;
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.&lt;br /&gt;
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.&lt;br /&gt;
&lt;br /&gt;
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=4 | Type&lt;br /&gt;
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | No capacity bonus&lt;br /&gt;
! colspan=5 | Capacity bonus 2&lt;br /&gt;
! colspan=5 | Capacity bonus 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! colspan=3 | Items at&amp;lt;br/&amp;gt;belt speed&lt;br /&gt;
! rowspan=2 | Items&amp;lt;br/&amp;gt;queued&amp;lt;br/&amp;gt;up&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
! [[File:Transport belt.png|link=Transport belt|32px]] || [[File:Fast transport belt.png|link=Fast transport belt|32px]] || [[File:Express transport belt.png|link=Express transport belt|32px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Burner inserter}} || 0.60 || &#039;&#039;&#039;0.65&#039;&#039;&#039; || 0.50 || 0.64 || (1) || 1.11 || &#039;&#039;&#039;1.20&#039;&#039;&#039; || 1.13 || 1.26 || (2) || 1.61 || 1.61 || &#039;&#039;&#039;1.65&#039;&#039;&#039; || 1.71 /&amp;lt;br/&amp;gt;1.73 /&amp;lt;br/&amp;gt;1.86 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Inserter}} || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || &#039;&#039;&#039;0.94&#039;&#039;&#039; || 0.88 || (1) || &#039;&#039;&#039;1.67&#039;&#039;&#039; || &#039;&#039;&#039;1.67&#039;&#039;&#039; || 1.50 || 1.74 || (2) || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.25 || 2.33 || 2.37 /&amp;lt;br/&amp;gt;2.37 /&amp;lt;br/&amp;gt;2.54 * || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Long-handed inserter}} || 1.18 || 1.18 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.20 || (1) || 2.20 || 2.31 || &#039;&#039;&#039;2.40&#039;&#039;&#039; || 2.40 || (2) || 3.21 || 3.21 || &#039;&#039;&#039;3.46&#039;&#039;&#039; || 3.40 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Fast inserter}}&amp;lt;br/&amp;gt;{{Imagelink|Filter inserter}} || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.31 || &#039;&#039;&#039;2.50&#039;&#039;&#039; || 2.50 || (1) || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.00 || &#039;&#039;&#039;6.43&#039;&#039;&#039; || 6.43 || (3)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| {{Imagelink|Stack inserter}}&amp;lt;br/&amp;gt;{{imagelink|Stack filter inserter}} || 4.50 || 4.29 || &#039;&#039;&#039;5.00&#039;&#039;&#039; || 4.80 || (2) || 7.50 || 7.50 || &#039;&#039;&#039;8.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;8.57 /&amp;lt;br/&amp;gt;8.28 * || (4) || 7.50 || 11.25 || &#039;&#039;&#039;15.00&#039;&#039;&#039; || 7.50 /&amp;lt;br/&amp;gt;13.09 /&amp;lt;br/&amp;gt;15.32 * || (12)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*)&amp;lt;/nowiki&amp;gt; Throughput for basic/fast/express belt.&lt;br /&gt;
&lt;br /&gt;
Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.&lt;br /&gt;
&lt;br /&gt;
* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.&lt;br /&gt;
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it&#039;s the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.&lt;br /&gt;
&lt;br /&gt;
=== Belt to Chest (facing inserter) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Experimental data from 0.18&lt;br /&gt;
&lt;br /&gt;
When picking up items from a belt facing the inserter, there are multiple small differences between different setups. The following throughput tests are performed with [[express transport belt]]s and [[stack inserter]]s with the maximum [[inserter capacity bonus (research)|capacity bonus]].&lt;br /&gt;
Each setup in the following picture shows the amount of ticks per cycle of the inserter and the amount of items per second the inserter moves. These measurements are consistent in all orientations of the setup.&lt;br /&gt;
&lt;br /&gt;
[[File:Inserter_belt_to_chest_throughput.png|900px]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Electric system]]&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.&lt;br /&gt;
&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Mwls</name></author>
	</entry>
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