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	<updated>2026-04-23T09:41:44Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Selector_combinator&amp;diff=202290</id>
		<title>Selector combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Selector_combinator&amp;diff=202290"/>
		<updated>2024-10-24T16:53:51Z</updated>

		<summary type="html">&lt;p&gt;Ohead: Fixed typo in the word &amp;quot;output&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Selector combinator}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&amp;lt;!-- Todo: need images of GUI. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;selector combinator&#039;&#039;&#039; is part of the [[circuit network]] and one of four types of combinators available in the game (the other three being the [[constant combinator]], [[arithmetic combinator]] and [[decider combinator]]). It has four different modes of operation (or seven with [[Space Age]]{{SA}} enabled) to filter out various signals from an input wire.&lt;br /&gt;
&lt;br /&gt;
[[File:selector_combinator_anim.png]]&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The selector combinator can select a signal to output from one of the following modes of operation:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Select input&#039;&#039;&#039; &lt;br /&gt;
** Passes through the largest or smallest value input signal to the output depending on the order and index signal&lt;br /&gt;
** If “descending” is selected, the combinator will pass through the signal with the largest value. If “ascending” is selected, the combinator will pass through the smallest signal.&lt;br /&gt;
** By default, the “index” value is set to a constant of 0. Setting this to 1 will make the combinator pass through the second-largest or second-smallest input. Increasing the index further will cause it to pass through the third largest/smallest, and so on.&lt;br /&gt;
** If the combinator only has one input signal, changing the index value will make no difference.&lt;br /&gt;
* &#039;&#039;&#039;Count inputs&#039;&#039;&#039;&lt;br /&gt;
** The combinator will count and output the number of unique inputs on the selected signal.&lt;br /&gt;
** The value of the input signals is not considered.&lt;br /&gt;
* &#039;&#039;&#039;Random input&#039;&#039;&#039;&lt;br /&gt;
** The combinator will pass through a random input signal every certain number of [[time#ticks|game ticks]]&lt;br /&gt;
** By default, the combinator will update this every 1 tick, or 60 times per second.&lt;br /&gt;
* &#039;&#039;&#039;Stack size&#039;&#039;&#039;&lt;br /&gt;
** The combinator will output the stack sizes of the input items&lt;br /&gt;
** The combinator will not output any fluid or non-item signals&lt;br /&gt;
** The value of the input items is not considered&lt;br /&gt;
* &#039;&#039;&#039;Rocket capacity&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will output the rocket capacity of the input signals&lt;br /&gt;
** The combinator will not output any fluid or non-item signals&lt;br /&gt;
** The value of the input items is not considered&lt;br /&gt;
* &#039;&#039;&#039;Quality filter&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will pass through any input signals that meet a conditional against a certain [[quality]]{{SA}} grade&lt;br /&gt;
** The combinator can compare an input&#039;s quality that is greater than, less than, equal to, greater or equal to, less or equal to, or not equal to, any one quality grade. &lt;br /&gt;
** If comparing against &#039;&#039;any&#039;&#039; quality grade, the only valid comparison is &#039;&#039;equal to&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quality transfer&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will take the selected &#039;&#039;target signal&#039;&#039; from its inputs and output it with a particular quality grade.&lt;br /&gt;
** If &#039;&#039;direct slection&#039;&#039; is selected, the combinator will attach the specified quality grade to the target signal, but only if that target signal is among the inputs&lt;br /&gt;
** If &#039;&#039;select from input&#039;&#039; is selected, the combinator will search for the selected item within its inputs and apply the quality of selected input to the target signal, but only if both the selected input and the target signal are among the inputs.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Decider combinator]]&lt;br /&gt;
*[[Constant combinator]]&lt;br /&gt;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Tutorial:Combinator tutorial|Combinator tutorial]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
*[[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Ohead</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nauvis&amp;diff=202100</id>
		<title>Nauvis</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nauvis&amp;diff=202100"/>
		<updated>2024-10-23T16:01:35Z</updated>

		<summary type="html">&lt;p&gt;Ohead: Fixed typo in the word &amp;quot;desert&amp;quot;. Unless the original author intended to refer to sweet treats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
  This is my first actual contribution to this wiki. I decided to start by writing a new page, just to be safe - A moderator could just remove it if that&#039;s their decision.&lt;br /&gt;
  &lt;br /&gt;
  Assuming I haven&#039;t missed anything (EDIT: totally did), this is also the first page to be written about a planet. So I guess you could consider this my (probably (definitely) incomplete) proposal as to how planet pages should be written. I might also add a few comments like this one where I describe my reasoning. They can be removed later (along with this one) when things are more set in stone post-SA. I think I&#039;ll mark these comments with a 🤔.&lt;br /&gt;
&lt;br /&gt;
  Don&#039;t hesitate to do some major renovations or removals if you believe it&#039;s the right choice. I&#039;m kinda just brainstorming here, so I won&#039;t mind.&lt;br /&gt;
&lt;br /&gt;
   - tecanec&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:nauvis_preview.png|right]]&#039;&#039;&#039;Nauvis&#039;&#039;&#039; is the main setting of Factorio&#039;s base game, and the first of five planets that can be visited in [[Space Age|Factorio: Space Age]]. It is an Earth-like planet featuring a variety of biomes, such as deserts, lakes of liquid water, and forests.&lt;br /&gt;
&lt;br /&gt;
=Mechanics= &amp;lt;!-- 🤔 Things related to what players are actually doing on the planet. Admittedly, that&#039;d probably wind up being most of the page&#039;s actual contents, so it might also be better to just remove this heading and upgrade its sub-headings to top-level headings. - tecanec --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Natural Resources== &amp;lt;!-- 🤔 Resources are an important motivator, so let&#039;s document them here. Also documenting how they&#039;re harvested, as that might have a major effect on gameplay. - tecanec --&amp;gt; &lt;br /&gt;
The native raw resources on Nauvis are [[Iron ore]], [[Copper ore]], [[Coal]], [[Stone]], [[Uranium ore]], [[Water]], [[Crude oil]], [[Wood]], and [[Raw fish]]. Among these, only water and crude oil are renewable with local research, as their sources do not run dry.&lt;br /&gt;
&lt;br /&gt;
Out of these nine resources, the first five are found in ore patches and harvested using a [[Burner mining drill]], an [[Electric mining drill]], or (if Space Age is installed) a [[Big electric mining drill]].&amp;lt;!-- TODO: Confirm whether burner drills work for uranium. --&amp;gt; In addition, Uranium Ore requires a constant supply of [[Sulfuric acid]] in order for the drills to function.&lt;br /&gt;
&lt;br /&gt;
Water is harvested by placing an [[Offshore pump]] on the side of a lake. It will produce water indefinitely, as water does not run out. It requires no energy or fuel.&lt;br /&gt;
&lt;br /&gt;
Crude oil is harvested by placing a [[Pumpjack]] on an oil field. It requires energy to function. With continuous use, the same oil field will produce oil at a gradually slower rate, but this decrease in production will stop when production is at 20% of its initial value, making crude oil a renewable resource on Nauvis.&lt;br /&gt;
&lt;br /&gt;
Stone, coal, wood, and raw fish can be obtained by mining naturally spawning entities. (In case of stone and coal, this is in addition to being found in ore patches.) Mining a [[Rock]] will yield stone, and if it is &amp;quot;huge&amp;quot;, it will also yield coal. [[Tree]]s yield wood when mined. Finally, &amp;quot;mining&amp;quot; a fish (shown as a dark, moving spot in water) will yield the fish as five items.&lt;br /&gt;
&lt;br /&gt;
==Exclusive buildings and recipes==&lt;br /&gt;
[[Space Age]]{{SA}} adds some buildings and recipes that are Nauvis-exclusive. However, all of these require [[agricultural science pack]]s{{SA}} from [[Gleba]]{{SA}} in order to be researched.&lt;br /&gt;
&lt;br /&gt;
[[Fish breeding]]{{SA}} can only be performed on Nauvis. Since Nauvis is also the only place where fish can spawn naturally, this makes Nauvis the only place where [[raw fish]] can be obtained.&lt;br /&gt;
&lt;br /&gt;
Similarly, [[tree seed]]s{{SA}} can only be produced and sown on Nauvis, making it the only place where [[wood]] is renewable, although it can also be found in non-renewable supply on Gleba{{SA}}&lt;br /&gt;
&lt;br /&gt;
Since biter- and spitter spawners are exclusive to Nauvis, this is also the only place where they can be captured. It is also the only place where artificial spawners can be placed. [[Biolab]]s{{SA}} can also not be placed anywhere except on Nauvis.&lt;br /&gt;
&lt;br /&gt;
==Pollution== &amp;lt;!-- 🤔 AFAIK, pollution is a Nauvis-exclusive mechanic (not including the similar spore mechanics on Gleba). Planet-exclusive mechanics are definitely worth documenting here, IMO. - tecanec --&amp;gt;&lt;br /&gt;
{{Main|Pollution}}&lt;br /&gt;
On Nauvis, many buildings produce pollution while active. This pollution is local to the chunk on which it is produced, but will spread to other chunks over time. It is consumed by Nauvis&#039; natural environment, but if it reaches a spawner, it will provoke an attack from its biters/spitters.&lt;br /&gt;
&lt;br /&gt;
=Trivia= &amp;lt;!-- 🤔 Obligatory Trivia section! - tecanec --&amp;gt;&lt;br /&gt;
* The name of the planet &amp;quot;Nauvis&amp;quot; was known even prior to the announcement of Space Age, as it was already named within the modding API. &amp;lt;!-- As I recall. Haven&#039;t fact-checked. Is including this a bad idea? Probably, but kinda I wanna put an example, because. Should definitely be fact-checked soon. -tecanec --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=History= &amp;lt;!-- I&#039;m sure more stuff happened. TODO: document said &amp;quot;more stuff&amp;quot;. --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;/div&gt;</summary>
		<author><name>Ohead</name></author>
	</entry>
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