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	<updated>2026-08-21T13:05:15Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Artillery_wagon&amp;diff=182556</id>
		<title>Artillery wagon</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Artillery_wagon&amp;diff=182556"/>
		<updated>2020-09-20T04:18:14Z</updated>

		<summary type="html">&lt;p&gt;PeterNLewis: /* Mechanics */ added comment to make ti clear range of Artillery wagons is not longer than range of Artillery turrets (previously implied by the unedited sentence).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Artillery wagon}}&lt;br /&gt;
The &#039;&#039;&#039;artillery wagon&#039;&#039;&#039; is an end-game wagon added in game version 0.16 mounting a [https://en.wikipedia.org/wiki/Railway_gun rail cannon] that can be added to a train. It fires [[artillery shell]]s, relatively slow-moving projectiles that explore chunks of terrain they travel across. The wagon gun has both automatic and manual (even longer-ranged) firing modes. Projectiles have sufficient damage to destroy spawners and any type of worm with a single hit, and have a modest area of effect. Infinitely-stacking research upgrades are available for range and firing speed, but not damage.&lt;br /&gt;
&lt;br /&gt;
The [[artillery turret]] is essentially the same weapon, but deployed as a static structure like other turrets.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Artillery wagons, like Artillery turrets, have a massive range, outranging non-Artillery fixed fortifications by a factor of 10 or more. In automatic mode, when the train is stopped, the artillery wagon will automatically scan for [[Military units and structures|enemy structures]] (spawners and worms) and shoot at them. Automatic mode cannot target mobile units (biters and spitters); shells do, however, damage mobile units in the vicinity of impact normally.&lt;br /&gt;
&lt;br /&gt;
In manual mode, a [[Artillery targeting remote|special item]] is used to point-and-click anywhere in the world, map, or zoomed-in map; each click corresponds to one shell delivered to that location, so long as any working artillery turrets and / or wagons are in range. Targeting remotes show the number of fire-ready (loaded and, for wagons, stationary) artillery pieces in range of cursor position when held. Manual fire can be ordered on unexplored areas; shells will explore all chunks they travel across (but no surrounding chunks).&lt;br /&gt;
&lt;br /&gt;
Range in automatic mode is 224 tiles (7 chunks); in manual mode, 560 tiles (17.5 chunks). Infinite [[Artillery shell range (research)|research]] is available to increase range, at +30% of base range per level, applied to both automatic and manual range.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aside from the considerable expense of research and assembly for both wagons and shells, there are certain considerations that make these wagons unwise as a full replacement for traditional base defenses, despite their phenomenal range and the advantage of mobility.&lt;br /&gt;
&lt;br /&gt;
Artillery shelling will antagonize enemy mobile units in the vicinity of the impact into rushing the wagon&#039;s location at time of firing, regardless of their normal &amp;quot;aggro radius&amp;quot;. Artillery wagons are relatively slow-firing, although infinite [[Artillery shell shooting speed (research)|research]] is available to improve firing speed, at +100% per level, affecting both wagons and stationary turrets and applying to both automatic and manual mode. They also cannot target mobile units in automatic mode. Importantly, artillery has a &#039;&#039;minimum&#039;&#039; range as well, which is 32 tiles.&lt;br /&gt;
&lt;br /&gt;
Together, these limitations mean that an artillery wagon needs to be defended, or else moved around rapidly, in the latter case decreasing its value as base defense. For defense, any conventional approach such as walls, gun, laser, and / or flamethrower turrets, or the personal intervention of the player will do. However, players should keep in mind that extensive shelling of large biter-infested areas will produce massive attack waves centered on the position of the artillery piece at time of firing, and should plan close-range defenses accordingly.&lt;br /&gt;
&lt;br /&gt;
Logistic considerations are also important, as artillery shells have a stack size of 1, meaning any-size container can only hold a modest supply and an inserter will only ever move a single shell at a time. Players may wish to consider assembling near artillery wagon stops if practical. The wagon itself can hold a supply of 100 shells (while artillery turrets only hold 15), providing a portable magazine of some size that can be towed around with the weapon without external storage.&lt;br /&gt;
&lt;br /&gt;
== Train properties ==&lt;br /&gt;
The artillery wagon can fire while stopped at a train stop, but &#039;&#039;&#039;not&#039;&#039;&#039; when stopped at a red signal or when moving. A train in automatic mode that is &amp;quot;No-Path&amp;quot;ing will not fire. When a train with an artillery wagon is stopped at a train stop, aiming and shooting counts as activity for the purposes of &amp;quot;X seconds of inactivity&amp;quot; departure conditions in the train&#039;s schedule. This includes the time that the wagon spends scanning the area around it to find enemies, which is done at 1 chunk per tick. Only when it has scanned all chunks and did not find an enemy it will count as inactive.&lt;br /&gt;
&lt;br /&gt;
When part of a manual-mode (player-driven) train, artillery wagons will fire whenever the train is stopped, regardless of where it was stopped.&lt;br /&gt;
&lt;br /&gt;
Artillery wagons weigh as much as 4 [[Cargo wagon|regular wagons]] (or 2 [[locomotive]]s) for the purposes of train acceleration calculations. Fortunately, [[nuclear fuel]] provides a massive 250% boost to acceleration (compared to 180% for rocket fuel, the next best type), making it an attractive fuel for artillery trains.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
In addition to firing them, artillery wagons can be used to transport shells from place to place. Inserters will both load and unload artillery wagons in the same manner as they would any other wagon, with the obvious difference that artillery wagons can only take artillery shells as cargo. However, each artillery wagon can hold 100 shells, while a regular cargo wagon only holds 40.&lt;br /&gt;
&lt;br /&gt;
Thus, artillery wagons are the most space-efficient method of transporting artillery shells by rail. They are not, however, the most mass-efficient one, as an artillery wagon weighs 4 times as much as a regular wagon, but holds only 2.5 times as many shells. Thus, if train length is not a concern but acceleration and / or fuel efficiency is, regular wagons are superior for transporting shells.&lt;br /&gt;
&lt;br /&gt;
Furthermore, players need to keep in mind that an artillery wagon&#039;s auto-fire behavior cannot be turned off in any way, and wagons will auto-fire whenever the usual conditions (see above) are met. In cleared, defended areas, however, they can reliably function as shell transport wagons.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Railway_gun Large rail-transported cannon] were built in the late 19th and early 20th century, up until and including World War II. The larger models were heavy and very slow firing and took many hours to set up, but had a greater range and power per shot than any other weapon in existence at the time (considerably greater than battleship-size naval guns, for example). The advent of rocketry, as well as large bomber planes capable of deploying multi-ton bombs, eventually made these guns obsolete.&lt;br /&gt;
** Perhaps the best-known examples were the [https://en.wikipedia.org/wiki/Big_Bertha_(howitzer) &#039;&#039;Dicke Bertha&#039;&#039;] (Big Bertha, literally &amp;quot;Fat Bertha&amp;quot;) and the [https://en.wikipedia.org/wiki/Schwerer_Gustav &#039;&#039;Schwerer Gustav&#039;&#039;] (Heavy Gustav), the largest gun ever fired.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-220 Friday Facts #220 - The best Friday Facts ever]&lt;br /&gt;
* [[Artillery turret]]&lt;br /&gt;
* [[Artillery shell]]&lt;br /&gt;
* [[Artillery targeting remote]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>PeterNLewis</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=177564</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=177564"/>
		<updated>2020-02-18T03:48:46Z</updated>

		<summary type="html">&lt;p&gt;PeterNLewis: /* Constant combinator signs */&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]]&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;
===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;
{{clear}}&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 [[Pump]] has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 20000&#039;&#039;&#039; (nb image is out of date).&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; 20000&#039;&#039;&#039; (nb image is out of date).&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: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;
{{clear}}&lt;br /&gt;
Note that to see these letters, Alt-mode must be on and the Interface setting “Show combinator settings in “Alt-Mode”” must also be enabled.&lt;br /&gt;
&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;
== 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 for the first item by inventory order. &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;
== 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 [https://forums.factorio.com/viewtopic.php?p=160896#p160896 goes on to explain] why this single decider version is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.&lt;br /&gt;
==== Backup steam example ====&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on). &lt;br /&gt;
[[File:SR-01-Layout.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
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{{clear}}&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png|21px]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png|21px]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png|21px]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
==== RS Latch configuration ====&lt;br /&gt;
&#039;&#039;&#039;The central decider and green feedback wire is the actual RS Latch.&#039;&#039;&#039;&lt;br /&gt;
It latches the Set signal [[File:Signal-S.png|21px]] until the Reset signal [[File:Signal-R.png|21px]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png|21px]] &amp;amp; [[File:Signal-R.png|21px]] must be 0 or 1) - this is why the previous two deciders are required.&amp;lt;br /&amp;gt;&lt;br /&gt;
When both inputs are true, the reset signal takes priority and the latch resets. This means it is an RS latch instead of an SR latch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-05-PowerSwitch.png|left]]The Power switch isolates the generator from the rest of the factory until [[File:Signal-S.png|21px]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 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;
* To make it work, &#039;&#039;&#039;3&#039;&#039;&#039; pieces of raw wood must be placed on the inside lane of the belt.&lt;br /&gt;
* It will have higher latency than the combinator version, but in most situations you will not notice the difference. &lt;br /&gt;
{{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;
{{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>PeterNLewis</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Express_splitter&amp;diff=164178</id>
		<title>Express splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Express_splitter&amp;diff=164178"/>
		<updated>2018-09-03T12:34:55Z</updated>

		<summary type="html">&lt;p&gt;PeterNLewis: Added info link to Belt_transport_system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Express splitter}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Express Splitters&#039;&#039;&#039; are the fastest type of [[splitters]]. They are three times as fast as [[splitter|normal Splitters]] and 50% faster than [[Fast splitter]]s. The items are placed in 1:1 relation on the outgoing belts. Splitters have a filtering facility and input and output priorities as described in the [[Belt_transport_system#Splitters|Belt Transport System]].&lt;br /&gt;
&lt;br /&gt;
=== Other express belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Express transport belt}} || {{Imagelink|Express underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Splitters]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Splitter}} || {{Imagelink|Fast splitter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Express splitter gui.png|thumb|none|More information about priorities and filters can be found on [[Belt transport system#Splitters]]. ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.17|&lt;br /&gt;
* Added filter to splitter.&lt;br /&gt;
* Added input and output priority to splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.16|&lt;br /&gt;
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express splitters are now made from their lesser variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>PeterNLewis</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Fast_splitter&amp;diff=164177</id>
		<title>Fast splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Fast_splitter&amp;diff=164177"/>
		<updated>2018-09-03T12:34:32Z</updated>

		<summary type="html">&lt;p&gt;PeterNLewis: Added info link to Belt_transport_system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Fast splitter}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Splitters&#039;&#039;&#039; are [[splitters]] which are twice as fast as [[splitter|normal Splitters]], but only 67% as fast as [[Express splitter]]s. The items are placed in 1:1 relation on the outgoing belts. Splitters have a filtering facility and input and output priorities as described in the [[Belt_transport_system#Splitters|Belt Transport System]].&lt;br /&gt;
&lt;br /&gt;
=== Other fast belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Fast transport belt}} || {{Imagelink|Fast underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Splitters]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Splitter}} || {{Imagelink|Express splitter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fast splitter gui.png|thumb|none|More information about priorities and filters can be found on [[Belt transport system#Splitters]]. ]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.17|&lt;br /&gt;
* Added filter to splitter.&lt;br /&gt;
* Added input and output priority to splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.16|&lt;br /&gt;
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express splitters are now made from their lesser variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Introduced&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>PeterNLewis</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Splitter&amp;diff=164176</id>
		<title>Splitter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Splitter&amp;diff=164176"/>
		<updated>2018-09-03T12:33:57Z</updated>

		<summary type="html">&lt;p&gt;PeterNLewis: Added info link to Belt_transport_system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Splitter}}&lt;br /&gt;
The &#039;&#039;&#039;Splitter&#039;&#039;&#039; is used to divide a single belt, combine two belts into one, or equally balance two belts together. The items are placed in 1:1 relation on the outgoing belts. Splitters have a filtering facility and input and output priorities as described in the [[Belt_transport_system#Splitters|Belt Transport System]].&lt;br /&gt;
&lt;br /&gt;
=== Other basic belts ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Transport belt}} || {{Imagelink|Underground belt}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other [[Splitters]] ===&lt;br /&gt;
{|&lt;br /&gt;
| {{Imagelink|Fast splitter}} || {{Imagelink|Express splitter}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Splitter gui.png|thumb|none|More information about priorities and filters can be found on [[Belt transport system#Splitters]]. ]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.17|&lt;br /&gt;
* Added filter to splitter.&lt;br /&gt;
* Added input and output priority to splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.16|&lt;br /&gt;
* Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Renamed &amp;quot;basic splitter&amp;quot; to &amp;quot;splitter&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Fast/express splitters are now made from their lesser variants.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Added fast and express splitters&lt;br /&gt;
* New graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Draw ending/starting pieces of underground belt and splitter.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* Splitter now has a maximum memory of 5 items when forced to send items on one side because the other one is blocked.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.9|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Belt transport system]]&lt;br /&gt;
** [[Transport belts]]&lt;br /&gt;
** [[Underground belts]]&lt;br /&gt;
** [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Belt transport system}}&lt;/div&gt;</summary>
		<author><name>PeterNLewis</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Factorio:Style_guide&amp;diff=162891</id>
		<title>Factorio:Style guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Factorio:Style_guide&amp;diff=162891"/>
		<updated>2018-07-29T01:46:22Z</updated>

		<summary type="html">&lt;p&gt;PeterNLewis: fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the official Factorio style guide. Please follow this guide and the [[Factorio:Wiki rules|rules]] when creating or editing pages and files on this wiki. Unlike the rules, failure to follow this guide will not be punished, however it is still highly encouraged to follow it.&lt;br /&gt;
&lt;br /&gt;
== Page creation and upcoming/outdated content ==&lt;br /&gt;
&lt;br /&gt;
* Avoid creating unnecessary pages or subpages. If the info you are trying to add is related to an entity in-game, please place the info on that entity&#039;s page.&lt;br /&gt;
* See the [[Factorio:Editor noticeboard|Editor noticeboard]] for guidelines on whether the wiki is currently targeting the stable or experimental version of the game.&lt;br /&gt;
* [[Upcoming features]] should be referenced with a link to a comment or image posted by a member of Factorio&#039;s development staff. Please consider that the [[News|Factorio Friday Facts]] usually show plans and not confirmed changes, so information should not be treated as such.&lt;br /&gt;
* Pages about removed content should be marked with the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{archive}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template and not be edited any further, except to remove redlinks or outdated categories.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
* Edit in an “encyclopedia” style, avoiding use of the first person or any personal bias. Avoid words like I, me, you, etc. The tutorial namespace is exempt from this guideline.&lt;br /&gt;
* Correct all typos found, even if changing the sentence layout is necessary. Comprehension is important.&lt;br /&gt;
* Use the &amp;quot;Show preview&amp;quot; button to view your changes before saving them, to allow yourself to catch incorrect links and typos, and improper formatting. While creating multiple edits to the same page is allowed, it creates clutter on the recent changes screen and in the page history.&lt;br /&gt;
* The default language is American English, however English pages may also use European English. All pages must have an English version, and should be translated English -&amp;gt; Other. Use of country-specific slang must be avoided.&lt;br /&gt;
* Only translate pages if you fluently speak the language you are translating to.&lt;br /&gt;
* Items, entities, and other in-game objects should be named and translated according to the official in-game translations.&lt;br /&gt;
* To automatically translate page names, infoboxes and similar templates, use [[Template:Translation]].&lt;br /&gt;
** See also: &#039;&#039;[[Factorio:Translation guide|Translation guide]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Page layout and formatting ==&lt;br /&gt;
&lt;br /&gt;
* Typically, a page will start with a short intro, then the content of the page, a history section, and a &amp;quot;see also&amp;quot; section. Please follow this when creating content pages. Categories should be used sparingly.&lt;br /&gt;
* Please use sane formatting, and do not Capitalize Words Like This, or L I K E T H I S.&lt;br /&gt;
* Do not overuse &#039;&#039;&#039;bold&#039;&#039;&#039;, &#039;&#039;italics&#039;&#039;, or &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;colorful text.&amp;lt;/span&amp;gt; This detracts from the effect of said text when it is actually necessary.&lt;br /&gt;
* Usually &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[iron gear wheel]]s&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; is preferred over the piped version which would be &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[iron gear wheel|iron gear wheels]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Do not create circular links, I.e. do not link a page to itself. This also means that a page should not link to a redirect that links to the page itself.&lt;br /&gt;
* If making a comment to other editors is necessary, place the comment in comment delimiters, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;!-- Comment --&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; so it cannot be seen by users. This can be necessary to explain the page&#039;s specific formatting, such as seen on [[News]].&lt;br /&gt;
* The first instance of the page title should be &#039;&#039;&#039;bold&#039;&#039;&#039;. This should usually be in the first sentence of the article. No other instance of the page title should be bold.  To make a word or phrase bold, place three apostrophes (&#039;) on each side.&lt;br /&gt;
* The first instance of an item name on a page can be linked, via double brackets (eg. &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[copper plate]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;). Further mentions of the same item should generally &#039;&#039;not&#039;&#039; be linked, though multiple identical links can exist if they occur far from each other and would be helpful to readers. &lt;br /&gt;
&lt;br /&gt;
=== Capitalization ===&lt;br /&gt;
&lt;br /&gt;
* Only the first letter and proper nouns such as &amp;quot;Nauvis&amp;quot; should be capitalized in section headings or page names.&lt;br /&gt;
* The in-game items, entity, and other in-game object names are common nouns and should not be capitalized unless they start a new sentence. &lt;br /&gt;
* Likewise, when linking to another page within a flowing text, use normal capitalization for the link, so &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[iron plate]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; and not &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Steam engine]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== The history section ===&lt;br /&gt;
&lt;br /&gt;
* This wiki uses a history section on all content pages to track when entities/items are changed in the game. To do this, the wiki uses the [[Template:History|history]] template, which provided automatic formatting and version linking.&lt;br /&gt;
* Bugs and bug fixes must not be placed in the update history section of a page. Any kind of bug should be reported on the forums and has no place on the wiki unless it is deemed &amp;quot;not a bug&amp;quot; by the developers. In that case the specific behavior should be documented on the page, but not in the history section. However, bug fixes are documented on [[Version history]] pages, since they are part of the official changelog which is reflected on those pages.&lt;br /&gt;
* While a history section is not required for information pages such as [[Railway]], all content pages concerning entities or mechanics of the game should have a history, taken from the changelog file provided with a standard Factorio install. The &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{history}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template will automatically link to the relevant page in [[Version history]].&lt;br /&gt;
* Trivia and general facts are allowed, as long as it does not contain personal opinion and is not conjecture. This facts should be placed in a specific &amp;quot;Trivia&amp;quot; section.&lt;br /&gt;
* The history section should not be included in translated pages. Likewise, the [[version history]] is not to be translated. See the [[Factorio:translation guide|translation guide]] for further information.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&lt;br /&gt;
* When possible, avoid putting important text in images, as it is not search-able, and makes finding that info harder. The text also can not be translated, so each language would need its own version of the image.&lt;br /&gt;
** If a translated version of an image is needed, please upload it under the same name as the original image, with your language suffix at the end, e.g. (Programmable_speaker_ui.png in German -&amp;gt; Programmable_speaker_ui-de.png)&lt;br /&gt;
* When uploading an image, please use a descriptive, unique name, and fill out the description box. Images given a non-descriptive name will be renamed.&lt;br /&gt;
* Item icons should be named after their English in-game name.&lt;br /&gt;
* When uploading an updated version of an image, use the &amp;quot;upload a new version of this image&amp;quot; link found on the old file&#039;s page. This ensures that all old instances are updated automatically.&lt;br /&gt;
* Please mark any duplicated files for deletion with the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{delete}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template.&lt;br /&gt;
* If uploading images that are not of Factorio, please ensure you hold rights to upload the image.&lt;br /&gt;
* Gifs of mechanics are allowed and encouraged.&lt;br /&gt;
* Please ensure that the image you are uploading is of good quality. Use the PNG filetype when possible.&lt;br /&gt;
* Video guides or tutorials should not be placed in the main wiki, however links to them are allowed in the &amp;quot;See also&amp;quot; section of pages.&lt;br /&gt;
* All in-game images/icons that were retrieved directly from the game files need to have [[Template:Game image]] on their file page. This is essential to indicate that you do not own the copyrights of the image.&lt;br /&gt;
&lt;br /&gt;
=== Taking screenshots of the game ===&lt;br /&gt;
&lt;br /&gt;
* Place [[Template:Screenshot]] in the file description when uploading it.&lt;br /&gt;
* Take pictures at day! Use night or dawn only if you need to explain something that only works at night (for example, the lights).&lt;br /&gt;
* Turn off clouds and smoke! The shadows distract from the actual content of the image.&lt;br /&gt;
* Turn on info ({{Keybinding|alt}}).&lt;br /&gt;
* Use [[Console#Enable_god_mode|god mode]]! You can move anywhere on the map and your character won&#039;t be in the picture.&lt;br /&gt;
* It is possible to take large screenshots using a [[Console#Large_Screenshots|console command]].  For example: /c game.take_screenshot{{x=1024, y=1024}, showgui=false, show_entity_info=true, zoom=2}  takes pixel perfect screenshots with the new high resolution graphics.&lt;br /&gt;
* You can [[Console#Change_game_speed|slow down the game]] to find the right moment for the picture.&lt;br /&gt;
* Go into the highest zoom level you possibly can without missing any vital information.&lt;br /&gt;
* A good in-game picture should be built so that only the relevant entities/items are shown. Anything in the photo other than what you are trying to show/explain is unnecessary clutter.&lt;br /&gt;
* Crop pictures to show only what you want to show.&lt;br /&gt;
* Try to make a picture without the character unless the character is the subject of the screenshot.&lt;br /&gt;
* Don&#039;t use .jpg / .jpeg as a fileformat as you will lose detail.&lt;br /&gt;
&lt;br /&gt;
== Templates ==&lt;br /&gt;
&lt;br /&gt;
* Templates are to be used for formatting/common text on many pages. Do not create templates for only a few pages, except for special circumstances.&lt;br /&gt;
* Templates should include &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{documentation}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; inside of noinclude tags, and should have a /doc sub-page to describe the use of the template.&lt;br /&gt;
* Avoid making many sequential edits to a commonly used template. This creates strain on Wube&#039;s servers to update across all the pages. Perform edits to those templates with a single edit only. If you need to edit a protected template, please contact an admin, as these templates are especially heavily used.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Factorio:Wiki_rules|The rules]]&lt;/div&gt;</summary>
		<author><name>PeterNLewis</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=162890</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=162890"/>
		<updated>2018-07-29T01:29:06Z</updated>

		<summary type="html">&lt;p&gt;PeterNLewis: fixed typo&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|left|218 × 412px]]&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|left|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;
{{clear}}&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 to 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 [https://forums.factorio.com/viewtopic.php?p=160896#p160896 goes on to explain] why this single decider version is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.&lt;br /&gt;
==== Backup steam example ====&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on).&lt;br /&gt;
[[File:SR-01-Layout.png|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>PeterNLewis</name></author>
	</entry>
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