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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Paulbrock</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=Paulbrock"/>
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	<updated>2026-04-23T05:16:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Submachine_gun&amp;diff=159794</id>
		<title>Infobox:Submachine gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Submachine_gun&amp;diff=159794"/>
		<updated>2018-06-06T10:39:25Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: fixed to reflect value shown in game (as of 0.16.47)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox&lt;br /&gt;
|prototype-type = gun&lt;br /&gt;
|internal-name = submachine-gun&lt;br /&gt;
|expensive-total-raw = Time, 17.5 + Copper plate, 20 + Iron plate, 90&lt;br /&gt;
|expensive-recipe = Time, 10 + Copper plate, 20 + Iron gear wheel, 15 + Iron plate, 30&lt;br /&gt;
|category = Combat&lt;br /&gt;
|range         =18&lt;br /&gt;
|shooting-speed =18/s&lt;br /&gt;
|stack-size = 5&lt;br /&gt;
|ammunition    =firearm magazine + piercing rounds magazine + uranium rounds magazine&lt;br /&gt;
|recipe = Time, 10 + Copper plate, 5 + Iron gear wheel, 10 + Iron plate, 10&lt;br /&gt;
|total-raw = Time, 15 + Copper plate, 5 + Iron plate, 30&lt;br /&gt;
|required-technologies = Military&lt;br /&gt;
|boosting-technologies    =bullet damage + bullet shooting speed&lt;br /&gt;
|producers     =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Infobox page]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=159598</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=159598"/>
		<updated>2018-05-25T15:09:01Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* Splitters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings when detailed info is on&amp;quot; in the graphics options has to be checked and detailed info has to be turned on.&lt;br /&gt;
&lt;br /&gt;
==Lamp showing chest content condition==&lt;br /&gt;
[[File:LightWiredToChest.png|right|218 × 412px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the simplest possible use of circuit-network. A lamp is light depending on the number of goods (in this example  empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
===Setting up circuit connection===&lt;br /&gt;
* The lamp is connected to the chest&lt;br /&gt;
* the lamp is set to light if the chest contain less than 10 empty barrels.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LamponBarrelCondition.png|right|400x400px]]&lt;br /&gt;
===To set the light condition===&lt;br /&gt;
# open the lamp (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;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|400x400px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[Pump]] is connected to the [[Storage tank]] by a [[Red wire]]. &lt;br /&gt;
* The [[small pump]] has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The [[Pump]] has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
* This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
* It has a few elements that work together to do achieve this. &lt;br /&gt;
* Firstly the [[Pump]] is connected to the [[Wooden chest]] by a [[Red wire]] and the enabled condition on the [[Pump]] is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
* Both of the [[Inserter]]s are connected to the [[Storage tank]] by [[Red wire]]s. &lt;br /&gt;
* The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
* The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
* You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is also possible to do this with [[decider combinator]]s instead of the inserters, belt and the Wood chest or even just belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|400x400px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[Storage tank]].&lt;br /&gt;
* By setting different conditions on each [[lamp]] we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first [[lamp]] is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
In this scenario you can connect the storage tank to the lamps directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[Arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect  the the [[Lamp]] and the [[Storage tank]] you need:&amp;lt;BR&amp;gt;&lt;br /&gt;
1 Add the [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
2 Connect the [[Storage tank]] with the input of the  [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
3 Connect the  output of the [[Arithmetic combinator]] with the [[lamp]].&amp;lt;BR&amp;gt;&lt;br /&gt;
4 Set up the [[Arithmetic combinator]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
4.1 Setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0)&amp;lt;BR&amp;gt;&lt;br /&gt;
4.2 Set the output to the Pink signal (on the bottom row of the last tab of signals.)&amp;lt;BR&amp;gt;&lt;br /&gt;
5 Set up the [[lamp]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
5.1  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
5.2 Set the condition to the Pink signal, and what value you want (i.e. &amp;gt; 100)&amp;lt;BR&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|400x400px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[Storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LogicGates.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
* In each case the two inputs can be connected with the same color wire or different colors. The inputs are powered by two [[Constant combinator]]s each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
* You can use [[Decider combinator]]s to make all of the common logic gates.&lt;br /&gt;
* The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
* Use the following settings to create different gates:&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
    NOT  A=0&lt;br /&gt;
    NOR  A=0&lt;br /&gt;
    NAND A&amp;lt;2&lt;br /&gt;
    XOR  A=1&lt;br /&gt;
    AND  A=2&lt;br /&gt;
    OR   A&amp;gt;0&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
* You can use [[Constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[Fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the [[Fast inserter]] hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the [[Fast inserter]] does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BeltCache.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Automatic Belt-Cache ===&lt;br /&gt;
* Some intermediate products are huge in demand during peak-production only. To bypass the need of providing a huge amount of factories in order to cover that peaks, a cache-unit can be used. The unit stores items while the belt has backed up (so there&#039;s obviously no current demand downstream) and releases items as soon as the belt gets too empty.&lt;br /&gt;
* The blue area is 3 parts of Express belts. According to the wiki, each belt can hold up to 7.11 items. This means the feeding fast belt can not provide 7.11 items for the express belts as long as the belt is moving. (And while the belt is moving, we don&#039;t want to cache items, but let regular production run, or even release items from the cache.)&lt;br /&gt;
* This means, once the counters on the two express belts are 7.11 each, the belt has backed up, so we can start &amp;quot;caching&amp;quot; items into our storage array. &lt;br /&gt;
* For this purpose, the counters are connected to the arithmetic combinator (A) which multiples the input (*100) into green signals. So, if the belt has backed up, B shows &amp;quot;&amp;gt;1422&amp;quot; green signals.&lt;br /&gt;
* This is the activation condition for the Belt (C), which will redirect the input tp the storage array.&lt;br /&gt;
* Since items should only be released if the belt starts to clear, the counter (D) is evaluated by the belt (E) which is only activated, if item-count on (D) is smaller than 6 (this number has to be adjusted to personal needs, when the cache should become &amp;quot;active&amp;quot; and release items)&lt;br /&gt;
* The layout can be extended to cache whatever amount of items is required. (Some balancing for the release-method would be required of course.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:combinatorMultiplierDetailed.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Multiplier and Dictionaries/Arrays ===&lt;br /&gt;
* Multiplying two signals together is simple and requires only a single combinator, however multiplying a set of signals is more complicated.&lt;br /&gt;
* A proof is shown below for the equation and why it works.&lt;br /&gt;
* A dictionary is a system that allows a value on a specific signal to be accessed. For example, A can contain many signals (either from a constant combinator or memory cell) and B can contain 1 of a specific signal (such as blue signal). What remains is the blue-signal value from A. This is because all the other signals are multiplied by 0.&lt;br /&gt;
* Arrays are similar to dictionaries, but instead of using a signal as a key, we use a number. Constant combinators are placed mapping each signal to a unique number (such as 1 yellow belt, 2 red belt, 3 blue belt, 4 burner inserter, etc). Then, use a combinator of &amp;quot;each = index OUTPUT 1 of each&amp;quot; and plug that in as the input to a dictionary.&lt;br /&gt;
[[File:combinatorMultiplierMath.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
    ((A+B)^2 - (A-B)^2)/4 = AB&lt;br /&gt;
    (A+B)^2 - (A-B)^2 = 4AB&lt;br /&gt;
    (A^2 + 2AB + B^2) - (A^2 - 2AB + B^2) = 4AB&lt;br /&gt;
    4AB = 4AB&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[Inserter]] is connected to the [[Wooden chest]] using a [[Red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up to 3 at once 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;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
Goal: Load n chests with approximately the same number of items.&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[Arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie &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, ie it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If a precise count is needed, set the inserter stack size to 1. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[Storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[Arithmetic combinator]] (left side in the picture) with a [[Red wire]]. &lt;br /&gt;
*  Another couple of [[Red wire]]s join the output of the [[Arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[Arithmetic combinator]] &#039;&#039;&#039;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 the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[Solar panel]]s and [[Accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[Arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;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;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400x400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[Red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left|400x400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[Arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[Arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[Arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
(These recipes are redundant with the addition of priority splitter functionality in 0.16)&lt;br /&gt;
[[file:CondSplitter.png|left|400x400px]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
* This is the simplest circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
* A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
* The belt on the left is enabled when X=1.&lt;br /&gt;
* The belt on the right is enabled when X=0.&lt;br /&gt;
* The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:PrioritySplitter.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Priority Splitter ===&lt;br /&gt;
* This circuit prioritizes items to the belt going of the screen to the left but will send items straight on if the belt to the left is backed up.&lt;br /&gt;
* Its not perfect and will leak some items but its good enough for most applications. &lt;br /&gt;
* The balancer means it will work even if the supply or demand is uneven. &lt;br /&gt;
* It is critical that the belts are setup as in this picture otherwise it may not work. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400x400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[Power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearCircuits.jpg]]&lt;br /&gt;
&lt;br /&gt;
The above picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low.&lt;br /&gt;
&lt;br /&gt;
There are a few elements in this setup:&lt;br /&gt;
&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|Uranium fuel cells]] for the reactor.&lt;br /&gt;
* Output inserters that take [[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 inserters that put uranium fuel cells into the reactor. This is connected to the output inserters 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;
&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;
&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 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|left]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50em;&amp;quot;&amp;gt;&lt;br /&gt;
Blueprint string for above backup steam example&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
 white-space: -moz-pre-wrap; &lt;br /&gt;
 white-space: -pre-wrap; &lt;br /&gt;
 white-space: -o-pre-wrap; &lt;br /&gt;
 word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
0eNrFVk1vozAQ/SuVz1ABCaRBq5WqXntKjqsKOTBJR8IGGTtpFPHfd+w0HyU0G6pVewkxnnmemfdmzI4tSgO1QqlZumOYV7Jh6Z8da3AleWnf6W0NLGVrVNrQG49JLuyLvYU/Z63HUBbwxtKw9QZ4zs48o15P1CBObgXkWIDy80osUHJdqTOAUfviMZAaNcI+A7fYZtKIBSiK7YgjoEAjfCgh1wpzv65KoFPqqiHnStrzCdAPA49t6Rm1NrYOWjQY7QrY6FQZwcvyX1jJFajxEYrnuRGmdGW6DCe+jx1KcB9TDYl1raoyW8ArXyM5kFVldG10djObj6zdI0kKHp2Mdiy0PysFIM8pwYKldHyOKjeo3TI8y8Wup93tl7Yv3fiaOC6zjt6z9uk4VqDaR+rY7CvBO2ZGewUec1qiaobVxaE3mtseiwK7EjVXLsaU/SKPobWe7zHrLYVmpM6WqhIZSsJg6ZKXDQyiYkzF9Vhk9xUU3d3kNiaSQUwEB/l9Hw+uZg1YjGzYiPpA1+/vpKuHjk7fRNf7JrJTsZf05MLwoIFbzLvtOvlEFZNjKepqQ5poNqjz10s9jA6N+fk8Ohx/FMFXNXDqxeCC20F901vCJxN07UjVG9K4+x9YQp5M2LUZfbTpq+XDKRsNnG4cuULZcz089HZWD+D0a8Pz52bnNPgPzTj76dlJAnDfNenZp5fHSr4ACp/NZ3fPnHrkDt64qN31vwbVuFIn43GUjCdxHIVt+xcL2lBp&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
==== 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]] until the Reset signal [[File:Signal-R.png]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png]] &amp;amp; [[File:Signal-R.png]] must be 0 or 1) - this is why the previous two deciders are required.&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]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== RS latch ===&lt;br /&gt;
[[File:SRLatch.png|left|400x400px]]&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Usage of RS latch ===&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;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
* This is the most compact latch I am aware of. &lt;br /&gt;
* To make it work you need to place &#039;&#039;&#039;3&#039;&#039;&#039; raw wood on the inside lane of the belt.&lt;br /&gt;
* I believe it will have higher latency than the combinator version but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[Green wire]], that wire holds 15 signals one for each lamp used in the digit.&lt;br /&gt;
* [[Constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
* Blueprint string including decoder [https://www.dropbox.com/s/5o13xuwthalzzfe/Brain2.txt?dl=0]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[Red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.  &lt;br /&gt;
* We have a [[Red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[Arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=159597</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=159597"/>
		<updated>2018-05-25T15:08:47Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* Splitters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
== Foreword == &lt;br /&gt;
&lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings when detailed info is on&amp;quot; in the graphics options has to be checked and detailed info has to be turned on.&lt;br /&gt;
&lt;br /&gt;
==Lamp showing chest content condition==&lt;br /&gt;
[[File:LightWiredToChest.png|right|218 × 412px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the simplest possible use of circuit-network. A lamp is light depending on the number of goods (in this example  empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
===Setting up circuit connection===&lt;br /&gt;
* The lamp is connected to the chest&lt;br /&gt;
* the lamp is set to light if the chest contain less than 10 empty barrels.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LamponBarrelCondition.png|right|400x400px]]&lt;br /&gt;
===To set the light condition===&lt;br /&gt;
# open the lamp (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;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
[[File:LgtOilCracking.png|left|400x400px]]&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[Pump]] is connected to the [[Storage tank]] by a [[Red wire]]. &lt;br /&gt;
* The [[small pump]] has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The [[Pump]] has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 2000&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[file:BalancedPlasticSulfur.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Petroleum split evenly between plastic and sulphuric acid ===&lt;br /&gt;
* This circuit buffers gas in the tank until there is at least 100, then it lets the tank drain until there is less than 50 and the cycle repeats.&lt;br /&gt;
* It has a few elements that work together to do achieve this. &lt;br /&gt;
* Firstly the [[Pump]] is connected to the [[Wooden chest]] by a [[Red wire]] and the enabled condition on the [[Pump]] is set to &#039;&#039;&#039;Raw wood &amp;gt; 0&#039;&#039;&#039;.&lt;br /&gt;
* Both of the [[Inserter]]s are connected to the [[Storage tank]] by [[Red wire]]s. &lt;br /&gt;
* The enabled condition on the left inserter is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039; &lt;br /&gt;
* The enabled condition on the right inserter is &#039;&#039;&#039;Petroleum gas &amp;lt; 50&#039;&#039;&#039;. &lt;br /&gt;
* You will need to insert a single &amp;quot;Raw wood&amp;quot; into the chest to make it all work. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* It is also possible to do this with [[decider combinator]]s instead of the inserters, belt and the Wood chest or even just belts.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:ConditionalLights.png|left|400x400px]]&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[Storage tank]].&lt;br /&gt;
* By setting different conditions on each [[lamp]] we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first [[lamp]] is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
In this scenario you can connect the storage tank to the lamps directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
* To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[Arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect  the the [[Lamp]] and the [[Storage tank]] you need:&amp;lt;BR&amp;gt;&lt;br /&gt;
1 Add the [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
2 Connect the [[Storage tank]] with the input of the  [[Arithmetic combinator]].&amp;lt;BR&amp;gt;&lt;br /&gt;
3 Connect the  output of the [[Arithmetic combinator]] with the [[lamp]].&amp;lt;BR&amp;gt;&lt;br /&gt;
4 Set up the [[Arithmetic combinator]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
4.1 Setting the input to Petroleum Gas + 0 (the constant 0 not the signal 0)&amp;lt;BR&amp;gt;&lt;br /&gt;
4.2 Set the output to the Pink signal (on the bottom row of the last tab of signals.)&amp;lt;BR&amp;gt;&lt;br /&gt;
5 Set up the [[lamp]]:&amp;lt;BR&amp;gt;&lt;br /&gt;
5.1  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&amp;lt;BR&amp;gt;&lt;br /&gt;
5.2 Set the condition to the Pink signal, and what value you want (i.e. &amp;gt; 100)&amp;lt;BR&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|left|400x400px]]&lt;br /&gt;
=== Multiple Storages === &lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests. &lt;br /&gt;
* This also works with [[Storage tank]]s and [[roboport]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator ===&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:LogicGates.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Logic gates ===&lt;br /&gt;
* In each case the two inputs can be connected with the same color wire or different colors. The inputs are powered by two [[Constant combinator]]s each of them output an A signal with value 1 for true and nothing or false.&lt;br /&gt;
* You can use [[Decider combinator]]s to make all of the common logic gates.&lt;br /&gt;
* The output for each should be set to 1 and the signal of your choice.&lt;br /&gt;
* Use the following settings to create different gates:&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
    NOT  A=0&lt;br /&gt;
    NOR  A=0&lt;br /&gt;
    NAND A&amp;lt;2&lt;br /&gt;
    XOR  A=1&lt;br /&gt;
    AND  A=2&lt;br /&gt;
    OR   A&amp;gt;0&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant combinator signs ===&lt;br /&gt;
* You can use [[Constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[Fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
&lt;br /&gt;
* If the [[Fast inserter]] hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the [[Fast inserter]] does pick something up its value is added to the output from the previous tick thus incrementing that item. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BeltCache.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Automatic Belt-Cache ===&lt;br /&gt;
* Some intermediate products are huge in demand during peak-production only. To bypass the need of providing a huge amount of factories in order to cover that peaks, a cache-unit can be used. The unit stores items while the belt has backed up (so there&#039;s obviously no current demand downstream) and releases items as soon as the belt gets too empty.&lt;br /&gt;
* The blue area is 3 parts of Express belts. According to the wiki, each belt can hold up to 7.11 items. This means the feeding fast belt can not provide 7.11 items for the express belts as long as the belt is moving. (And while the belt is moving, we don&#039;t want to cache items, but let regular production run, or even release items from the cache.)&lt;br /&gt;
* This means, once the counters on the two express belts are 7.11 each, the belt has backed up, so we can start &amp;quot;caching&amp;quot; items into our storage array. &lt;br /&gt;
* For this purpose, the counters are connected to the arithmetic combinator (A) which multiples the input (*100) into green signals. So, if the belt has backed up, B shows &amp;quot;&amp;gt;1422&amp;quot; green signals.&lt;br /&gt;
* This is the activation condition for the Belt (C), which will redirect the input tp the storage array.&lt;br /&gt;
* Since items should only be released if the belt starts to clear, the counter (D) is evaluated by the belt (E) which is only activated, if item-count on (D) is smaller than 6 (this number has to be adjusted to personal needs, when the cache should become &amp;quot;active&amp;quot; and release items)&lt;br /&gt;
* The layout can be extended to cache whatever amount of items is required. (Some balancing for the release-method would be required of course.)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:combinatorMultiplierDetailed.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Multiplier and Dictionaries/Arrays ===&lt;br /&gt;
* Multiplying two signals together is simple and requires only a single combinator, however multiplying a set of signals is more complicated.&lt;br /&gt;
* A proof is shown below for the equation and why it works.&lt;br /&gt;
* A dictionary is a system that allows a value on a specific signal to be accessed. For example, A can contain many signals (either from a constant combinator or memory cell) and B can contain 1 of a specific signal (such as blue signal). What remains is the blue-signal value from A. This is because all the other signals are multiplied by 0.&lt;br /&gt;
* Arrays are similar to dictionaries, but instead of using a signal as a key, we use a number. Constant combinators are placed mapping each signal to a unique number (such as 1 yellow belt, 2 red belt, 3 blue belt, 4 burner inserter, etc). Then, use a combinator of &amp;quot;each = index OUTPUT 1 of each&amp;quot; and plug that in as the input to a dictionary.&lt;br /&gt;
[[File:combinatorMultiplierMath.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
    ((A+B)^2 - (A-B)^2)/4 = AB&lt;br /&gt;
    (A+B)^2 - (A-B)^2 = 4AB&lt;br /&gt;
    (A^2 + 2AB + B^2) - (A^2 - 2AB + B^2) = 4AB&lt;br /&gt;
    4AB = 4AB&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|left|400x400px]]&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
*  The [[Inserter]] is connected to the [[Wooden chest]] using a [[Red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up to 3 at once 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;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
Goal: Load n chests with approximately the same number of items.&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[Arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie &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, ie it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If a precise count is needed, set the inserter stack size to 1. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|left|400x400px]]&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
*  This circuit keeps a [[Storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[Arithmetic combinator]] (left side in the picture) with a [[Red wire]]. &lt;br /&gt;
*  Another couple of [[Red wire]]s join the output of the [[Arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[Arithmetic combinator]] &#039;&#039;&#039;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 the item of greatest demand.   &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
* This circuit balances production of [[Solar panel]]s and [[Accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[Arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;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;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|left|400x400px]]&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[Red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Science pack 1 = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|left|400x400px]]&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
* This circuit counts the number of items of each type on a looping belt by counting the numbers that are added and removed from the belt by inserters.&lt;br /&gt;
* Each inserter that takes items off the belt is connected together with Red wire and each of these inserters is set to &#039;&#039;&#039;Mode of operation none, Read hand content selected&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode pulse&#039;&#039;&#039;. &lt;br /&gt;
* These inserters are connected to the input of the left arithmetic combinator. &lt;br /&gt;
* The left [[Arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. &lt;br /&gt;
* The right [[Arithmetic combinator]] is a &#039;&#039;&#039;memory cell&#039;&#039;&#039; as above.&lt;br /&gt;
* The memory cell&#039;s input is connected to the inserters that are placing items on the belt and the output of the left [[Arithmetic combinator]]. &lt;br /&gt;
* The inserters that place items onto the belt have an enabled condition that is based on the number of items on the belt.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
(These recipes are redundant with the addition of the priority splitter in 0.16)&lt;br /&gt;
[[file:CondSplitter.png|left|400x400px]]&lt;br /&gt;
=== Conditional splitter ===&lt;br /&gt;
* This is the simplest circuit you can have for &amp;quot;controlling&amp;quot; a splitter.&lt;br /&gt;
* A signal X=1 is transmitted from off screen when the items need to be sent down the belt.&lt;br /&gt;
* The belt on the left is enabled when X=1.&lt;br /&gt;
* The belt on the right is enabled when X=0.&lt;br /&gt;
* The two belts are wired together and to a pole. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:PrioritySplitter.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Priority Splitter ===&lt;br /&gt;
* This circuit prioritizes items to the belt going of the screen to the left but will send items straight on if the belt to the left is backed up.&lt;br /&gt;
* Its not perfect and will leak some items but its good enough for most applications. &lt;br /&gt;
* The balancer means it will work even if the supply or demand is uneven. &lt;br /&gt;
* It is critical that the belts are setup as in this picture otherwise it may not work. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|left|400x400px]]&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[Power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearCircuits.jpg]]&lt;br /&gt;
&lt;br /&gt;
The above picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low.&lt;br /&gt;
&lt;br /&gt;
There are a few elements in this setup:&lt;br /&gt;
&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|Uranium fuel cells]] for the reactor.&lt;br /&gt;
* Output inserters that take [[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 inserters that put uranium fuel cells into the reactor. This is connected to the output inserters 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;
&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;
&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 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|left]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50em;&amp;quot;&amp;gt;&lt;br /&gt;
Blueprint string for above backup steam example&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
 white-space: -moz-pre-wrap; &lt;br /&gt;
 white-space: -pre-wrap; &lt;br /&gt;
 white-space: -o-pre-wrap; &lt;br /&gt;
 word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
0eNrFVk1vozAQ/SuVz1ABCaRBq5WqXntKjqsKOTBJR8IGGTtpFPHfd+w0HyU0G6pVewkxnnmemfdmzI4tSgO1QqlZumOYV7Jh6Z8da3AleWnf6W0NLGVrVNrQG49JLuyLvYU/Z63HUBbwxtKw9QZ4zs48o15P1CBObgXkWIDy80osUHJdqTOAUfviMZAaNcI+A7fYZtKIBSiK7YgjoEAjfCgh1wpzv65KoFPqqiHnStrzCdAPA49t6Rm1NrYOWjQY7QrY6FQZwcvyX1jJFajxEYrnuRGmdGW6DCe+jx1KcB9TDYl1raoyW8ArXyM5kFVldG10djObj6zdI0kKHp2Mdiy0PysFIM8pwYKldHyOKjeo3TI8y8Wup93tl7Yv3fiaOC6zjt6z9uk4VqDaR+rY7CvBO2ZGewUec1qiaobVxaE3mtseiwK7EjVXLsaU/SKPobWe7zHrLYVmpM6WqhIZSsJg6ZKXDQyiYkzF9Vhk9xUU3d3kNiaSQUwEB/l9Hw+uZg1YjGzYiPpA1+/vpKuHjk7fRNf7JrJTsZf05MLwoIFbzLvtOvlEFZNjKepqQ5poNqjz10s9jA6N+fk8Ohx/FMFXNXDqxeCC20F901vCJxN07UjVG9K4+x9YQp5M2LUZfbTpq+XDKRsNnG4cuULZcz089HZWD+D0a8Pz52bnNPgPzTj76dlJAnDfNenZp5fHSr4ACp/NZ3fPnHrkDt64qN31vwbVuFIn43GUjCdxHIVt+xcL2lBp&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
==== 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]] until the Reset signal [[File:Signal-R.png]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png]] &amp;amp; [[File:Signal-R.png]] must be 0 or 1) - this is why the previous two deciders are required.&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]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== RS latch ===&lt;br /&gt;
[[File:SRLatch.png|left|400x400px]]&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Usage of RS latch ===&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;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
* This is the most compact latch I am aware of. &lt;br /&gt;
* To make it work you need to place &#039;&#039;&#039;3&#039;&#039;&#039; raw wood on the inside lane of the belt.&lt;br /&gt;
* I believe it will have higher latency than the combinator version but in most situations you will not notice the difference. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|left|400x400px]]&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
* Each digit is driven by its own [[Green wire]], that wire holds 15 signals one for each lamp used in the digit.&lt;br /&gt;
* [[Constant combinator]]s are used to define which lamp should light up for each value. &lt;br /&gt;
* Blueprint string including decoder [https://www.dropbox.com/s/5o13xuwthalzzfe/Brain2.txt?dl=0]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|left|400x400px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
* Each row has its own [[Red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|left|400x400px]]&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: Red, Green, Blue, Yellow, Pink, Cyan, White.  &lt;br /&gt;
* We have a [[Red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[Arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail&amp;diff=138802</id>
		<title>Rail</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail&amp;diff=138802"/>
		<updated>2017-06-13T16:23:16Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: clarified what the ratio was for.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Rail/infobox}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Rail&#039;&#039;&#039; is used for building a track for [[Diesel_locomotive|trains]] in a [[Railway network]]. Unlike [[Transport belt]]s, rail tracks can be curved and can be placed diagonally as well as horizontally, and vertically. &lt;br /&gt;
&lt;br /&gt;
Optimal production chain: 1 [[Iron stick]] factory &amp;amp;rarr; 2 [[Rail]] factories.&lt;br /&gt;
&lt;br /&gt;
As of 0.13, the [[rail planner]] can be used to automatically place rails. See the page for more info.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* [[Rail planner]] tool simplifies rail building.&lt;br /&gt;
* Improved the rail selection logic.&lt;br /&gt;
* Halved the mining time of rails.&lt;br /&gt;
* Removed the curved rail, &#039;&#039;rail&#039;&#039; is the only type now.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Replaced entity type &#039;&#039;rail&#039;&#039; with types &#039;&#039;straight rail&#039;&#039; and &#039;&#039;curved rail&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Increased the stack size of Straight Rails to 100 from 50.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* [[Gate]]s built on rails now make them rail gates.&lt;br /&gt;
* Added end of track graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Rails are now crafted in pairs.&lt;br /&gt;
* Nicer rail diagonals/turns on minimap.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Added remnants for destroyed rails.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Rails are not minable when a train is on them.&lt;br /&gt;
* Rails recipe changed, now needs steel and stone&lt;br /&gt;
* Rails made more expensive&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.8|&lt;br /&gt;
* Correction of bounding boxes of some built curved rails.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Rail building and selection boxes}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Diesel locomotive]]&lt;br /&gt;
* [[Rail planner]]&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Railway network]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Paulbrock&amp;diff=138613</id>
		<title>User:Paulbrock</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Paulbrock&amp;diff=138613"/>
		<updated>2017-06-07T12:48:29Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* tracking down all non 0.15 changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;newbie player. launched exactly 1 rocket as of 12th May 2017 but loving Factorio!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==test==&lt;br /&gt;
how to do template that allows e.g. 12-15 as tech levels?&lt;br /&gt;
&amp;lt;div class=&amp;quot;factorio-icon&amp;quot; style=&amp;quot;background-color:#{{{color|929292}}};&amp;quot;&amp;gt;[[File:Mining_productivity_(research).png{{!}}32px{{!}}]]  &amp;lt;div class=&amp;quot;navbox-icon-text&amp;quot;&amp;gt;12-15&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==tracking down all non 0.15 changes==&lt;br /&gt;
Here&#039;s a good start&lt;br /&gt;
https://wiki.factorio.com/Special:WhatLinksHere/Alien_science_pack&lt;br /&gt;
&lt;br /&gt;
== space x==&lt;br /&gt;
&lt;br /&gt;
see also https://www.reddit.com/r/factorio/comments/5lb7zr/so_you_want_to_take_on_spacex/&lt;br /&gt;
&lt;br /&gt;
Phases:&lt;br /&gt;
&lt;br /&gt;
1 - launch 7 satellites.  (space science gained each time)&lt;br /&gt;
&lt;br /&gt;
2 - research Space Assembly, Space Construction.&lt;br /&gt;
&lt;br /&gt;
Then (?) build 10 Drydock Structure components and 2 Drydock Assembly components.  And launch them all (12 launches)&lt;br /&gt;
&lt;br /&gt;
To build these requires ??&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=138468</id>
		<title>Train stop</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=138468"/>
		<updated>2017-06-05T15:15:01Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* Indicators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Train stop/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Train stops&#039;&#039;&#039; are used to automate item transportation by trains by providing nameable locations for trains to travel to.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a [[train]]&#039;s GUI. This can be used to create loading and unloading stations for trains.&lt;br /&gt;
&lt;br /&gt;
Train stops with the same name count as the same &amp;quot;station&amp;quot;, and trains will try to load balance themselves between the stops of the station. For example: Four trains are dispatched to &amp;quot;iron ore loading&amp;quot;. There are two stops, both named &amp;quot;iron ore loading&amp;quot;. Two trains would go to each stop. If there were two trains at one of the stops, then after the initial four trains had arrived there would be three trains at each stop.&lt;br /&gt;
&lt;br /&gt;
As of [[Version_history/0.15.0|0.15]], trains will attempt to avoid routes that pass through stations unrelated to their path.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network ==&lt;br /&gt;
&lt;br /&gt;
Train stops can be enabled or disabled using the [[circuit network]].  If a train is scheduled to go to a disable train stop, it will skip it and move to the next one (or route to an enabled train stop with the same name if one exists).&lt;br /&gt;
&lt;br /&gt;
Additionally, train stops can be used to pass circuit signals to trains, or to read train contents.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
&lt;br /&gt;
There are indicator lights on the top of the train stop.  These show:&lt;br /&gt;
&lt;br /&gt;
Permanently lit = The train stop is unoccupied/available.&lt;br /&gt;
&lt;br /&gt;
Blinking alternately = A train is approaching or passing the train stop.&lt;br /&gt;
&lt;br /&gt;
Blinking together = A train is stopped/occupying the train stop.&lt;br /&gt;
&lt;br /&gt;
No lights = The train stop is invalid.&lt;br /&gt;
&lt;br /&gt;
Blinking red = The train stop is disabled via circuit network.&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
&lt;br /&gt;
=== Map Marker ===&lt;br /&gt;
&lt;br /&gt;
Until version 0.15.0, the only way to place a map marker was to use a train stop. A section of [[rail]] would be placed, then a train stop placed on the rail and the rail removed. The name of the train stop would appear on the map. As of 0.15, you can just click in the map screen to place a marker.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* When the active train stop is removed trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New graphics&lt;br /&gt;
* Placement indicator&lt;br /&gt;
* Indicator of train position when stopped at station on hover.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Station names can now be changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Show the direction of incoming trains when being built.&lt;br /&gt;
* Multiple train stops for each train station.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Cannot be rotated after building.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
* [[Diesel locomotive]]&lt;br /&gt;
* [[Train]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Railway network]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=138467</id>
		<title>Train stop</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=138467"/>
		<updated>2017-06-05T15:14:48Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* Circuit Network */ with thanks to u/self_defeating on https://www.reddit.com/r/factorio/comments/6fdqxq/meaning_of_yellow_lights_at_train_stops/dihgi7g/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Train stop/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Train stops&#039;&#039;&#039; are used to automate item transportation by trains by providing nameable locations for trains to travel to.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a [[train]]&#039;s GUI. This can be used to create loading and unloading stations for trains.&lt;br /&gt;
&lt;br /&gt;
Train stops with the same name count as the same &amp;quot;station&amp;quot;, and trains will try to load balance themselves between the stops of the station. For example: Four trains are dispatched to &amp;quot;iron ore loading&amp;quot;. There are two stops, both named &amp;quot;iron ore loading&amp;quot;. Two trains would go to each stop. If there were two trains at one of the stops, then after the initial four trains had arrived there would be three trains at each stop.&lt;br /&gt;
&lt;br /&gt;
As of [[Version_history/0.15.0|0.15]], trains will attempt to avoid routes that pass through stations unrelated to their path.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network ==&lt;br /&gt;
&lt;br /&gt;
Train stops can be enabled or disabled using the [[circuit network]].  If a train is scheduled to go to a disable train stop, it will skip it and move to the next one (or route to an enabled train stop with the same name if one exists).&lt;br /&gt;
&lt;br /&gt;
Additionally, train stops can be used to pass circuit signals to trains, or to read train contents.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
&lt;br /&gt;
There are indicator lights on the top of the train stop.  These show:&lt;br /&gt;
&lt;br /&gt;
Permanently lit = The train stop is unoccupied/available.&lt;br /&gt;
Blinking alternately = A train is approaching or passing the train stop.&lt;br /&gt;
Blinking together = A train is stopped/occupying the train stop.&lt;br /&gt;
No lights = The train stop is invalid.&lt;br /&gt;
Blinking red = The train stop is disabled via circuit network.&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
&lt;br /&gt;
=== Map Marker ===&lt;br /&gt;
&lt;br /&gt;
Until version 0.15.0, the only way to place a map marker was to use a train stop. A section of [[rail]] would be placed, then a train stop placed on the rail and the rail removed. The name of the train stop would appear on the map. As of 0.15, you can just click in the map screen to place a marker.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* When the active train stop is removed trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New graphics&lt;br /&gt;
* Placement indicator&lt;br /&gt;
* Indicator of train position when stopped at station on hover.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Station names can now be changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Show the direction of incoming trains when being built.&lt;br /&gt;
* Multiple train stops for each train station.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Cannot be rotated after building.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Railway network]]&lt;br /&gt;
* [[Diesel locomotive]]&lt;br /&gt;
* [[Train]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Railway network]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Follower_robot_count_(research)&amp;diff=138466</id>
		<title>Follower robot count (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Follower_robot_count_(research)&amp;diff=138466"/>
		<updated>2017-06-05T15:09:13Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{:Follower robot count (research)/infobox}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This limit counts for [[Defender capsule|Defenders]] and [[Destroyer capsule|Destroyers]]; [[Distractor capsule|Distractors]] do not count against the follower limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember that the cumulative effect starts with 5 due to researching combat robotics giving 1 to max followers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For version 0.14, with all levels of Follower robot count researched the maximum amount of following robots is 134. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)|1|Follower robot count}} Follower robot count 1 || {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 300&amp;lt;/big&amp;gt; || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)|2|Follower robot count}} Follower robot count 2 || {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 400&amp;lt;/big&amp;gt; || 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)|3|Follower robot count}} Follower robot count 3 || {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 500&amp;lt;/big&amp;gt; || 10 || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)|4|Follower robot count}} Follower robot count 4 || {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} &amp;lt;big&amp;gt;X 600&amp;lt;/big&amp;gt; || 10 || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)|5|Follower robot count}} Follower robot count 5 || {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;X 800&amp;lt;/big&amp;gt; || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)|6|Follower robot count}} Follower robot count 6 || {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|High tech science pack|1}} &amp;lt;big&amp;gt;X 1000&amp;lt;/big&amp;gt; || 10 || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icontech|Follower robot count (research)|7-&amp;amp;infin;|Follower robot count}} Follower robot count 7-&amp;amp;infin; || {{Icon|Science pack 1|1}} {{Icon|Science pack 2|1}} {{Icon|Science pack 3|1}} {{Icon|Military science pack|1}} {{Icon|Production science pack|1}} {{Icon|High tech science pack|1}} {{Icon|Space science pack|1}} &amp;lt;big&amp;gt;X &amp;lt;br/&amp;gt;{{Key|100*(Level-6)+900}}&amp;lt;/big&amp;gt; (eg. 1000 for level 7, 1100 for level 8) || 10 per level || 50 + &amp;lt;pre class=&amp;quot;keyboard-key&amp;quot;&amp;gt;10*(Level-7)&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Follower robot count (research) is directly connected to the following achievement:&lt;br /&gt;
; Minions&lt;br /&gt;
: Get 100 combat robots following you.&lt;br /&gt;
&lt;br /&gt;
As of 0.15, this will require Follower robot count level 12.  63 rocket launches are needed to obtain the space science packs for level 12.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_science_pack&amp;diff=138465</id>
		<title>Space science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_science_pack&amp;diff=138465"/>
		<updated>2017-06-05T15:06:10Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{:Space science pack/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Space science pack&#039;&#039;&#039; is one of four late-game [[science pack]]s, the other three being the [[Military science pack]], the [[Production science pack]], and the [[High tech science pack]]. Unlike the other Science packs, the &#039;&#039;&#039;Space science pack&#039;&#039;&#039; is not directly craftable. Instead it is obtained by launching a rocket equipped with a [[Satellite]]. 1000 &#039;&#039;&#039;Space science packs&#039;&#039;&#039; are created each time a rocket with a satellite is launched in the [[Rocket silo]].&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
There is no direct [[Technologies|technology]] required for the &#039;&#039;&#039;Space science pack&#039;&#039;&#039; itself, but to obtain it requires the technology necessary to build a rocket silo and launch a rocket with a satellite.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
The cost to launch a rocket with a satellite is:&lt;br /&gt;
&lt;br /&gt;
* {{icon|Rocket part|100|Rocket part}} &amp;lt;big&amp;gt;&#039;&#039;&#039;+&#039;&#039;&#039;&amp;lt;/big&amp;gt; {{icon|Satellite|1|Satellite}}&lt;br /&gt;
** {{icon|Low density structure|1k|Low density structure}} + {{icon|Rocket fuel|1k|Rocket fuel}} + {{icon|Rocket control unit|1k|Rocket control unit}} &amp;lt;big&amp;gt;&#039;&#039;&#039;+&#039;&#039;&#039;&amp;lt;/big&amp;gt; {{icon|Low density structure|100|Low density structure}} + {{icon|Solar panel|100|Solar panel}} + {{icon|Accumulator|100|Accumulator}} + {{icon|Radar|5|Radar}} + {{icon|Processing unit|100|Processing unit}} + {{icon|Rocket fuel|50|Rocket fuel}}&lt;br /&gt;
&lt;br /&gt;
For each rocket launched, the Rocket silo gains 1000 &#039;&#039;&#039;Space science packs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Total raw costs===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !! Normal recipe&amp;lt;br&amp;gt;per 1000 packs !! Normal recipe&amp;lt;br&amp;gt;per 1 pack !! Expensive recipe&amp;lt;br&amp;gt;per 1000 packs !! Expensive recipe&amp;lt;br&amp;gt;per 1 pack&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Iron plate||Iron plate}} || 43725 || 43.7 || 86700 || 86.7&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Copper plate||Copper plate}} || 85287.5 || 85.3 || 255425 || 255.4&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Steel plate||Steel plate}} || 11500 || 11.5 || 11500 || 11.5&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Plastic bar||Plastic bar}} || 19900 || 19.9 || 39800 || 39.8&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Solid fuel||Solid fuel}} || 10500 || 10.5 || 10500 || 10.5&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|Sulfuric acid||Sulfuric acid}} || 15500 || 15.5 || 31000 || 31&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The &#039;&#039;&#039;Space science packs&#039;&#039;&#039; are mainly used for endless research technologies.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Flamethrower_turret&amp;diff=138464</id>
		<title>Flamethrower turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Flamethrower_turret&amp;diff=138464"/>
		<updated>2017-06-05T14:42:32Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: 5% and 10% increase in d=ame, not 105% increase :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Flamethrower turret/infobox}}&lt;br /&gt;
&lt;br /&gt;
New in version 0.13, Flamethrower turrets provide literal fire support, setting enemies on fire and doing damage over time. Unlike the previous turrets, they have a limited firing arc, therefore should be place at choke points or behind walls. They use liquids as ammunition, which requires dedicated fluid pumping, capable of using crude oil, heavy oil, or light oil. Different liquids provide further damage bonuses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ammunition !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Crude Oil}} ||100% Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Heavy Oil}}||105% Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Light Oil}} ||110% Damage &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Currently, flamethrower turrets have a tendency to miss the first row of biters, as unlike the laser and gun turrets they do not have a seeking projectile, instead firing over the heads of the first row. Due to this, gun/laser turrets will be necessary in addition to flame turrets. The second biters in line will not be so lucky, however. When fully upgraded, Flamethrower turrets are capable of doing 145.2/s Fire damage plus an additional 217.8/s damage for 8 seconds. This makes them far more powerful than the gun turret or the laser turret, especially considering Biters&#039; lack of resistance to fire. The high damage cheapens the cost of liquids. &lt;br /&gt;
&lt;br /&gt;
The optimal attack for flamethrower turrets to handle would be a very linear attack, where the enemy attacked in a line formation, to ensure most attackers end up walking through the pool of fire left by the turret.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
*Introduced.&lt;br /&gt;
*Damage upgrade technology introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Gun turret]]&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=138459</id>
		<title>Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=138459"/>
		<updated>2017-06-05T12:46:16Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: 0.15 update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Storage tank/infobox}}&lt;br /&gt;
[[File:storagetank.png|thumb|150px|Four storage tanks linked together to form a large storage facility.]]&lt;br /&gt;
The Storage Tank is a building that can store up to 25,000 units of a fluid (2,500 for version 0.14). It is a passive storage - it has no input and no output, depending on pressure to fill it, essentially being a large pipe. &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Storage tank will only be filled to the same percentage of capacity as pipes that lead to it. Pipe that always carries about 5 water will fill the tank to about 50% of its capacity. [[Small Pump]]s can be used to fill the entire tank from a low pressure source (such as distant [[Pumpjack]]s).&lt;br /&gt;
&lt;br /&gt;
Storage tank is typically used to store excess oils ([[Crude Oil]], [[Light Oil]] and [[Heavy Oil]]) to ensure that [[Oil refinery]] works smoothly.&lt;br /&gt;
&lt;br /&gt;
Storage tank can also be used as a water-based [[Basic accumulator|Accumulator]]. If hot water consumption by [[Steam engine]]s changes a lot during the day-night cycle (for example because of [[Solar panel]]s or [[Laser turret]]s), storage tanks can be filled with hot water during low power usage and then emptied during night.&lt;br /&gt;
&lt;br /&gt;
You can empty a storage tank either by &#039;&#039;mining and rebuilding&#039;&#039; (you don&#039;t get the liquids back!) or if you connect a [[Steam engine#Using other liquids?|steam engine]] on it. You can also use a [[Small Pump]] to drain the tank into another storage tank.&lt;br /&gt;
&lt;br /&gt;
== Usage as &amp;quot;Energy-Tank&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Since 0.15.0, a Storage tank filled with [[Heat exchanger]] 500°C Steam stores around 2.4GJ; a Storage tank filled with [[Boiler]] 165°C Steam stores 750MJ.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Storage tank]] can store 25,000 units of 500ºC Steam.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Steam turbine]] can output 5,820kW = 5,820kJ/s using 60 units of 500ºC Steam/s.&lt;br /&gt;
* 1 Storage tank can keep 1 Steam turbine working for 25,000 ∕ 60 ≈ 416.6667s&lt;br /&gt;
* A Storage tank can store up to 25,000 ∕ 60 × 5,820 = &#039;&#039;&#039;2,425,000kJ&#039;&#039;&#039; using 500ºC Steam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 1 [[Storage tank]] can store 25,000 units of 165ºC Steam.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Steam engine]] can output 900kW = 900kJ/s using 30 units of 165ºC Steam/s.&lt;br /&gt;
* 1 Storage tank can keep 1 Steam engine working for 25,000 ∕ 30 ≈ 833.3333s&lt;br /&gt;
* A Storage tank can store up to 25,000 ∕ 30 × 900 = &#039;&#039;&#039;750,000kJ&#039;&#039;&#039; using 165ºC Steam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Up to 0.14, a completely filled tank with 100°C hot water stores 212MJ. This is the equivalent to 42 [[Basic accumulator]]s, but the tanks needs only 3x3 tiles of space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Liquids/Hot]] to learn more about using stored hot water. See [[Liquids/Pipe physics#Temperature|Pipe physics]] to understand, how this is calculated. Energy-tank is not correct, it is a &amp;quot;work-tank&amp;quot;. See [[Energy and Work]] about the difference between work and energy.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Multiplied all fluid amounts by 10.}}&lt;br /&gt;
{{history|0.13.12|&lt;br /&gt;
* Fluid icon now scales with size of tank.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Liquid inside can be seen through a small window.&lt;br /&gt;
* Now connectible to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Now has double capacity and takes longer to mine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
[[Category: Items]] [[Category: Liquid network]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=138458</id>
		<title>Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=138458"/>
		<updated>2017-06-05T12:45:15Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Storage tank/infobox}}&lt;br /&gt;
[[File:storagetank.png|thumb|150px|Four storage tanks linked together to form a large storage facility.]]&lt;br /&gt;
The Storage Tank is a building that can store up to 2500 units of a fluid. It is a passive storage - it has no input and no output, depending on pressure to fill it, essentially being a large pipe. &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Storage tank will only be filled to the same percentage of capacity as pipes that lead to it. Pipe that always carries about 5 water will fill the tank to about 50% of its capacity. [[Small Pump]]s can be used to fill the entire tank from a low pressure source (such as distant [[Pumpjack]]s).&lt;br /&gt;
&lt;br /&gt;
Storage tank is typically used to store excess oils ([[Crude Oil]], [[Light Oil]] and [[Heavy Oil]]) to ensure that [[Oil refinery]] works smoothly.&lt;br /&gt;
&lt;br /&gt;
Storage tank can also be used as a water-based [[Basic accumulator|Accumulator]]. If hot water consumption by [[Steam engine]]s changes a lot during the day-night cycle (for example because of [[Solar panel]]s or [[Laser turret]]s), storage tanks can be filled with hot water during low power usage and then emptied during night.&lt;br /&gt;
&lt;br /&gt;
You can empty a storage tank either by &#039;&#039;mining and rebuilding&#039;&#039; (you don&#039;t get the liquids back!) or if you connect a [[Steam engine#Using other liquids?|steam engine]] on it. You can also use a [[Small Pump]] to drain the tank into another storage tank.&lt;br /&gt;
&lt;br /&gt;
== Usage as &amp;quot;Energy-Tank&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Since 0.15.0, a Storage tank filled with [[Heat exchanger]] 500°C Steam stores around 2.4GJ; a Storage tank filled with [[Boiler]] 165°C Steam stores 750MJ.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Storage tank]] can store 25,000 units of 500ºC Steam.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Steam turbine]] can output 5,820kW = 5,820kJ/s using 60 units of 500ºC Steam/s.&lt;br /&gt;
* 1 Storage tank can keep 1 Steam turbine working for 25,000 ∕ 60 ≈ 416.6667s&lt;br /&gt;
* A Storage tank can store up to 25,000 ∕ 60 × 5,820 = &#039;&#039;&#039;2,425,000kJ&#039;&#039;&#039; using 500ºC Steam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 1 [[Storage tank]] can store 25,000 units of 165ºC Steam.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Steam engine]] can output 900kW = 900kJ/s using 30 units of 165ºC Steam/s.&lt;br /&gt;
* 1 Storage tank can keep 1 Steam engine working for 25,000 ∕ 30 ≈ 833.3333s&lt;br /&gt;
* A Storage tank can store up to 25,000 ∕ 30 × 900 = &#039;&#039;&#039;750,000kJ&#039;&#039;&#039; using 165ºC Steam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Up to 0.14, a completely filled tank with 100°C hot water stores 212MJ. This is the equivalent to 42 [[Basic accumulator]]s, but the tanks needs only 3x3 tiles of space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Liquids/Hot]] to learn more about using stored hot water. See [[Liquids/Pipe physics#Temperature|Pipe physics]] to understand, how this is calculated. Energy-tank is not correct, it is a &amp;quot;work-tank&amp;quot;. See [[Energy and Work]] about the difference between work and energy.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Multiplied all fluid amounts by 10.}}&lt;br /&gt;
{{history|0.13.12|&lt;br /&gt;
* Fluid icon now scales with size of tank.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Liquid inside can be seen through a small window.&lt;br /&gt;
* Now connectible to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Now has double capacity and takes longer to mine.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
[[Category: Items]] [[Category: Liquid network]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crude_oil&amp;diff=138457</id>
		<title>Crude oil</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crude_oil&amp;diff=138457"/>
		<updated>2017-06-05T12:33:27Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: circular linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Crude oil/infobox}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Oil processing}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crude Oil&#039;&#039;&#039; is a [[liquid]] extracted by [[Pumpjack]]s from Oil fields and is converted to [[Petroleum gas]], [[Light oil]], and [[Heavy oil]] by an [[Oil refinery]].  It can be transported either in [[pipe]]s or in [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
It can also be used by [[Flamethrower turret]]s as ammo.&lt;br /&gt;
&lt;br /&gt;
== Oil field ==&lt;br /&gt;
&lt;br /&gt;
Each oil field has a yield displayed as x%. Each percent is equal to 75 pumpjack cycles. An oil field with 80% has between 6000 and 6074 cycles left, as yield does not display decimal places.&lt;br /&gt;
&lt;br /&gt;
While cycles left is greater than 750 (10%), each pumpjack cycle reduces the number of cycles left by one.&lt;br /&gt;
&lt;br /&gt;
So unless an oil field with less than 10% is created by map editor, yield will never drop below 750 cycles.&lt;br /&gt;
&lt;br /&gt;
The amount of oil a pumpjack extracts per cycle is 1.0 multiplied by yield or [number of uses left] / 7500, but not greater than 10.0.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion. Doubled the starting yield. Fixed that the mechanics of increasing richness with distance from start wasn&#039;t working for crude oil.}}&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquids system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crude_oil&amp;diff=138456</id>
		<title>Crude oil</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crude_oil&amp;diff=138456"/>
		<updated>2017-06-05T12:31:45Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Crude oil/infobox}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Oil processing}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crude Oil&#039;&#039;&#039; is a [[liquid]] extracted by [[Pumpjack]]s from [[Oil field]]s and is converted to [[Petroleum gas]], [[Light oil]], and [[Heavy oil]] by an [[Oil refinery]].  It can be transported either in [[pipe]]s or in [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
It can also be used by [[Flamethrower turret]]s as ammo.&lt;br /&gt;
&lt;br /&gt;
== Oil field ==&lt;br /&gt;
&lt;br /&gt;
Each oil field has a yield displayed as x%. Each percent is equal to 75 pumpjack cycles. An oil field with 80% has between 6000 and 6074 cycles left, as yield does not display decimal places.&lt;br /&gt;
&lt;br /&gt;
While cycles left is greater than 750 (10%), each pumpjack cycle reduces the number of cycles left by one.&lt;br /&gt;
&lt;br /&gt;
So unless an oil field with less than 10% is created by map editor, yield will never drop below 750 cycles.&lt;br /&gt;
&lt;br /&gt;
The amount of oil a pumpjack extracts per cycle is 1.0 multiplied by yield or [number of uses left] / 7500, but not greater than 10.0.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion. Doubled the starting yield. Fixed that the mechanics of increasing richness with distance from start wasn&#039;t working for crude oil.}}&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquids system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Crude_oil&amp;diff=138455</id>
		<title>Crude oil</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Crude_oil&amp;diff=138455"/>
		<updated>2017-06-05T12:31:35Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Crude oil/infobox}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Oil processing}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crude Oil&#039;&#039;&#039; is a [[liquid]] extracted by [[Pumpjack]]s from [[Oil field]]s and is converted to [[Petroleum gas]], [[Light oil]], and [[Heavy oil]] by an [[Oil refinery]].  It can be transported either in [[pipe]]s or in [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
It can also be used by [[Flamethrower turret]]s as ammo.&lt;br /&gt;
&lt;br /&gt;
== Oil field ==&lt;br /&gt;
&lt;br /&gt;
Each oil field has a yield displayed as x%. Each percent is equal to 75 pumpjack cycles. An oil field with 80% has between 6000 and 6074 cycles left, as yield does not display decimal places.&lt;br /&gt;
&lt;br /&gt;
While cycles left is greater than 750 (10%), each pumpjack cycle reduces the number of cycles left by one.&lt;br /&gt;
&lt;br /&gt;
So unless an oil field with less than 10% is created by map editor, yield will never drop below 750 cycles.&lt;br /&gt;
&lt;br /&gt;
The amount of oil a pumpjack extracts per cycle is 1.0 multiplied by yield or [number of uses left] / 7500, but not greater than 10.0.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion. Doubled the starting yield. Fixed that the mechanics of increasing richness with distance from start wasn&#039;t working for crude oil.&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Liquids system]]&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Drill&amp;diff=138408</id>
		<title>Drill</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Drill&amp;diff=138408"/>
		<updated>2017-06-02T15:52:22Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: Redirected page to Mining#Drill types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT&lt;br /&gt;
&lt;br /&gt;
[[Mining#Drill types]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Steam_engine&amp;diff=138403</id>
		<title>Steam engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Steam_engine&amp;diff=138403"/>
		<updated>2017-06-02T14:40:57Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Steam engine/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam engines&#039;&#039;&#039; are the most basic [[Electric system|electricity]] generator, available to the player at the start of the game. They produce [[electricity]] by consuming [[steam]], using [[water]] pumped from an [[offshore pump]] that was heated to 165°C steam with [[Boiler|boilers]] or to 500°C steam with [[heat exchanger]]s. Steam that has a higher temperature than the maximum temperature of the steam engine (165°C) does not yield more electricity, but less steam is consumed. &lt;br /&gt;
&lt;br /&gt;
Steam engines will automatically adjust their power production and steam usage based on the current demands of the electricity network. Hovering the mouse over a steam engine will display their current power production (&#039;&#039;&#039;Performance&#039;&#039;&#039;) and their possible power production (&#039;&#039;&#039;Available Performance&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Steam engines have two ports, allowing excess steam to flow through. This allows steam engines to be chained together. The current optimal ratio is 1 [[offshore pump]] to 20 [[boiler]]s to 40 steam engines.&lt;br /&gt;
&lt;br /&gt;
Using steam engines for power does not produce [[pollution]], unless [[Boiler|boilers]] are used to heat up the water.&lt;br /&gt;
&lt;br /&gt;
== Before version 0.15 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam engines&#039;&#039;&#039; produce [[electricity]] by consuming [[water]] that was and heated with [[Boiler|boilers]]. Higher temperature water (up to 100 C) yields more electricity.&lt;br /&gt;
&lt;br /&gt;
Steam engines have two ports, allowing excess water to flow through. The current optimal ratio is 1 [[offshore pump]] to 14 [[boiler]]s to 10 steam engines to 2.5 coal [[electric mining drill]]s.&lt;br /&gt;
&lt;br /&gt;
===  Using other liquids ===&lt;br /&gt;
The steam engine can use any type of liquid to generate electricity. This can be used to get rid of unused oil-products. Just fill unusable oil products into a steam engine and it will destroy the liquids (cold liquids will be destroyed at a rate of [https://forums.factorio.com/viewtopic.php?p=144748#p144748 6.0 fluid / second]). It works the same as for cold water; you don&#039;t need to warm it. If you heat the liquid before that, the hot oil will produce electrical power, just like with hot water.&lt;br /&gt;
&lt;br /&gt;
By default, water is 15°C and oils are 25°C. The steam engine happens to work with water from 15°C and oils from above 25°C (a complete coincidence). An oil temperature of 25.22°C will get you about 1.3KW of power. Heating up water or oils makes no difference: heating one liter of water from 15 to 16 degrees takes just as much energy as heating one liter of oil from 25 to 26 degrees[http://because.a.tweet.doesnt.fit.lucb1e.com/?text=1.4k+water+15%B0C-%3E17.73%B0C+and+1.4k+light+oil+25%B0C-%3E27.82%B0C%2C+both+using+1+coal+in+a+boiler%2C+filling+an+empty+tank+from+a+full+tank+until+the+coal+boiler+runs+out.+I+stopped+a+bit+early+on+the+water+one+and+the+difference+seems+negligible. (OC)]. It was not tested how much energy the steam engine produces with 16°C water versus 26°C oil, but it probably does not warrant using oils instead of water.&lt;br /&gt;
&lt;br /&gt;
In general you should convert the unusable oil products into useables, instead of just making electricity out of it!&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Steam engines are directly connected to the following achievement:&lt;br /&gt;
; Solaris&lt;br /&gt;
: Produce more than 10 GJ energy per hour without the usage of steam engine.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Steam is now internally a separate fluid from hot water.&lt;br /&gt;
* Added high graphics quality option for steam engine. &lt;br /&gt;
* Increased the maximum power production of steam engine from 510kW to 900kW&lt;br /&gt;
* Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.&lt;br /&gt;
* Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.7|&lt;br /&gt;
* Made bounding box smaller.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New graphics.&lt;br /&gt;
* New sounds.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
** [[Power Production]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Smelter&amp;diff=138392</id>
		<title>Smelter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Smelter&amp;diff=138392"/>
		<updated>2017-06-02T11:26:30Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: Redirected page to Furnace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Furnace]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Iron_gear_wheel&amp;diff=138391</id>
		<title>Iron gear wheel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Iron_gear_wheel&amp;diff=138391"/>
		<updated>2017-06-02T10:37:53Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Iron gear wheel/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron gear wheels&#039;&#039;&#039; are intermediate products crafted from two [[Iron plate]]s. They are very important for many basic and advanced recipes.&lt;br /&gt;
&lt;br /&gt;
== Optimization ==&lt;br /&gt;
&lt;br /&gt;
* One [[Fast inserter]] is not sufficient to feed an [[Assembling machine 1]] producing gear wheels without a slight pause in production.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Changed stack sizes of items to be 10 based, so it fits the inserter/requester count values.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Stack size increased from 64 to 128}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lamp&amp;diff=138390</id>
		<title>Lamp</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lamp&amp;diff=138390"/>
		<updated>2017-06-02T10:29:07Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: two major versions on and no sign of grey or black.  I&amp;#039;m not sure &amp;#039;yet&amp;#039; is appropraite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Lamp/infobox}}&lt;br /&gt;
&lt;br /&gt;
[[File:lamp-example-1.png|thumb|256px]]&lt;br /&gt;
The lamp is a basic electric device providing light to a medium area at night. It can be used to increase visibility in a factory, so [[night vision]] is not needed.&lt;br /&gt;
&lt;br /&gt;
== Color ==&lt;br /&gt;
&lt;br /&gt;
Lamp colors can be changed. The can be done by sending a color signal to the lamp. When the condition inside the lamp passes, instead of lighting up white, it will use that color. This can be used to create colored displays, or indicate status. If more than one color signal is received, precedence is given to them in the order below (i.e. if red and green are received, the lamp will light red)&lt;br /&gt;
&lt;br /&gt;
Available colors:&lt;br /&gt;
&lt;br /&gt;
* Red&lt;br /&gt;
* Green&lt;br /&gt;
* Blue&lt;br /&gt;
* Yellow&lt;br /&gt;
* Magenta&lt;br /&gt;
* Cyan&lt;br /&gt;
* White&lt;br /&gt;
&lt;br /&gt;
Not implemented:&lt;br /&gt;
* Gray&lt;br /&gt;
* Black&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.16|&lt;br /&gt;
* Changed default value of &amp;quot;lights render resolution&amp;quot; graphics option to 0.25. This can be increased at the cost of performance.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Implemented lamp colors based on received signal.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Circuit network conditions can be copy and pasted between lamps.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* The lamp can be connected to the [[circuit network]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.1|&lt;br /&gt;
* Reduced slowdowns when drawing many lights.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* New graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Inserter&amp;diff=138370</id>
		<title>Inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Inserter&amp;diff=138370"/>
		<updated>2017-06-01T16:28:06Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Inserter/infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;inserter&#039;&#039;&#039; (also known as &#039;&#039;&#039;yellow inserter&#039;&#039;&#039;, or &#039;&#039;&#039;basic inserter&#039;&#039;&#039;) can be used to transfer items between entities such as [[transport belt|transport belts]] and [[stone furnace|stone furnaces]]. It is the most basic electric inserter.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[fast inserter]], the inserter is not fast enough to pick up items moving on [[express transport belt|express transport belts]], unless it is highly compressed or items have stopped due to a blockage. Additionally, the basic inserter is unable to access items on the far side of a curving transport belt.&lt;br /&gt;
&lt;br /&gt;
The inserter is notable in that it is used in the creation of [[Science Pack 2|Science Pack 2]], so players must create an automated inserter assembly line. The basic inserter is also used in the creation of both the fast inserter and the long inserter, and serves as the base item for all electric inserters.&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics and uses see [[Inserters]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Inserters connected to the circuit network now have the option to only read hand contents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Inserters can now send the item held in hand to the circuit network.&lt;br /&gt;
* Inserters are able to squeeze things &#039;&#039;slightly&#039;&#039; better to belts. more resources.&lt;br /&gt;
* All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.&lt;br /&gt;
* Inserter stack size bonus research is now only used for [[stack inserter]]s.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Inserters will never take more than the max stack size of an item.&lt;br /&gt;
* Inserters and logistic robots no longer extract from enemy chests&lt;br /&gt;
* Inserters now correctly pick up items from [[splitter]]s.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Inserters can now extract from [[Roboport]]s and [[Beacon]]s.&lt;br /&gt;
* Inserters now take items from right behind them, not from the center of the pickup target entity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* New icon&lt;br /&gt;
* New sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Inserters can have arbitrary pickup and insert positions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Inserter code optimization, inserters that have nothing to do will sleep.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Improved inserter&#039;s ability to pull from train wagons.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Fast inserter now has the same speed as the smart inserter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Inserter can now pick up up to 5 items when researched.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Smaller inserter bounding box}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New Inserter graphics}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* The item in the hand of the inserter is returned to the player when mined.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Show direction of inserter}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
* [[Inserter experiments]] for their throughput.&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport network]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Discharge_defense&amp;diff=138369</id>
		<title>Discharge defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Discharge_defense&amp;diff=138369"/>
		<updated>2017-06-01T16:26:24Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Discharge defense/infobox}}&lt;br /&gt;
&lt;br /&gt;
The [[Discharge defense]] provides an emergency self defense system. It attacks all enemies in a given radius with decent [[Damage]], but needs to be manually triggered by a [[Basic electric discharge defense remote]].&lt;br /&gt;
&lt;br /&gt;
See [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3153 Forum article] for usage.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Now only damages enemies&lt;br /&gt;
* Damage tripled&lt;br /&gt;
* Smaller cooldown&lt;br /&gt;
* Smaller power consumption.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced }}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Basic electric discharge defense remote]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Equipment]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=138345</id>
		<title>Offshore pump</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Offshore_pump&amp;diff=138345"/>
		<updated>2017-05-31T13:26:25Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Offshore pump/infobox}}&lt;br /&gt;
The &#039;&#039;&#039;Offshore Pump&#039;&#039;&#039; produces [[Water]] from a lake or ocean. It must be placed on a shoreline of a body of water on the map, and connected to a [[Liquids system|pipe or other object that accepts liquids]] (it does not require [[electricity]] or [[fuel]]). It produces 1200 units of water per second.&lt;br /&gt;
&lt;br /&gt;
Offshore Pumps are frequently used to provide water for [[Steam engine]]s, though several crafting recipes also require water. One offshore pump can generate enough water for 10 steam engines(0.14) (see the [[Power_production#Steam power optimal ratios|optimal ratios]] for power production). For the 0.15 release, an offshore pump can generate water for 20 boilers and 40 steam engines.&lt;br /&gt;
&lt;br /&gt;
The water supply from an offshore pump is endless; it will not dry up the body of water it is attached to (to do that, use [[Landfill]]s). Additionally, the size of the body of water the pump is connected to does not affect the rate of water generation.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased water output from 60 to 1200 units per second. (Undocumented)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* Copy paste now works on pump.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Connectable to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Now specifies the liquid it will produce.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Liquid network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Liquid network]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Archive:Laser_turret_damage_(research)&amp;diff=138344</id>
		<title>Archive:Laser turret damage (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Archive:Laser_turret_damage_(research)&amp;diff=138344"/>
		<updated>2017-05-31T13:20:21Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Laser turret damage (research)/infobox}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect !! Relative &amp;lt;br/&amp;gt; effect&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|laser-turret-damage|1|Laser turret damage upgrade}} Laser turret damage&amp;amp;nbsp;upgrade&amp;amp;nbsp;1 || {{icon|Time icon|30|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;50&amp;lt;/big&amp;gt; || 10% || 10% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|laser-turret-damage|2|Laser turret damage upgrade}} Laser turret damage&amp;amp;nbsp;upgrade&amp;amp;nbsp;2 || {{icon|Time icon|30|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;100&amp;lt;/big&amp;gt; || 10% || 20% || 9.0%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|laser-turret-damage|3|Laser turret damage upgrade}} Laser turret damage&amp;amp;nbsp;upgrade&amp;amp;nbsp;3 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;200&amp;lt;/big&amp;gt; || 20% || 40% || 16.7%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|laser-turret-damage|4|Laser turret damage upgrade}} Laser turret damage&amp;amp;nbsp;upgrade&amp;amp;nbsp;4 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;100&amp;lt;/big&amp;gt; || 20% || 60% || 14.3%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|laser-turret-damage|5|Laser turret damage upgrade}} Laser turret damage&amp;amp;nbsp;upgrade&amp;amp;nbsp;5 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|alien-science-pack|1|Alien science pack}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;200&amp;lt;/big&amp;gt; || 20% || 80% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|laser-turret-damage|6|Laser turret damage upgrade}} Laser turret damage&amp;amp;nbsp;upgrade&amp;amp;nbsp;6 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|alien-science-pack|1|Alien science pack}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;300&amp;lt;/big&amp;gt; || 40% || 120% || 22.2%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Turrets deal 20-44 damage, depending on upgrade. As the enemies do not yet have laser resistance, they deal full damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
Hits to kill, assuming only laser turrets are used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Laser Turret&amp;lt;br/&amp;gt;Damage !! Hits for&amp;lt;br/&amp;gt;Small Biter !! Hits for&amp;lt;br/&amp;gt;Medium Biter !! Hits for&amp;lt;br/&amp;gt;Large Biter !! Hits for&amp;lt;br/&amp;gt;Small Spitter!! Hits for&amp;lt;br/&amp;gt;Medium Spitter!! Hits for&amp;lt;br/&amp;gt;Large Spitter&lt;br /&gt;
|-&lt;br /&gt;
| 20  || 1 || 4 || 19 || 1 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 22  || 1 || 4 || 18 || 1 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 24  || 1 || 4 || 16 || 1 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 28  || 1 || 3 || 14 || 1 || 2 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 32  || 1 || 3 || 12 || 1 || 2 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 36  || 1 || 3 || 11 || 1 || 2 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 44  || 1 || 2 ||  9 || 1 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
* [[Laser turret shooting speed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rail_planner&amp;diff=138343</id>
		<title>Rail planner</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rail_planner&amp;diff=138343"/>
		<updated>2017-05-31T12:49:35Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: 0.13 isn&amp;#039;t new anymore :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The rail planner is a feature introduced with Version 0.13 that allows tracks to be built in a more intuitive way that they had previously been built. &lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
=== Starting the planner ===&lt;br /&gt;
&lt;br /&gt;
To use the rail planner, craft and place a single rail, then mouseover the rail that was placed while still holding rails in hand. A green arrow/triangle should appear, like the example on the right. &lt;br /&gt;
&lt;br /&gt;
[[File:rail_planner_starter.jpg|thumb|300x300px|The small green arrow used to start the planner.]]&lt;br /&gt;
&lt;br /&gt;
Then, choose the type of planner by either left clicking or shift-left clicking the triangle.&lt;br /&gt;
&lt;br /&gt;
=== Manual Planner ===&lt;br /&gt;
&lt;br /&gt;
[[File:Manual_rail_planner.jpg|thumb|300x300px|The rail planner operating in manual mode.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The manual planning mode can be selected by left clicking on the triangle that appears. This will allow the player to place rails close range, about 10 rails at a time at max. The rails will be placed towards the cursor, simply aim with the cursor and left click again to place. This will be repeated. To escape the planner, press &amp;lt;code&amp;gt;Esc&amp;lt;/code&amp;gt; to release the planner. &lt;br /&gt;
&lt;br /&gt;
=== Ghost Planner ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_rail_planner.jpg|thumb|300x300px|The rail planner operating in ghost mode.]]&lt;br /&gt;
&lt;br /&gt;
The Ghost planning mode can be used to place longer stretches of rail at once, by creating ghosts of rails that can be filled in by [[construction robot]]s, either from [[roboport]]s or a [[personal roboport]]. To use ghost planning mode, shift-left click the green starter triangle. Then, move the cursor to where you want the rail to terminate, press R to rotate the last rail to the desired rotation, and left-click to place the ghost rails. &lt;br /&gt;
&lt;br /&gt;
The AI will find a path from the starter location that does not go through obstacles, instead weaving and winding between them. If you&#039;d rather the rail planner choose the shortest route, shift-left click to place. Trees and stone rocks in the way will be marked for deconstruction. To escape the planner, press &amp;lt;code&amp;gt;Esc&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Q&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Rail]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Train]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=138341</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=138341"/>
		<updated>2017-05-31T12:05:54Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[File:RoboTrainStation.gif|thumb|632x562px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The top track is for loading; and there are [[Requester chest]]s on both sides. The requested items are then filled into the wagons. The second track is the unloading track, the delivered items are filled into [[Active Provider chest]]s and then put into the [[Storage chest]]s at the very top and at the center. At the bottom the incoming ores from both sides are moved into [[Active Provider chest]]s; and then put into the requester chests at the top track.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed.]]&lt;br /&gt;
&lt;br /&gt;
A [[Logistic network]] (LogNet) is a series of different chests and [[Logistic robot]]s all covered by one or more [[Roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the [[Robotic network]] the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Transport network|belts]] or [[Railway network]]. However, robots offer much higher mobility, since they can fly over obstacles.&lt;br /&gt;
&lt;br /&gt;
The player character can also act as [[Requester chest]] in the [[Logistic network]] with the correct research ([[Character logistic slots]]), allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[Character logistic slots]], they can configure an amount of Items; and [[Logistic robot]]s will start to move the specified [[Items]] from the network to the character&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
Do not mix up LogNet and [[Circuit network]]. They share common components, but are otherwise disconnected and do not exchange any information. Also, do not mix up logistic network with construction network or combinations of the two called [[Robotic network]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
The logistic network is directly connected to the following achievements:&lt;br /&gt;
; Logistic network embargo&lt;br /&gt;
: Win the game without building [[active provider chest]] and [[requester chest]].&lt;br /&gt;
; You&#039;ve got a package&lt;br /&gt;
: Supply the player by [[logistic robot]].&lt;br /&gt;
; Delivery service&lt;br /&gt;
: Supply the player with 10k items delivered by logistic robots.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|roboport|Roboport}} || Centre of the [[Robotic network]] in which the [[Robots]] can move and with its coverage forming the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-robot|Logistic robot}} || Moves items between Logistic Chests. (*)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Provider-chest|Active Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic-chest-passive-provider|Passive Provider chest}} || Logistic Chest: Supplies the contained items to the logistic network passively. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|storage-chest|Storage chest}} || Logistic Chest: Stores [[Items]] currently not requested. Supplies the contained items to the Logistic network. (**)&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Requester-chest|Requester chest}} || Logistic Chest: Will be filled by [[Logistic robot]]s until the configured amount is reached, or the chest becomes full. Can request multiple different types of items. (**)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) At the beginning each robot can carry only 1 [[Items|item]]. This amount can be increased by researching [[Logistic robot cargo]].&lt;br /&gt;
&lt;br /&gt;
(**) Logistic chests are also connectable to the [[Circuit network]] by using [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests. Place the passive provider chests at the output [[inserters]] of [[assembling machine]]s and requester chests at the input (let them request the needed items). Place a [[Roboport]], which covers these chests with the inner orange area. Place some logistic bots. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item either with the [[Storage/Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
Logistic network is very capable for creating more and more complex items in a relatively small factory-area. Low complexity and high volume activities over longer distances (like smelting) can (and should) be left using belts or railway network. &lt;br /&gt;
&lt;br /&gt;
The basic thing needed are [[Roboport]]s. When placing the port and hover over it, notice an orange and a larger green area.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the Logistic Network area. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the Construction area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more info on the specifics of how [[roboport]]s work, check the page dedicated to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Expand the logistic zone ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, as described above. To prevent roboports from linking, the Player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do not fly from one network into another, unless requiring a recharge. Robots will never &amp;quot;nest&amp;quot; in a different network.&lt;br /&gt;
&lt;br /&gt;
=== Losing bots ===&lt;br /&gt;
&lt;br /&gt;
Logistics robots are a priority target of biters, and will prioritize attacking them over many objects in the vicinity of the robots. Destroyed robots will not be replaced, unless automatic control of the robot creation system is used.&lt;br /&gt;
&lt;br /&gt;
Bots are not destroyed when running out of energy, but will be reduced to 20% of their speed, which gives them the chance to recharge eventually and a chance for the player to notice the problem.&lt;br /&gt;
&lt;br /&gt;
Pay attention to robotic networks which form some kind of U-shape (where the shortest way between two chests goes over an uncovered area): if a bot runs out of charge in this area, and cannot return fast enough to a roboport, the bot will be significantly slowed and as a result the logistics network will frequently slow down, with large groups of bots slowly flying over the uncovered area.&lt;br /&gt;
&lt;br /&gt;
Robots may run out of charge on longer journeys. When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. Place more roboports near the first one to share the load.&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the right info panel when looking at network storage. Contrary to common belief, this is intended.&lt;br /&gt;
&lt;br /&gt;
The logistic network numbers report items in provider and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots.&#039;&#039; When negative numbers are shown, it means that more items are being requested than are available in the network. There is a deficit. This can be a problem, or intended, depending on the player&#039;s choice. The negative value is just to explain why items aren&#039;t being delivered. For example, a deficit of 20 iron plates would look like this:&lt;br /&gt;
&lt;br /&gt;
{{icon|iron plate|-20}}&lt;br /&gt;
&lt;br /&gt;
=== Receiving more items than requested ===&lt;br /&gt;
&lt;br /&gt;
The delivered number of items in the requester chest can be higher than requested. This depends from the [[Logistic robot cargo]]-bonus you have researched, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Priorities of robots ==&lt;br /&gt;
&lt;br /&gt;
This overview reflects the priorities in which order the chests are filled/emptied.&lt;br /&gt;
&lt;br /&gt;
The logistic network looks for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;requested&#039;&#039; item is first looked up in the active provider chests, then in the storage chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests, then the passive provider chests.&lt;br /&gt;
* If robots are free and there is space left in storage chests, and there are unrequested items in an active provider chests, the items are moved from active provider to a storage chest. &lt;br /&gt;
* For the storage chests, the bots search for one storage which has the same item already. If that can&#039;t be found, they choose the first storage chest with a free slot from the list, which is sorted by the order they were built in. [https://www.reddit.com/r/factorio/comments/5udwkd/hey_devs_this_is_the_one_thing_that_really_bugs/ddwbr94/] This is to avoid having storage chests with different items inside, allowing greater organisation.&lt;br /&gt;
&lt;br /&gt;
Storage chests will be filled with items from active provider chests, and from construction robots that have had their orders cancelled while they were carrying items.&lt;br /&gt;
&lt;br /&gt;
=== Order of movement ===&lt;br /&gt;
The bots fulfill &#039;&#039;&#039;all requests with the same priority&#039;&#039;&#039;. The algorithm looks for the next free robot, then the next request in the queue and after giving orders to the robot, this request is put at the end of the queue, so that first all other requests are done.&lt;br /&gt;
&lt;br /&gt;
=== Distance ===&lt;br /&gt;
When choosing between chests of equal priority, bots will always choose the closest one. [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=40329&amp;amp;p=238918#p238901] This is however only true when an item is being requested, not when an item is sent away. [https://gfycat.com/HatefulUnlawfulErmine] In the case of items being sent into the logistics network distance does not matter, and the rules laid out above matter instead.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Robotic network]]&lt;br /&gt;
* [[Robots]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Logistic robot]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Networks]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Coal&amp;diff=138336</id>
		<title>Coal</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Coal&amp;diff=138336"/>
		<updated>2017-05-31T09:16:15Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Coal/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coal&#039;&#039;&#039; is a [[Items#Resources|resource]] found on the map. It is used as [[fuel]] in burner machines and [[boiler]]s. It can also be used in [[diesel locomotive]]s, [[tank]]s, and [[car]]s.  It is also a component in several weapons and [[plastic bar]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solid_fuel&amp;diff=138335</id>
		<title>Solid fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solid_fuel&amp;diff=138335"/>
		<updated>2017-05-31T09:15:37Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* Which Solid Fuel recipe to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Solid fuel/infobox}}&lt;br /&gt;
&#039;&#039;&#039;Solid Fuel&#039;&#039;&#039; is the third kind of [[Fuel]] besides wood and coal and is processed in a [[Chemical plant]]. &lt;br /&gt;
&lt;br /&gt;
Besides being useful as fuel in all [[Burner devices]], Solid Fuel is also used to produce [[Rocket fuel]], which is a component of [[Rocket part]]s built in the [[Rocket Silo]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
Solid Fuel can be created from [[Heavy Oil]], [[Light Oil]] or [[Petroleum Gas]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Process !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|solid-fuel-from-heavy-oil}} || {{icon|heavy-oil|20|Heavy oil}} + {{icon|time icon|3|time}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|solid-fuel-from-light-oil}} || {{icon|light-oil|10|Light oil}} + {{icon|time icon|3|time}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|solid-fuel-from-petroleum-gas}} || {{icon|petroleum-gas|20|Petroleum gas}} + {{icon|time icon|3|time}} || {{icon|solid-fuel|1|Solid fuel}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== When to use Solid Fuel as fuel ==&lt;br /&gt;
&lt;br /&gt;
Coal and Solid Fuel production can both be automated, but each has advantages and disadvantages.  Solid Fuel is made from oil, and oil supplies are theoretically infinite, since oil spots never run completely dry.  However, coal is almost always used first, and if coal is plentiful on the map, it may not be worth it to switch systems over to an oil infrastructure just for fuel.&lt;br /&gt;
&lt;br /&gt;
One unit of Solid Fuel has 25MJ of energy, over three times the energy value of coal.&lt;br /&gt;
&lt;br /&gt;
== Which Solid Fuel recipe to use ==&lt;br /&gt;
* [[Light Oil]] has the best oil to Solid Fuel ratio (1:1), and has little other in-game use, making it the best choice.&lt;br /&gt;
* [[Heavy Oil]] has a much worse ratio (2:1) and should be cracked into Light Oil first instead.  The cracking process changes the ratio for Heavy Oil to 1.3:1, which is much better.&lt;br /&gt;
* [[Petroleum Gas]] also has a bad 2:1 ratio and should not be used to create solid fuel in most cases.&lt;br /&gt;
&lt;br /&gt;
However, full tanks of Heavy Oil, Light Oil, or Petroleum Gas can back up and block the Oil Refinery from refining more Crude Oil.  This can create a situation where, for example, you can&#039;t create Petroleum Gas because your Heavy Oil tanks are full.  It&#039;s advisable to set up some Solid Fuel factories to relieve the pressure in cases like this, particularly once [[Circuit network]]s have been researched and the factories can be switched on automatically once liquid levels reach a certain amount.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Oil processing]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_fuel&amp;diff=138334</id>
		<title>Rocket fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_fuel&amp;diff=138334"/>
		<updated>2017-05-31T09:07:02Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Rocket fuel/infobox}}&lt;br /&gt;
&lt;br /&gt;
Used in the production of orbital rockets. It is the most long-lasting of all the fuel types. As of version 0.13, Rocket fuel can also be used in burner devices to provide 225MJ of energy, however this is slightly less efficient than using 10 [[solid fuel]]s unless extra products are created using [[productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
10 rocket fuel are required for each [[rocket part]], so 1000 rocket fuel are needed for each rocket launch.  Additionally 50 rocket fuel are required for each [[satellite]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Fuel type now affects vehicle acceleration and top speed.}} &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/4tuhem/is_solid_fuel_more_efficient_than_coal/d5kyrvi Math on producing power from solid/rocket fuel.]&lt;br /&gt;
&lt;br /&gt;
* [[Low density structure]]&lt;br /&gt;
* [[Rocket control unit]]&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
* [[Solid fuel]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
* [[Coal]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Low_density_structure&amp;diff=138331</id>
		<title>Low density structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Low_density_structure&amp;diff=138331"/>
		<updated>2017-05-31T09:01:52Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Low density structure/infobox}}&lt;br /&gt;
&lt;br /&gt;
Used in the production of orbital rockets.  10 low density structures are required for each [[rocket part]], so 1000 low density structures are required for each completed rocket launch.  Additionally 100 low density structures are required for each [[satellite]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
=== Rocket components ===&lt;br /&gt;
* [[Rocket fuel]]&lt;br /&gt;
* [[Rocket control unit]]&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_fuel&amp;diff=138330</id>
		<title>Rocket fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_fuel&amp;diff=138330"/>
		<updated>2017-05-31T08:59:00Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: clarification of fuel blocks no longer required.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Rocket fuel/infobox}}&lt;br /&gt;
&lt;br /&gt;
Used in the production of orbital rockets. It is the most long-lasting of all the fuel types. As of version 0.13, Rocket fuel can also be used in burner devices to provide 225MJ of energy, however this is slightly less efficient than using 10 [[solid fuel]]s unless extra products are created using [[productivity module]]s.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://www.reddit.com/r/factorio/comments/4tuhem/is_solid_fuel_more_efficient_than_coal/d5kyrvi Math on producing power from solid/rocket fuel.]&lt;br /&gt;
&lt;br /&gt;
* [[Low density structure]]&lt;br /&gt;
* [[Rocket control unit]]&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
* [[Solid fuel]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
* [[Coal]]&lt;br /&gt;
&lt;br /&gt;
{{BurnerNav}}&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Low_density_structure&amp;diff=138329</id>
		<title>Low density structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Low_density_structure&amp;diff=138329"/>
		<updated>2017-05-31T08:57:26Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Low density structure/infobox}}&lt;br /&gt;
&lt;br /&gt;
Used in the production of orbital rockets.  10 low density structures are required for each [[rocket part]], so 1000 low density structures are required for each completed rocket launch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
=== Rocket components ===&lt;br /&gt;
* [[Rocket fuel]]&lt;br /&gt;
* [[Rocket control unit]]&lt;br /&gt;
* [[Satellite]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=138310</id>
		<title>Poison capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=138310"/>
		<updated>2017-05-30T11:23:39Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: added duration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Poison capsule/infobox}}&lt;br /&gt;
&lt;br /&gt;
[[File:Poison-usage.gif|frame|right|Poison capsule being deployed against some trees. Note the size of the cloud created.]]&lt;br /&gt;
&lt;br /&gt;
A basic capsule that creates a large, long-lasting (20 seconds) cloud of regular [[Damage|poison damage]] at the target area.  This is one of the most effective ways of removing [[Tree]]s.&lt;br /&gt;
&lt;br /&gt;
Poison capsules can also be used to &amp;quot;kite&amp;quot; [[Enemies|Worms]], since they are stationary. This technique is relatively safe, but slow and expensive - it takes 4-5 poison capsules to kill a Big Worm. Since [[Spawners]] are not affected by poison damage, Poison capsules are also useless against them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Tooltips are now generated automatically for some items, including capsules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Green coral is now affected by the poison capsule. This is controlled by the &amp;quot;breaths-air&amp;quot; entity flag.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Poison capsules can now damage [[Enemies|worms]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Capsules can be used in god mode. ([[player]] without character)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capsule is less expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Programmable_speaker&amp;diff=138309</id>
		<title>Programmable speaker</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Programmable_speaker&amp;diff=138309"/>
		<updated>2017-05-30T10:04:35Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* GUI and configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Programmable speaker/infobox}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;programmable speaker&#039;&#039; is a circuit network entity that is capable of producing alerts in the form of sound, and elements on nearby players&#039; guis. It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example.  	&lt;br /&gt;
It can be toggled whether the sound plays globally so that it can be heard anywhere on the map, or locally so it will only be audible in the immediate vicinity of the speaker. As a courtesy, only enable global play on multiplayer when it is important that all players be notified. Only 50 sounds can be heard at once due to a game limitation.&lt;br /&gt;
&lt;br /&gt;
As well as playing a sound, it can also be set to send a GUI text alert so the player can see what has caused the alarm. Both text and an icon can be specified.&lt;br /&gt;
&lt;br /&gt;
== GUI and configuration ==&lt;br /&gt;
&lt;br /&gt;
[[File:Programmable_speaker_ui.png]]&lt;br /&gt;
&lt;br /&gt;
The volume of the programmable speaker can be controlled in the GUI. This determines the audio volume, and the carry distance if global playback is unticked. The range at full volume appears to be 64 tiles.&lt;br /&gt;
&lt;br /&gt;
In order to show an alert in players&#039; GUIs, &amp;quot;Show alert&amp;quot; must be ticked. Additional options will be shown that allow the player to select an icon and text for the alert.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Allow polyphony&amp;quot; check-box determines whether more than one sound may be played at once. Essentially, when hooking up a constant signal to a programmable speaker, with polyphony enabled, sounds will repeat extremely rapidly. (10 per second or so) Without polyphony, this is limited to about 1 per half second. Disabling polyphony is useful to avoid alerts being spammed and causing hearing damage. However, if producing music, polyphony may be needed.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Circuit value is pitch&amp;quot; check-box allows dynamically changing the pitch of the sound created by changing the circuit value. This is useful for music production. If the player simply wants a sound to be created whenever the conditional is met, they should disable this check-box.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Programmable_speaker&amp;diff=138308</id>
		<title>Programmable speaker</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Programmable_speaker&amp;diff=138308"/>
		<updated>2017-05-30T10:03:52Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* GUI and configuration */ capitalisations, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Programmable speaker/infobox}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;programmable speaker&#039;&#039; is a circuit network entity that is capable of producing alerts in the form of sound, and elements on nearby players&#039; guis. It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example.  	&lt;br /&gt;
It can be toggled whether the sound plays globally so that it can be heard anywhere on the map, or locally so it will only be audible in the immediate vicinity of the speaker. As a courtesy, only enable global play on multiplayer when it is important that all players be notified. Only 50 sounds can be heard at once due to a game limitation.&lt;br /&gt;
&lt;br /&gt;
As well as playing a sound, it can also be set to send a GUI text alert so the player can see what has caused the alarm. Both text and an icon can be specified.&lt;br /&gt;
&lt;br /&gt;
== GUI and configuration ==&lt;br /&gt;
&lt;br /&gt;
[[File:Programmable_speaker_ui.png]]&lt;br /&gt;
&lt;br /&gt;
The volume of the programmable speaker can be controlled in the GUI. This determines the audio volume, and the carry distance if global playback is unticked. The range at full volume appears to be 64 tiles.&lt;br /&gt;
&lt;br /&gt;
In order to show an alert in players&#039; GUIs, &amp;quot;Show alert&amp;quot; must be ticked.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Allow polyphony&amp;quot; check-box determines whether more than one sound may be played at once. Essentially, when hooking up a constant signal to a programmable speaker, with polyphony enabled, sounds will repeat extremely rapidly. (10 per second or so) Without polyphony, this is limited to about 1 per half second. Disabling polyphony is useful to avoid alerts being spammed and causing hearing damage. However, if producing music, polyphony may be needed.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Circuit value is pitch&amp;quot; check-box allows dynamically changing the pitch of the sound created by changing the circuit value. This is useful for music production. If the player simply wants a sound to be created whenever the conditional is met, they should disable this check-box.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Paulbrock&amp;diff=138307</id>
		<title>User:Paulbrock</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Paulbrock&amp;diff=138307"/>
		<updated>2017-05-30T09:49:47Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;newbie player. launched exactly 1 rocket as of 12th May 2017 but loving Factorio!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==test==&lt;br /&gt;
how to do template that allows e.g. 12-15 as tech levels?&lt;br /&gt;
&amp;lt;div class=&amp;quot;factorio-icon&amp;quot; style=&amp;quot;background-color:#{{{color|929292}}};&amp;quot;&amp;gt;[[File:Mining_productivity_(research).png{{!}}32px{{!}}]]  &amp;lt;div class=&amp;quot;navbox-icon-text&amp;quot;&amp;gt;12-15&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==tracking down all non 0.15 changes==&lt;br /&gt;
Here&#039;s a good start&lt;br /&gt;
https://wiki.factorio.com/Special:WhatLinksHere/Alien_science_pack&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Follower_robot_count_(research)&amp;diff=138306</id>
		<title>Follower robot count (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Follower_robot_count_(research)&amp;diff=138306"/>
		<updated>2017-05-30T09:49:06Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
{{:Follower robot count (research)/infobox}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standard amount of following combat robots is 1, so with all levels of Follower robot count researched the maximum amount of following robots is 134. This limit counts for [[Defender capsule|Defenders]] and [[Destroyer capsule|Destroyers]]; [[Distractor capsule|Distractors]] do not count against the follower limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember that the cumulative effect starts with 1 due to researching combat robotics giving 1 to max followers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Table is for version 0.14 and needs updating to reflect 0.15 science pack changes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|1|Follower robot count}} Follower robot count&amp;amp;nbsp;1 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;50&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|2|Follower robot count}} Follower robot count&amp;amp;nbsp;2 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;100&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|3|Follower robot count}} Follower robot count&amp;amp;nbsp;3 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;150&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|4|Follower robot count}} Follower robot count&amp;amp;nbsp;4 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;200&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 2 || 7&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|5|Follower robot count}} Follower robot count&amp;amp;nbsp;5 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;250&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|6|Follower robot count}} Follower robot count&amp;amp;nbsp;6 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;200&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|7|Follower robot count}} Follower robot count&amp;amp;nbsp;7 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;300&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 5 || 19&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|8|Follower robot count}} Follower robot count&amp;amp;nbsp;8 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;400&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 5 || 24&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|9|Follower robot count}} Follower robot count&amp;amp;nbsp;9 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;500&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 5 || 29&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|10|Follower robot count}} Follower robot count&amp;amp;nbsp;10 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;600&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 5 || 34&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|11|Follower robot count}} Follower robot count&amp;amp;nbsp;11 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;800&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 10 || 44&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|12|Follower robot count}} Follower robot count&amp;amp;nbsp;12 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;1000&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 10 || 54&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|13|Follower robot count}} Follower robot count&amp;amp;nbsp;13 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;1200&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 10 || 64&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|14|Follower robot count}} Follower robot count&amp;amp;nbsp;14 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;1400&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 10 || 74&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|15|Follower robot count}} Follower robot count&amp;amp;nbsp;15 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;1600&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 10 || 84&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|16|Follower robot count}} Follower robot count&amp;amp;nbsp;16 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;1800&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 10 || 94&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|17|Follower robot count}} Follower robot count&amp;amp;nbsp;17 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;2000&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 10 || 104&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|18|Follower robot count}} Follower robot count&amp;amp;nbsp;18 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;2200&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 10 || 114&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|19|Follower robot count}} Follower robot count&amp;amp;nbsp;19 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;2400&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 10 || 124&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|follower-robots|20|Follower robot count}} Follower robot count&amp;amp;nbsp;20 &lt;br /&gt;
|| {{icon|time|30}} {{icon|science pack 1|1}} {{icon|science pack 2|1}} {{icon|science pack 3|1}} {{icon|alien science pack|1}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;2600&amp;lt;/big&amp;gt; &lt;br /&gt;
|| 10 || 134&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Follower robot count (research) is directly connected to the following achievement:&lt;br /&gt;
; Minions&lt;br /&gt;
: Get 100 combat robots following you.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]]&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lab&amp;diff=138198</id>
		<title>Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lab&amp;diff=138198"/>
		<updated>2017-05-25T15:39:34Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Lab/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labs&#039;&#039;&#039; are buildings that perform [[research]] by consuming [[science packs]]. Use of a lab is required to progress in Factorio.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Labs work fairly slow, so it is a good idea to have multiple labs working at the same time. Twenty labs running at once is the community standard, but more can be used. As a secondary strategy, once one&#039;s [[science packs]] production is automated they should try to get as many labs in a row as they can before the labs consume materials too quickly to be used.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Labs take two inputs: [[Electricity]] and [[Science pack]].&lt;br /&gt;
&lt;br /&gt;
As of 0.15, there are seven [[Science pack]]s:&lt;br /&gt;
*  [[Science pack 1]]&lt;br /&gt;
*  [[Science pack 2]]&lt;br /&gt;
*  [[Science pack 3]]&lt;br /&gt;
*  [[Military science pack]]&lt;br /&gt;
*  [[Production science pack]]&lt;br /&gt;
*  [[High tech science pack]]&lt;br /&gt;
*  [[Space science pack]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Labs output: [[Research]] progress.&lt;br /&gt;
&lt;br /&gt;
Each force can research one science at a time, but can use many labs for faster results.&lt;br /&gt;
&lt;br /&gt;
(For 0.14 there are four Science packs, Science pack 1, Science pack 2, Science pack 3 and [[Alien science pack]])&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.6|&lt;br /&gt;
* The research speed of a lab is now not dependent on it&#039;s electricity consumption, and can be scripted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Lab research is now continuous; Science packs now have progress bars.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Labs are now named after early access backers when built from [[blueprint]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Changed the recipe of Lab to require 4 transport belts, down from 5. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
* Contents of the Lab is now shown in the entity info. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced }}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
{{C|Electric network}}&lt;br /&gt;
{{C|Technology}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Lab&amp;diff=138197</id>
		<title>Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Lab&amp;diff=138197"/>
		<updated>2017-05-25T15:39:19Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* Production */ update for 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Lab/infobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labs&#039;&#039;&#039; are buildings that perform [[research]] by consuming [[science packs]]. Use of a lab is required to progress in Factorio.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Labs work fairly slow, so it is a good idea to have multiple labs working at the same time. Twenty labs running at once is the community standard, but more can be used. As a secondary strategy, once one&#039;s [[science packs]] production is automated they should try to get as many labs in a row as they can before the labs consume materials too quickly to be used.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Labs take two inputs: [[Electricity]] and [[Science pack]].&lt;br /&gt;
&lt;br /&gt;
There are seven [[Science pack]]s:&lt;br /&gt;
*  [[Science pack 1]]&lt;br /&gt;
*  [[Science pack 2]]&lt;br /&gt;
*  [[Science pack 3]]&lt;br /&gt;
*  [[Military science pack]]&lt;br /&gt;
*  [[Production science pack]]&lt;br /&gt;
*  [[High tech science pack]]&lt;br /&gt;
*  [[Space science pack]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Labs output: [[Research]] progress.&lt;br /&gt;
&lt;br /&gt;
Each force can research one science at a time, but can use many labs for faster results.&lt;br /&gt;
&lt;br /&gt;
(For 0.14 there are four Science packs, Science pack 1, Science pack 2, Science pack 3 and [[Alien science pack]])&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.6|&lt;br /&gt;
* The research speed of a lab is now not dependent on it&#039;s electricity consumption, and can be scripted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Lab research is now continuous; Science packs now have progress bars.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Labs are now named after early access backers when built from [[blueprint]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Changed the recipe of Lab to require 4 transport belts, down from 5. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.0|&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
* Contents of the Lab is now shown in the entity info. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced }}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Crafting network]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
{{C|Electric network}}&lt;br /&gt;
{{C|Technology}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Water&amp;diff=138196</id>
		<title>Infobox:Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Water&amp;diff=138196"/>
		<updated>2017-05-25T13:45:14Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: fixed icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|category = Liquids&lt;br /&gt;
|category-name = Liquid&lt;br /&gt;
|producers = Offshore pump + Empty water barrel&lt;br /&gt;
|processors = Boiler + Steam engine + Chemical plant + Oil refinery + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
|consumers = Concrete + Heavy oil cracking + Light oil cracking + Sulfuric acid + Sulfur + Explosives + Fill water barrel&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=138195</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=138195"/>
		<updated>2017-05-25T10:19:55Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* Underground belts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], makes up the systems of item transportation in&lt;br /&gt;
Factorio. &lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport [[Items]]. By developer design, all transport belts run without using energy.&lt;br /&gt;
This is to reduce complexity and allow belts to be placed outside of electricity networks.&lt;br /&gt;
&lt;br /&gt;
== All types of Transport belts ==&lt;br /&gt;
&lt;br /&gt;
Below is a chart of all the Transport Belts present and available for use in Factorio. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput ([[Items]] per [[game-second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Underground belt}}&lt;br /&gt;
| {{imagelink|basic-splitter|Splitter}} &lt;br /&gt;
| 13.333&lt;br /&gt;
| [[Logistics 1]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}&lt;br /&gt;
| {{imagelink|fast-splitter|Fast splitter}} &lt;br /&gt;
| 26.666&lt;br /&gt;
| [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} &lt;br /&gt;
| 40.0 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tiers of belts ==&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. [[Transport belt|The basic type]] has a yellow color and is&lt;br /&gt;
the slowest. [[Fast transport belt|Next tier up]] has a red color, and is twice is fast as the yellow tier. [[Express transport belt|The third]] and final tier is colored blue and is three times as fast as the basic belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics of belts ==&lt;br /&gt;
&lt;br /&gt;
This section describes the mechanics of transport belts.&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or with&lt;br /&gt;
some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[science pack 3]].  Un-merging a mixed belt is&lt;br /&gt;
fairly easy too, since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_merge.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second picture is better described in the &#039;&#039;&#039;[[Belt_transport_system#Underground_Belt_as_blocker_of_one_side_of_belt|Underground Belt]]&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
=== Lane balance ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[Balancers#Lane_Balancers|Lane Balancers]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show a few ways how to do this:&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt Throughput ===&lt;br /&gt;
&lt;br /&gt;
Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves.  &lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts.  &lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed * density. It describes how many items pass by in a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
* More density &lt;br /&gt;
&lt;br /&gt;
Sometimes items have little spaces next to each other that aren&#039;t big enough for other items to fit&lt;br /&gt;
in. In this case reordering the items can still increase the density. This can be done by temporarily increasing the&lt;br /&gt;
belt speed on a single tile or by merging 2 lanes with an inserter.&lt;br /&gt;
&lt;br /&gt;
The gif below shows the problem with a low density belt, and the right shows how it can be rectified. (Notice the red belt) &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_density.gif|top|300px]]&lt;br /&gt;
&lt;br /&gt;
* More speed &lt;br /&gt;
&lt;br /&gt;
If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite&lt;br /&gt;
easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density&lt;br /&gt;
and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found.&lt;br /&gt;
In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
&lt;br /&gt;
* More belts &lt;br /&gt;
&lt;br /&gt;
Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add [[splitter]]s to balance items between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Belt Tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement&lt;br /&gt;
speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can&lt;br /&gt;
be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be&lt;br /&gt;
moved.  This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when&lt;br /&gt;
placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more&lt;br /&gt;
turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage are [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]].&lt;br /&gt;
So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the&lt;br /&gt;
belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more&lt;br /&gt;
effective. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Placement ===&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_notplace.gif|300px|top]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_doplace.gif|300px|top]]&lt;br /&gt;
| [[File:Transport_belts_replace.gif|300px|top]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While conveyor belts can be placed in a line by clicking and dragging the mouse, it is often easier to hold the mouse down and move your character. Conveyor belts can be rotated after being placed by hovering over them with an empty hand and pressing {{keybinding|r}}, or by building over them with another conveyor belt. Conveyor belts can also be upgraded in this manner, by placing the another belt over top of it.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2x1 tile that split incoming [[Item]]s on belts&lt;br /&gt;
from one input to two outputs, in a 50/50 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of splitters ==&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts, and two output belts. If the splitter receives items on one belt, it will split the&lt;br /&gt;
input evenly between it&#039;s two sides.&lt;br /&gt;
&lt;br /&gt;
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on it&#039;s other&lt;br /&gt;
output.&lt;br /&gt;
&lt;br /&gt;
* Splitters can also take two inputs and one output. &lt;br /&gt;
&lt;br /&gt;
The output will be an even mix of both the inputs. This can be&lt;br /&gt;
used to efficiently merge two belts together. When it does this, the items will not be shuffled.&lt;br /&gt;
&lt;br /&gt;
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will&lt;br /&gt;
become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
However, when both belts are at full capacity, the splitter will prefer one side, and use the other to fill gaps. This&lt;br /&gt;
behavior is due to the game being unable to fairly reverse-split the belts. Explained by the developers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;But there are fundamental problems with equal joining. How exactly will you define it?  Once you have an available&lt;br /&gt;
item to move to the belt on the left belt, you would have to wait, if some other item on the right belt doesn&#039;t&lt;br /&gt;
arrive, as it would be the time for the right belt to be activated.  But how long do you wait? And once you wait you&lt;br /&gt;
limit the throughput of the splitter.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to prioritize input from certain belts, such as from a storage.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Balancers}}&lt;br /&gt;
&lt;br /&gt;
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)&lt;br /&gt;
* You can cross other underground stuff (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]]s (as of 0.15.7).&lt;br /&gt;
* An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)&lt;br /&gt;
* If you mine an underground belt, up to 20 items are recovered, the remaining items in the underground are placed into your inventory.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This last fact is important, because it can be used to do some tricks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[File:Split-swap.png|thumb|300x400px|You can turn the order of the lanes or split the lanes completely with the underground belts trick]][[File:Split&amp;amp;swap2.PNG|thumb|300x400px|Narrower version with reversed underground belt flow. Used 1 Fast underground belt to prevent connection]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Belt as blocker of one side of belt ===&lt;br /&gt;
&lt;br /&gt;
To build this you need to place one underground belt and then press R to reverse it&#039;s direction. This converts the underground belt entrance to an exit (and vice versa).&lt;br /&gt;
&lt;br /&gt;
This trick and similars has several more usage cases. See down.&lt;br /&gt;
&lt;br /&gt;
==== Discussion ====&lt;br /&gt;
&lt;br /&gt;
The opinions in the Factorio-forum about this &amp;quot;trick&amp;quot; are mixed. Newer players think this is a bug. The older think, it needs just a graphical rework of the underground belt to make it&#039;s function clear.&lt;br /&gt;
&lt;br /&gt;
=== Splitting Belt-Lanes with Underground Belt ===&lt;br /&gt;
&lt;br /&gt;
With the same trick the underground belts can be used to split the left and right lane of a belt! This trick come up from [http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=198&amp;amp;p=938 this forum-thread].&lt;br /&gt;
&lt;br /&gt;
:[[File:Mpstark-ANwfZsj.gif]]&lt;br /&gt;
On the right is an example how to swap lanes first and then splitting and filling belt with materials of one lane.&lt;br /&gt;
To understand the picture start at top. The inserters place just copper- and iron-plates on left and right lane of the belt. Then place a splitter and split into two belts. Place an underground belts orthogonal (90 degrees left or right) to each end of the belts. Place the exit-side directly at the next tile. The result is that only one lane of the incoming belt is transported.&lt;br /&gt;
In the next splitter this procedure is repeated to prove, that the transformation can be reversed. &lt;br /&gt;
Use splitters to fill two belt-lanes again.&lt;br /&gt;
&lt;br /&gt;
This trick is of course also useful with one underground belt, when you want to transport only one lane and keep the other. You need then of course no splitter.&lt;br /&gt;
&lt;br /&gt;
The big advantage of this construction is, that it doesn&#039;t need any energy to run (smart inserters, which sort that, need always energy) and it is much faster than a single smart splitter and cannot &amp;quot;forget&amp;quot; one item. The biggest disadvantage is, that it is a little bit complicated to built (and expensive) and needs some more space (but not much more, when building the same throughput with inserters). But this is definitely a good idea, when you have lots of items on different lanes of a belt and want to have them distincted.&lt;br /&gt;
&lt;br /&gt;
===Example usages===&lt;br /&gt;
* See [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23636#p23636 this thread] for joining two lanes into one.&lt;br /&gt;
* more than 20 furnaces on one belt cannot be supplied with only one lane (the other lane for the coal). Instead the inner belt supplies the furnaces with iron ore and on the two outer belts one line each with coal and the other line for the produced iron-plates.&lt;br /&gt;
* Production of red potion: the inner line of the belt for the produced iron gear wheels, the outer line for the produced red potion.&lt;br /&gt;
* a very distant and not so big mining site with both iron- and copper-ore fill the items each on one lane of the long belt, that transports it from there to your factory. In the factory this is resplitted.&lt;br /&gt;
&lt;br /&gt;
=== Swap lanes ===&lt;br /&gt;
&lt;br /&gt;
With curves:&lt;br /&gt;
:[[File:SplittingLaneSimple.jpg|300x200px]]&lt;br /&gt;
&lt;br /&gt;
Without curves:&lt;br /&gt;
:[[File:LaneSwapperWithoutTurns.jpg|300x200px]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitter]]&lt;br /&gt;
* [[Transport belt]]&lt;br /&gt;
* [[Underground belt]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=138194</id>
		<title>Belt transport system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_transport_system&amp;diff=138194"/>
		<updated>2017-05-25T10:19:37Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* Underground belts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The belt transport system is the first system the [[player]] will use to transport items from place to place. It, along&lt;br /&gt;
with [[Railway|trains]], and [[Logistic network|Logistic robots]], makes up the systems of item transportation in&lt;br /&gt;
Factorio. &lt;br /&gt;
&lt;br /&gt;
Belts specifically are used to transport [[Items]]. By developer design, all transport belts run without using energy.&lt;br /&gt;
This is to reduce complexity and allow belts to be placed outside of electricity networks.&lt;br /&gt;
&lt;br /&gt;
== All types of Transport belts ==&lt;br /&gt;
&lt;br /&gt;
Below is a chart of all the Transport Belts present and available for use in Factorio. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Transport belts]] !!  [[Underground belts]] !!  [[Splitters]] !! Max. throughput ([[Items]] per [[game-second]]) !! Needed research&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|basic-transport-belt|Transport belt}}&lt;br /&gt;
| {{imagelink|basic-transport-belt-to-ground|Underground belt}}&lt;br /&gt;
| {{imagelink|basic-splitter|Splitter}} &lt;br /&gt;
| 13.333&lt;br /&gt;
| [[Logistics 1]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|fast-transport-belt|Fast transport belt}}&lt;br /&gt;
| {{imagelink|fast-transport-belt-to-ground|Fast underground belt}}&lt;br /&gt;
| {{imagelink|fast-splitter|Fast splitter}} &lt;br /&gt;
| 26.666&lt;br /&gt;
| [[Logistics 2]]&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|express-transport-belt|Express transport belt}}&lt;br /&gt;
| {{imagelink|express-transport-belt-to-ground|Express underground belt}}&lt;br /&gt;
| {{imagelink|express-splitter|Express splitter}} &lt;br /&gt;
| 40.0 &lt;br /&gt;
| [[Logistics 3]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;See &#039;&#039;&#039;[[Transport_belts/Physics|Physics of Transport Belts]]&#039;&#039;&#039; for more detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tiers of belts ==&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_speed.gif|300px|thumb|top|Animation showing the three types of belt and their speed (from top to bottom: regular belts, fast belts and express belts).]]&lt;br /&gt;
There are 3 different tiers of belts available for use. [[Transport belt|The basic type]] has a yellow color and is&lt;br /&gt;
the slowest. [[Fast transport belt|Next tier up]] has a red color, and is twice is fast as the yellow tier. [[Express transport belt|The third]] and final tier is colored blue and is three times as fast as the basic belt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics of belts ==&lt;br /&gt;
&lt;br /&gt;
This section describes the mechanics of transport belts.&lt;br /&gt;
&lt;br /&gt;
=== Merging and un-merging belts ===&lt;br /&gt;
&lt;br /&gt;
Belts of all tiers have 2 lanes for items to ride on. This allows for either a double flow of one material, or with&lt;br /&gt;
some careful setup, transporting two different materials on the same belt. Mixed belts can be beneficial for&lt;br /&gt;
smelting ore, or producing items with many different ingredients such as [[science pack 3]].  Un-merging a mixed belt is&lt;br /&gt;
fairly easy too, since an underground belt will block half of the belt. &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_merge.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_unmerge.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
Commonly, merging and un-merging is done by using a [[splitter]]. The trick in the second picture is better described in the &#039;&#039;&#039;[[Belt_transport_system#Underground_Belt_as_blocker_of_one_side_of_belt|Underground Belt]]&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
=== Lane balance ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main article: [[Balancers#Lane_Balancers|Lane Balancers]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to how items are placed onto belts by [[inserters]], their lanes can sometimes become unbalanced. In order to&lt;br /&gt;
maintain throughput, balancing the lanes may be necessary. The gifs below show a few ways how to do this:&lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_balance1.gif|300px|top]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[[File:Transport_belts_balance2.gif|300px|top]]&lt;br /&gt;
&lt;br /&gt;
=== Belt Throughput ===&lt;br /&gt;
&lt;br /&gt;
Maximizing the throughput is important, since it will keep belts efficient. Therefore some definitions need to&lt;br /&gt;
be introduced:&lt;br /&gt;
&lt;br /&gt;
; Speed &lt;br /&gt;
: How fast a belt moves.  &lt;br /&gt;
; Density &lt;br /&gt;
: How tight are the items put onto the belts.  &lt;br /&gt;
; Throughput &lt;br /&gt;
: This is speed * density. It describes how many items pass by in a given time.&lt;br /&gt;
&lt;br /&gt;
So, there are three opportunities to enhance the throughput:&lt;br /&gt;
&lt;br /&gt;
* More density &lt;br /&gt;
&lt;br /&gt;
Sometimes items have little spaces next to each other that aren&#039;t big enough for other items to fit&lt;br /&gt;
in. In this case reordering the items can still increase the density. This can be done by temporarily increasing the&lt;br /&gt;
belt speed on a single tile or by merging 2 lanes with an inserter.&lt;br /&gt;
&lt;br /&gt;
The gif below shows the problem with a low density belt, and the right shows how it can be rectified. (Notice the red belt) &lt;br /&gt;
&lt;br /&gt;
[[File:Transport_belts_density.gif|top|300px]]&lt;br /&gt;
&lt;br /&gt;
* More speed &lt;br /&gt;
&lt;br /&gt;
If the belts in the factory are already at maximum density, their speed can still be upgraded with better belts.  Finding the bottleneck is the first thing that needs to be done, usually it can be discovered quite&lt;br /&gt;
easily. There will be a part of the belt where the items don&#039;t move quickly (or at all) or stop at maximum density&lt;br /&gt;
and suddenly they come to a point where this &#039;stop and go&#039; effect releases itself, the bottleneck has been found.&lt;br /&gt;
In most cases, this will be the place where belt optimization is needed.&lt;br /&gt;
&lt;br /&gt;
* More belts &lt;br /&gt;
&lt;br /&gt;
Adding additional parallel belts can also increase the throughput. Simply place more belts carrying the item that needs throughput, and add [[splitter]]s to balance items between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Belt Tricks ===&lt;br /&gt;
&lt;br /&gt;
Moving fast can be essential to defend alien attacks in time. Running on a belt will increase or decrease the movement&lt;br /&gt;
speed of the [[player]] accordingly to the belts speed. That is why building a belt towards your [[defense]]s can&lt;br /&gt;
be beneficial.&lt;br /&gt;
&lt;br /&gt;
However, the player is not the only unit that can be moved by transport belts. Additionally, biters and spitters can be&lt;br /&gt;
moved.  This can be abused to improve your defense. Firstly, biters will have a harder time to reach your walls when&lt;br /&gt;
placing express transport belt in front of them. Secondly, spitters can be moved closer to your walls. That way more&lt;br /&gt;
turrets can attack a single spitter at once.&lt;br /&gt;
&lt;br /&gt;
Another useful usage are [[car]]s on transport belts. Cars have an inventory and can be filled by [[inserters]].&lt;br /&gt;
So, they can be used as moving boxes on belts. This has several advantages: Firstly the throughput of the&lt;br /&gt;
belt-car-boxes is amazingly high, secondly the inserter stack size bonus does apply here and make inserters more&lt;br /&gt;
effective. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Placement ===&lt;br /&gt;
{| style=&amp;quot;float:right; padding-left:10px; padding-right:10px;&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_notplace.gif|300px|top]]&lt;br /&gt;
| style=&amp;quot;padding-right:1em&amp;quot; | [[File:Transport_belts_doplace.gif|300px|top]]&lt;br /&gt;
| [[File:Transport_belts_replace.gif|300px|top]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While conveyor belts can be placed in a line by clicking and dragging the mouse, it is often easier to hold the mouse down and move your character. Conveyor belts can be rotated after being placed by hovering over them with an empty hand and pressing {{keybinding|r}}, or by building over them with another conveyor belt. Conveyor belts can also be upgraded in this manner, by placing the another belt over top of it.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Splitters ==&lt;br /&gt;
&lt;br /&gt;
[[Splitters]] are another form of item manipulation. Splitters are a 2x1 tile that split incoming [[Item]]s on belts&lt;br /&gt;
from one input to two outputs, in a 50/50 ratio. They are used to divide resources between two belts, or balance&lt;br /&gt;
multiple belts.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of splitters ==&lt;br /&gt;
&lt;br /&gt;
The behavior of splitters looks simple at first glance. But they are not that simple. Splitters have an astonishing amount of uses.&lt;br /&gt;
&lt;br /&gt;
* Splitters have two input belts, and two output belts. If the splitter receives items on one belt, it will split the&lt;br /&gt;
input evenly between it&#039;s two sides.&lt;br /&gt;
&lt;br /&gt;
* If one of the outputs is fully backed-up and the splitter cannot split evenly, it will put all input on it&#039;s other&lt;br /&gt;
output.&lt;br /&gt;
&lt;br /&gt;
* Splitters can also take two inputs and one output. &lt;br /&gt;
&lt;br /&gt;
The output will be an even mix of both the inputs. This can be&lt;br /&gt;
used to efficiently merge two belts together. When it does this, the items will not be shuffled.&lt;br /&gt;
&lt;br /&gt;
In order to join/split belts, the splitter must be the same speed as the incoming belts, otherwise the splitter will&lt;br /&gt;
become a bottleneck.&lt;br /&gt;
&lt;br /&gt;
However, when both belts are at full capacity, the splitter will prefer one side, and use the other to fill gaps. This&lt;br /&gt;
behavior is due to the game being unable to fairly reverse-split the belts. Explained by the developers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;But there are fundamental problems with equal joining. How exactly will you define it?  Once you have an available&lt;br /&gt;
item to move to the belt on the left belt, you would have to wait, if some other item on the right belt doesn&#039;t&lt;br /&gt;
arrive, as it would be the time for the right belt to be activated.  But how long do you wait? And once you wait you&lt;br /&gt;
limit the throughput of the splitter.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to prioritize input from certain belts, such as from a storage.&lt;br /&gt;
&lt;br /&gt;
=== Balancing ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Balancers}}&lt;br /&gt;
&lt;br /&gt;
Balancers are used to evenly distribute items over multiple belts or multiple belt lanes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Underground belts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Underground belts can be used to cross different flows of items without interfering. They move items like a [[Transport belts|normal belt]].&lt;br /&gt;
&lt;br /&gt;
* You can cross any number of entities and all types of ground, like water, swamps, etc. (input and output of course over water)&lt;br /&gt;
* You can cross other underground stuff (any number of underground belts or underground pipes). They won&#039;t be mixed.&lt;br /&gt;
* For the connection only the endpoints (entry-side and exit-side) are relevant.&lt;br /&gt;
* The maximum distance underground is 8 [[tile]]s with [[express underground belt]s (as of 0.15.7).&lt;br /&gt;
* An underground belt pair with a blocked output stores up to 20 items. (Per lane? Untested!)&lt;br /&gt;
* If you mine an underground belt, up to 20 items are recovered, the remaining items in the underground are placed into your inventory.&lt;br /&gt;
* The half of the underground belt tile with a belt can accept input from the side. The other half (with a tunnel entrance) blocks incoming items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This last fact is important, because it can be used to do some tricks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:[[File:Split-swap.png|thumb|300x400px|You can turn the order of the lanes or split the lanes completely with the underground belts trick]][[File:Split&amp;amp;swap2.PNG|thumb|300x400px|Narrower version with reversed underground belt flow. Used 1 Fast underground belt to prevent connection]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Belt as blocker of one side of belt ===&lt;br /&gt;
&lt;br /&gt;
To build this you need to place one underground belt and then press R to reverse it&#039;s direction. This converts the underground belt entrance to an exit (and vice versa).&lt;br /&gt;
&lt;br /&gt;
This trick and similars has several more usage cases. See down.&lt;br /&gt;
&lt;br /&gt;
==== Discussion ====&lt;br /&gt;
&lt;br /&gt;
The opinions in the Factorio-forum about this &amp;quot;trick&amp;quot; are mixed. Newer players think this is a bug. The older think, it needs just a graphical rework of the underground belt to make it&#039;s function clear.&lt;br /&gt;
&lt;br /&gt;
=== Splitting Belt-Lanes with Underground Belt ===&lt;br /&gt;
&lt;br /&gt;
With the same trick the underground belts can be used to split the left and right lane of a belt! This trick come up from [http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=198&amp;amp;p=938 this forum-thread].&lt;br /&gt;
&lt;br /&gt;
:[[File:Mpstark-ANwfZsj.gif]]&lt;br /&gt;
On the right is an example how to swap lanes first and then splitting and filling belt with materials of one lane.&lt;br /&gt;
To understand the picture start at top. The inserters place just copper- and iron-plates on left and right lane of the belt. Then place a splitter and split into two belts. Place an underground belts orthogonal (90 degrees left or right) to each end of the belts. Place the exit-side directly at the next tile. The result is that only one lane of the incoming belt is transported.&lt;br /&gt;
In the next splitter this procedure is repeated to prove, that the transformation can be reversed. &lt;br /&gt;
Use splitters to fill two belt-lanes again.&lt;br /&gt;
&lt;br /&gt;
This trick is of course also useful with one underground belt, when you want to transport only one lane and keep the other. You need then of course no splitter.&lt;br /&gt;
&lt;br /&gt;
The big advantage of this construction is, that it doesn&#039;t need any energy to run (smart inserters, which sort that, need always energy) and it is much faster than a single smart splitter and cannot &amp;quot;forget&amp;quot; one item. The biggest disadvantage is, that it is a little bit complicated to built (and expensive) and needs some more space (but not much more, when building the same throughput with inserters). But this is definitely a good idea, when you have lots of items on different lanes of a belt and want to have them distincted.&lt;br /&gt;
&lt;br /&gt;
===Example usages===&lt;br /&gt;
* See [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=3211&amp;amp;p=23636#p23636 this thread] for joining two lanes into one.&lt;br /&gt;
* more than 20 furnaces on one belt cannot be supplied with only one lane (the other lane for the coal). Instead the inner belt supplies the furnaces with iron ore and on the two outer belts one line each with coal and the other line for the produced iron-plates.&lt;br /&gt;
* Production of red potion: the inner line of the belt for the produced iron gear wheels, the outer line for the produced red potion.&lt;br /&gt;
* a very distant and not so big mining site with both iron- and copper-ore fill the items each on one lane of the long belt, that transports it from there to your factory. In the factory this is resplitted.&lt;br /&gt;
&lt;br /&gt;
=== Swap lanes ===&lt;br /&gt;
&lt;br /&gt;
With curves:&lt;br /&gt;
:[[File:SplittingLaneSimple.jpg|300x200px]]&lt;br /&gt;
&lt;br /&gt;
Without curves:&lt;br /&gt;
:[[File:LaneSwapperWithoutTurns.jpg|300x200px]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Splitter]]&lt;br /&gt;
* [[Transport belt]]&lt;br /&gt;
* [[Underground belt]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mining_productivity_(research)&amp;diff=138191</id>
		<title>Mining productivity (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mining_productivity_(research)&amp;diff=138191"/>
		<updated>2017-05-24T12:58:12Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: hack to make 12-15 look ok&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{:Mining productivity (research)/infobox}}&lt;br /&gt;
&lt;br /&gt;
Mining productivity is a research that will increase the mining productivity by 2% per research. Unlike productivity from [[Productivity module]]s, there are no downsides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Mining_productivity_(research)|1-3|Mining productivity}}Mining productivity&amp;amp;nbsp;1-3 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}}{{icon|science-pack-2|1|Science pack 2}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;300&amp;lt;/big&amp;gt; || 2% || 6%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Mining_productivity_(research)|4-7|Mining productivityd}} Mining productivity&amp;amp;nbsp;4-7 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;700&amp;lt;/big&amp;gt; || 2% || 14%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Mining_productivity_(research)|8-11|Mining productivity}} Mining productivity&amp;amp;nbsp;8-11 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|alien-science-pack|1|Production science pack}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;900&amp;lt;/big&amp;gt; || 2% || 22%&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div class=&amp;quot;factorio-icon&amp;quot; style=&amp;quot;background-color:#{{{color|228B22}}};&amp;quot;&amp;gt;[[File:Mining_productivity_(research).png{{!}}32px{{!}}]]  &amp;lt;div class=&amp;quot;navbox-icon-text&amp;quot;&amp;gt;12-15&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; Mining productivity&amp;amp;nbsp;12-15 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|alien-science-pack|1|Production science pack}} {{icon|High_tech_science_pack|1|High tech science pack}}  &amp;lt;big&amp;gt;X&amp;amp;nbsp;1200&amp;lt;/big&amp;gt; || 2% || 30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&amp;diff=138190</id>
		<title>Factorio talk:Editor noticeboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&amp;diff=138190"/>
		<updated>2017-05-24T12:57:32Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* Research icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 0.15 update plan ==&lt;br /&gt;
I&#039;m thinking of updating the Oil Processing page to reflect to 10x change in 0.15, and I&#039;m a little unclear on the update policy. It says &amp;quot;For major changes to existing entities, update the pages to 0.15 info and move the 0.14 info to a small paragraph&amp;quot;, which sounds like I should go ahead and do it; but also &amp;quot;As of stable release, fully update the page&#039;s text and exact values,&amp;quot; which implies that I shouldn&#039;t update the values until the stable release. [[User:Phasma Felis|Phasma Felis]] ([[User talk:Phasma Felis|talk]]) 20:22, 12 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am also unclear of the policy. Should we mark removed features as archived or wait until the full release? [[User:Igwb|Igwb]] ([[User talk:Igwb|talk]]) 08:26, 21 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Mark them as archived but don&#039;t remove things from the page until 0.15 is stable. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:57, 21 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Total raw recipes ==&lt;br /&gt;
Some of the &amp;quot;Total Raw&amp;quot; recipe fields are wrong right now.  For example [[Processing Unit]] and [[Rocket part]] aren&#039;t decomposing their ingredients at all.&lt;br /&gt;
I posted on the forum (https://forums.factorio.com/viewtopic.php?f=50&amp;amp;t=47617) but thought I should ask here as well.&lt;br /&gt;
Are these fields getting automatically written by something?  If so, can you point me to the script so I can try to fix it?  If not, should I just manually edit the ones that I see are broken? [[User:Grumphrey|Grumphrey]] ([[User talk:Grumphrey|talk]]) 19:35, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Hey there grumphrey, we ran a tool by a community member that updated recipes to 0.15 automatically, and it&#039;s possible that it may have left some raw recipes unchanged. The tool isn&#039;t recurring, so go ahead and change the values manually to the fixed ones. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:18, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: The errors in the files I was using have been found and fixed, so I updated all the infoboxes to the correct values. I should be able to update the technology infoboxes tomorrow. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:57, 16 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research icons ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m gradually adding the new ranks of research bonuses (e.g. [[Mining productivity (research)]] but have hit a snag with the icons.  once we hit double figures, the text overlay on the icons wraps i.e.&lt;br /&gt;
{{icontech|Mining_productivity_(research)|12-15|Mining productivity}}&lt;br /&gt;
&lt;br /&gt;
would be good if it used a smaller font - I&#039;m guessing after a bit of digging around that means defining a smaller version of .factorio-icon-text (ideally dynamically selected depending on how much text to overlay).   Also not sure how best to do the infinity symbol - it is as simple as using the ASCII ∞ symbol or will that get screwy in the code? [[User:Paulbrock|Paulbrock]] ([[User talk:Paulbrock|talk]]) 09:41, 24 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
OK, so I&#039;ve found &#039;navbox-icon-text&#039; that allows me to do this:&lt;br /&gt;
&amp;lt;div class=&amp;quot;factorio-icon&amp;quot; style=&amp;quot;background-color:#{{{color|228B22}}};&amp;quot;&amp;gt;[[File:Mining_productivity_(research).png{{!}}32px{{!}}]]  &amp;lt;div class=&amp;quot;navbox-icon-text&amp;quot;&amp;gt;12-15&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But if you look at the code its pretty messy.  Is there a better way?&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Paulbrock&amp;diff=138189</id>
		<title>User:Paulbrock</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Paulbrock&amp;diff=138189"/>
		<updated>2017-05-24T12:54:57Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;newbie player. launched exactly 1 rocket as of 12th May 2017 but loving Factorio!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==test==&lt;br /&gt;
how to do template that allows e.g. 12-15 as tech levels?&lt;br /&gt;
&amp;lt;div class=&amp;quot;factorio-icon&amp;quot; style=&amp;quot;background-color:#{{{color|929292}}};&amp;quot;&amp;gt;[[File:Mining_productivity_(research).png{{!}}32px{{!}}]]  &amp;lt;div class=&amp;quot;navbox-icon-text&amp;quot;&amp;gt;12-15&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Personal_roboport_MK2&amp;diff=138188</id>
		<title>Personal roboport MK2</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Personal_roboport_MK2&amp;diff=138188"/>
		<updated>2017-05-24T11:41:38Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Personal roboport MK2/infobox}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Allows construction bots to work from your inventory.&lt;br /&gt;
&lt;br /&gt;
* Just like other robots, if a personal robot runs out of energy it will reduce its speed but continue its attempt to catch up with the player.&lt;br /&gt;
&lt;br /&gt;
It supports significantly more robots (25, versus 10 for the Mk1) and a larger area (40x40 rather than 30x30)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&amp;diff=138187</id>
		<title>Factorio talk:Editor noticeboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio_talk:Editor_noticeboard&amp;diff=138187"/>
		<updated>2017-05-24T09:41:01Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 0.15 update plan ==&lt;br /&gt;
I&#039;m thinking of updating the Oil Processing page to reflect to 10x change in 0.15, and I&#039;m a little unclear on the update policy. It says &amp;quot;For major changes to existing entities, update the pages to 0.15 info and move the 0.14 info to a small paragraph&amp;quot;, which sounds like I should go ahead and do it; but also &amp;quot;As of stable release, fully update the page&#039;s text and exact values,&amp;quot; which implies that I shouldn&#039;t update the values until the stable release. [[User:Phasma Felis|Phasma Felis]] ([[User talk:Phasma Felis|talk]]) 20:22, 12 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am also unclear of the policy. Should we mark removed features as archived or wait until the full release? [[User:Igwb|Igwb]] ([[User talk:Igwb|talk]]) 08:26, 21 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Mark them as archived but don&#039;t remove things from the page until 0.15 is stable. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 09:57, 21 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Total raw recipes ==&lt;br /&gt;
Some of the &amp;quot;Total Raw&amp;quot; recipe fields are wrong right now.  For example [[Processing Unit]] and [[Rocket part]] aren&#039;t decomposing their ingredients at all.&lt;br /&gt;
I posted on the forum (https://forums.factorio.com/viewtopic.php?f=50&amp;amp;t=47617) but thought I should ask here as well.&lt;br /&gt;
Are these fields getting automatically written by something?  If so, can you point me to the script so I can try to fix it?  If not, should I just manually edit the ones that I see are broken? [[User:Grumphrey|Grumphrey]] ([[User talk:Grumphrey|talk]]) 19:35, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Hey there grumphrey, we ran a tool by a community member that updated recipes to 0.15 automatically, and it&#039;s possible that it may have left some raw recipes unchanged. The tool isn&#039;t recurring, so go ahead and change the values manually to the fixed ones. --[[User:Gangsir|Gangsir]] ([[User talk:Gangsir|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:18, 15 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: The errors in the files I was using have been found and fixed, so I updated all the infoboxes to the correct values. I should be able to update the technology infoboxes tomorrow. -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 19:57, 16 May 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Research icons ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m gradually adding the new ranks of research bonuses (e.g. [[Mining productivity (research)]] but have hit a snag with the icons.  once we hit double figures, the text overlay on the icons wraps i.e.&lt;br /&gt;
{{icontech|Mining_productivity_(research)|12-15|Mining productivity}}&lt;br /&gt;
&lt;br /&gt;
would be good if it used a smaller font - I&#039;m guessing after a bit of digging around that means defining a smaller version of .factorio-icon-text (ideally dynamically selected depending on how much text to overlay).   Also not sure how best to do the infinity symbol - it is as simple as using the ASCII ∞ symbol or will that get screwy in the code? [[User:Paulbrock|Paulbrock]] ([[User talk:Paulbrock|talk]]) 09:41, 24 May 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Paulbrock&amp;diff=138186</id>
		<title>User:Paulbrock</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Paulbrock&amp;diff=138186"/>
		<updated>2017-05-24T09:31:59Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: how to get smaller text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;newbie player. launched exactly 1 rocket as of 12th May 2017 but loving Factorio!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==test==&lt;br /&gt;
how to do template that allows e.g. 12-15 as tech levels?&lt;br /&gt;
&amp;lt;div class=&amp;quot;factorio-icon&amp;quot; style=&amp;quot;background-color:#{{{color|929292}}};&amp;quot;&amp;gt;[[File:Mining_productivity_(research).png{{!}}32px{{!}}]]  &amp;lt;div class=&amp;quot;factorio-icon-text&amp;quot;&amp;gt;12-15&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Mining_productivity_(research)&amp;diff=138182</id>
		<title>Mining productivity (research)</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Mining_productivity_(research)&amp;diff=138182"/>
		<updated>2017-05-23T23:48:22Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{:Mining productivity (research)/infobox}}&lt;br /&gt;
&lt;br /&gt;
Mining productivity is a research that will increase the mining productivity by 2% per research. Unlike productivity from [[Productivity module]]s, there are no downsides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology !! Cost !! Effects !! Cumulative &amp;lt;br/&amp;gt;effect&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Mining_productivity_(research)|1-3|Mining productivity}}Mining productivity&amp;amp;nbsp;1-3 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}}{{icon|science-pack-2|1|Science pack 2}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;300&amp;lt;/big&amp;gt; || 2% || 6%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Mining_productivity_(research)|4-7|Mining productivityd}} Mining productivity&amp;amp;nbsp;4-7 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;700&amp;lt;/big&amp;gt; || 2% || 14%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Mining_productivity_(research)|8-11|Mining productivity}} Mining productivity&amp;amp;nbsp;8-11 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|alien-science-pack|1|Production science pack}} &amp;lt;big&amp;gt;X&amp;amp;nbsp;900&amp;lt;/big&amp;gt; || 2% || 22%&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Mining_productivity_(research)|12-15|Mining productivity}} Mining productivity&amp;amp;nbsp;12-15 || {{icon|Time icon|60|time}} {{icon|science-pack-1|1|Science pack 1}} {{icon|science-pack-2|1|Science pack 2}} {{icon|science-pack-3|1|Science pack 3}} {{icon|alien-science-pack|1|Production science pack}} {{icon|High_tech_science_pack|1|High tech science pack}}  &amp;lt;big&amp;gt;X&amp;amp;nbsp;1200&amp;lt;/big&amp;gt; || 2% || 30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{TechNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Arithmetic_combinator&amp;diff=138178</id>
		<title>Arithmetic combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Arithmetic_combinator&amp;diff=138178"/>
		<updated>2017-05-23T21:42:16Z</updated>

		<summary type="html">&lt;p&gt;Paulbrock: /* Function */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Arithmetic combinator/infobox}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The arithmetic combinator is part of the circuit network and one of three types of combinators available in the game. It is used to perform simple mathematical operations on signals, capable of addition, subtraction, multiplication, or division. The arithmetic combinator accepts two input connections (red and green wires), and sends its output to both output connections. The input wires connect to the nubs on the left side of the above sprite, while the output is on the opposite side.&lt;br /&gt;
&lt;br /&gt;
==Function==&lt;br /&gt;
The internal logic process has three steps:&lt;br /&gt;
&lt;br /&gt;
1) All input signals on the red and green wires are summed within the combinator.&lt;br /&gt;
&lt;br /&gt;
2) The specified operation (+, -, *, or /) is performed on the selected signal(s).&lt;br /&gt;
&lt;br /&gt;
3) The result of this operation is output as the selected output signal.&lt;br /&gt;
&lt;br /&gt;
The arithmetic combinator can handle [[Automatic control/Virtual signals#Each|special signals]]. Notice that when using division as operation the result is truncated.&lt;br /&gt;
&lt;br /&gt;
Modulo: marked somewhat confusingly as %, is the remainder after division. For example 10 modulo 3 is 1 (3*3=9, remainder 1). This can be used for example to separate out thousands, hundreds, tens and ones for use in building visual indicators.  e.g. &lt;br /&gt;
&lt;br /&gt;
24321 modulo 10000  = 4321&lt;br /&gt;
&lt;br /&gt;
24321 modulo 1000 = 321&lt;br /&gt;
&lt;br /&gt;
24321 modulo 100 = 21&lt;br /&gt;
&lt;br /&gt;
24321 modulo 10 = 1&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected wires are highlighted when hovering over a combinator connected to the [[circuit network]].&lt;br /&gt;
* Combinators show input and output in alt mode.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* Decider combinator &amp;quot;input count&amp;quot; option makes the combinator copy the count of the specified output signal from the input signals, instead of copying the count from the condition.&lt;br /&gt;
* New combinator graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Combinators now emit light.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Combinators no longer turn off when no wires are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Decider Combinator]]&lt;br /&gt;
*[[Constant Combinator]]&lt;br /&gt;
*[[Combinator Tutorial]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
*[[Circuit-network_Cookbook|Circuit Network Cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;/div&gt;</summary>
		<author><name>Paulbrock</name></author>
	</entry>
</feed>