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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SafwatHalaby</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=SafwatHalaby"/>
	<link rel="alternate" type="text/html" href="https://wiki.factorio.com/Special:Contributions/SafwatHalaby"/>
	<updated>2026-04-22T01:37:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cluster_grenade&amp;diff=159594</id>
		<title>Cluster grenade</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cluster_grenade&amp;diff=159594"/>
		<updated>2018-05-25T11:44:06Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: grammar fixes. a -&amp;gt; an&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Cluster grenade}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;cluster grenade&#039;&#039;&#039; is an advanced grenade which has a slightly better range than the basic grenade, and splits into 7 basic grenades when impacting its target. &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 tech introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Cluster_grenade&amp;diff=159577</id>
		<title>Cluster grenade</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Cluster_grenade&amp;diff=159577"/>
		<updated>2018-05-23T19:20:11Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: Grammar and style fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Cluster grenade}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;cluster grenade&#039;&#039;&#039; is a new grenade introduced in V0.13. It has a slightly better Range than the basic grenade, and splits into 7 basic grenades when impacting its target. &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 tech introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
* [[Damage|Damage &amp;amp; resistances]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:SafwatHalaby&amp;diff=159520</id>
		<title>User talk:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:SafwatHalaby&amp;diff=159520"/>
		<updated>2018-05-22T00:25:24Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: clear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:AnthonyQBachler&amp;diff=159519</id>
		<title>User talk:AnthonyQBachler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:AnthonyQBachler&amp;diff=159519"/>
		<updated>2018-05-22T00:24:26Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Power production - positive/negative feedback loops ==&lt;br /&gt;
&lt;br /&gt;
Hey, I wanted to remind you of rule 1 concerning editing which states that you should not edit war. Concerning the topic: The feedback loop when steam engines run out of coal is positive, since it reinforces itself, instead of correcting itself. Another way to describe it would be that the gap in demand and production widens (you produce less and less) instead of narrowing (you recover). This is positive feedback by the first definition [https://en.wikipedia.org/wiki/Feedback#Terminology here]. I don&#039;t think we should consider the second definition on a wiki since it refers to emotional connotation. You can also find an explanation directly for factorio [https://www.reddit.com/r/factorio/comments/4eqapf/experiencing_and_recovering_from_a_negative/d22nsvp/ here]. I hope you now understand why I reverted your first edit, and hope that we can come to an agreement on whether the feedback loop is positive or negative. -- [[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; 11:56, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I discuss the edits on the pages talk page, btu my intention is not an edit war, rather that the page be technically correct.  That is why I linked it to the more general wikipedia article on feedback, rather than positive or negative, since the feedback referenced is a special case which can be considered both negative because the system acts to reduce output rather than increase it, and positive with less than unity gain (gain &amp;lt; 1.0).  As stated I explained the situation in more detail on the articles talk page.  [[User:AnthonyQBachler|AnthonyQBachler]] ([[User talk:AnthonyQBachler|talk]]) 12:06, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Since you removed the wrong information from the page, I will let this topic go. But I recommend you to also read the first few paragraphs of [[Wikipedia:Negative feedback]]. These should further explain why the feedback loops we see in power production during brownouts/blackouts are not negative. -- [[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; 12:21, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If lack of power leads to even greater lack of power, that&#039;s a positive feedback loop. If lack of power lead to a self-correcting process which re-stablizes the power, that&#039;s a negative loop. In factorio, a lack of power makes drillers, inserters, etc, work slower, not faster, leading to less fuel, leading to even more lack of power. That&#039;s a positive loop. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 20:32, 19 May 2018 (UTC)&lt;br /&gt;
:::Again, only in limited circumstances where you are artificially limiting the system to the power production cycle.  in  a real system e.g. where increased power may cause circuit network controlled power switches to activate large parts of the factory, increasing power production can in fact lead to reduced power availability, leading to reduced fuel production and reduced power.  In addition, if the factory manufactures and autoinserts  logistic robots then increased power leads to more robots which leads to less power.  Both of these very common, very realistic scenarios make it a negative feedback loop.  That is why I linked the article on general feedback, so the reader cna get context on the fact that real systems are rarely so easily pigeon holed into being &#039;positive&#039; or &#039;negative&#039; feedback loops. [[User:AnthonyQBachler|AnthonyQBachler]] ([[User talk:AnthonyQBachler|talk]]) 21:26, 20 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hmmm. I agree that the Factorio system is complicated and cannot be easily labeled a positive or negative loop. But I don&#039;t think we should be analyzing the whole system and all scenarios.  We&#039;re analyzing a low-power/brown-out scenario. That is, we start with the fact that a system has more power demand than supply, and the in-game &amp;quot;satisfaction&amp;quot; bar is low. Given that initial state, does the system always eventually collapse into a total blackout by default? (Assuming the user has not intentionally created constructs that counter the brownout, such as a circuit-activated coal cache or a circuit which activates additional power plants). If the answer to that is yes, then by default, a brownout scenario causes a positive feedback loop by definition, ending up in total blackout. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 00:22, 22 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:AnthonyQBachler&amp;diff=159518</id>
		<title>User talk:AnthonyQBachler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:AnthonyQBachler&amp;diff=159518"/>
		<updated>2018-05-22T00:23:38Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Power production - positive/negative feedback loops ==&lt;br /&gt;
&lt;br /&gt;
Hey, I wanted to remind you of rule 1 concerning editing which states that you should not edit war. Concerning the topic: The feedback loop when steam engines run out of coal is positive, since it reinforces itself, instead of correcting itself. Another way to describe it would be that the gap in demand and production widens (you produce less and less) instead of narrowing (you recover). This is positive feedback by the first definition [https://en.wikipedia.org/wiki/Feedback#Terminology here]. I don&#039;t think we should consider the second definition on a wiki since it refers to emotional connotation. You can also find an explanation directly for factorio [https://www.reddit.com/r/factorio/comments/4eqapf/experiencing_and_recovering_from_a_negative/d22nsvp/ here]. I hope you now understand why I reverted your first edit, and hope that we can come to an agreement on whether the feedback loop is positive or negative. -- [[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; 11:56, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I discuss the edits on the pages talk page, btu my intention is not an edit war, rather that the page be technically correct.  That is why I linked it to the more general wikipedia article on feedback, rather than positive or negative, since the feedback referenced is a special case which can be considered both negative because the system acts to reduce output rather than increase it, and positive with less than unity gain (gain &amp;lt; 1.0).  As stated I explained the situation in more detail on the articles talk page.  [[User:AnthonyQBachler|AnthonyQBachler]] ([[User talk:AnthonyQBachler|talk]]) 12:06, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Since you removed the wrong information from the page, I will let this topic go. But I recommend you to also read the first few paragraphs of [[Wikipedia:Negative feedback]]. These should further explain why the feedback loops we see in power production during brownouts/blackouts are not negative. -- [[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; 12:21, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If lack of power leads to even greater lack of power, that&#039;s a positive feedback loop. If lack of power lead to a self-correcting process which re-stablizes the power, that&#039;s a negative loop. In factorio, a lack of power makes drillers, inserters, etc, work slower, not faster, leading to less fuel, leading to even more lack of power. That&#039;s a positive loop. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 20:32, 19 May 2018 (UTC)&lt;br /&gt;
:::Again, only in limited circumstances where you are artificially limiting the system to the power production cycle.  in  a real system e.g. where increased power may cause circuit network controlled power switches to activate large parts of the factory, increasing power production can in fact lead to reduced power availability, leading to reduced fuel production and reduced power.  In addition, if the factory manufactures and autoinserts  logistic robots then increased power leads to more robots which leads to less power.  Both of these very common, very realistic scenarios make it a negative feedback loop.  That is why I linked the article on general feedback, so the reader cna get context on the fact that real systems are rarely so easily pigeon holed into being &#039;positive&#039; or &#039;negative&#039; feedback loops. [[User:AnthonyQBachler|AnthonyQBachler]] ([[User talk:AnthonyQBachler|talk]]) 21:26, 20 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hmmm. I agree that the Factorio system is complicated and cannot be easily labeled a positive or negative loop. But I don&#039;t think we should be analyzing the whole system and all scenarios.  We&#039;re analyzing a low-power/brown-out scenario. That is, we start with the fact that a system has more power demand than supply, and the in-game &amp;quot;satisfaction&amp;quot; bar is low. Given that initial state, does the system always eventually collapse into a total blackout by default? (Assuming the user has not intentionally created constructs that counter the brownout, such as a coal cache or a circuit which activates additional power plants). If the answer to that is yes, then by default, a brownout scenario causes a positive feedback loop by definition, ending up in total blackout. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 00:22, 22 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:AnthonyQBachler&amp;diff=159517</id>
		<title>User talk:AnthonyQBachler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:AnthonyQBachler&amp;diff=159517"/>
		<updated>2018-05-22T00:22:57Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Power production - positive/negative feedback loops ==&lt;br /&gt;
&lt;br /&gt;
Hey, I wanted to remind you of rule 1 concerning editing which states that you should not edit war. Concerning the topic: The feedback loop when steam engines run out of coal is positive, since it reinforces itself, instead of correcting itself. Another way to describe it would be that the gap in demand and production widens (you produce less and less) instead of narrowing (you recover). This is positive feedback by the first definition [https://en.wikipedia.org/wiki/Feedback#Terminology here]. I don&#039;t think we should consider the second definition on a wiki since it refers to emotional connotation. You can also find an explanation directly for factorio [https://www.reddit.com/r/factorio/comments/4eqapf/experiencing_and_recovering_from_a_negative/d22nsvp/ here]. I hope you now understand why I reverted your first edit, and hope that we can come to an agreement on whether the feedback loop is positive or negative. -- [[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; 11:56, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I discuss the edits on the pages talk page, btu my intention is not an edit war, rather that the page be technically correct.  That is why I linked it to the more general wikipedia article on feedback, rather than positive or negative, since the feedback referenced is a special case which can be considered both negative because the system acts to reduce output rather than increase it, and positive with less than unity gain (gain &amp;lt; 1.0).  As stated I explained the situation in more detail on the articles talk page.  [[User:AnthonyQBachler|AnthonyQBachler]] ([[User talk:AnthonyQBachler|talk]]) 12:06, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Since you removed the wrong information from the page, I will let this topic go. But I recommend you to also read the first few paragraphs of [[Wikipedia:Negative feedback]]. These should further explain why the feedback loops we see in power production during brownouts/blackouts are not negative. -- [[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; 12:21, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If lack of power leads to even greater lack of power, that&#039;s a positive feedback loop. If lack of power lead to a self-correcting process which re-stablizes the power, that&#039;s a negative loop. In factorio, a lack of power makes drillers, inserters, etc, work slower, not faster, leading to less fuel, leading to even more lack of power. That&#039;s a positive loop. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 20:32, 19 May 2018 (UTC)&lt;br /&gt;
:::Again, only in limited circumstances where you are artificially limiting the system to the power production cycle.  in  a real system e.g. where increased power may cause circuit network controlled power switches to activate large parts of the factory, increasing power production can in fact lead to reduced power availability, leading to reduced fuel production and reduced power.  In addition, if the factory manufactures and autoinserts  logistic robots then increased power leads to more robots which leads to less power.  Both of these very common, very realistic scenarios make it a negative feedback loop.  That is why I linked the article on general feedback, so the reader cna get context on the fact that real systems are rarely so easily pigeon holed into being &#039;positive&#039; or &#039;negative&#039; feedback loops. [[User:AnthonyQBachler|AnthonyQBachler]] ([[User talk:AnthonyQBachler|talk]]) 21:26, 20 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hmmm. I agree that the Factorio system is complicated and cannot be easily labeled a positive or negative loop. But I don&#039;t think we should be analyzing the whole system and all scenarios.  We&#039;re analyzing a low-power/brown-out scenario. That is, we start with the fact that a system has more power demand than supply, and the in-game &amp;quot;satisfaction&amp;quot; bar is low. Given that initial state, does the system always eventually collapse into a total blackout by default? (Assuming the user has not intentionally created constructs that counter the brownout, such as a coal cache or a circuit which activates additional power plants). If the answer to that is yes, then a brownout scenario causes a positive feedback loop by definition, ending up in total blackout. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 00:22, 22 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Gun_turret&amp;diff=159516</id>
		<title>Talk:Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Gun_turret&amp;diff=159516"/>
		<updated>2018-05-22T00:02:04Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Does an upgraded gun turret really deal 0.66 damage of a submachine gun without any research? ==&lt;br /&gt;
&lt;br /&gt;
The last time I used them, I remember I they were beasts early game, and that was probably before the upgrades. I might be mistaken, though. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 19:38, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The damage upgrades for bullets and turrets are infinite researches, so you can&#039;t really compare them in the end-game, same goes for the early game where there is no specific (but some) level of research. -- [[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; 19:44, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Note that I&#039;m asking about the Gun Turrets vs submachine gun comparison. The article says that submachine gun bullet damage upgrades also affect gun turrets, so the comparison between a submachine gun and a turret seems valid.&lt;br /&gt;
&lt;br /&gt;
::As for lasers, I think comparing them with gun turrets on the same research level is informative, given that infinite research is exponentially expensive. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 20:00, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I have edited the title to make my quesiton clearer. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 20:02, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The damage comparison with the 0.66 is about the non-upgraded gun/turret, so that has nothing to do with the bullet damage. The other damage calculation mentioned &amp;quot;fully researched&amp;quot; damage despite somehow being updated to 0.15 which introduced the infinite research. I removed it since you can&#039;t fully research infinite research.&lt;br /&gt;
&lt;br /&gt;
::::The same research level has very different bonus amounts and different costs. Additionally, that would not factor in the bullet damage. It simply doesn&#039;t make sense compare them if there is no common metric to start from. -- [[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; 21:07, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I agree that my edits were poor. However, I don&#039;t think the existence of infinite research invalidates all damage comparisons between lasers and gun turrets. A proper metric is needed. The point is, gun turrets do have certain use cases related to greater damage, even after lasers are unlocked. What if, say, prior to yellow science gun turrets can be made twice as strong? Readers should know that. With that said, I need to investigate guns vs lasers further before making good edits. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 00:02, 22 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Gun_turret&amp;diff=159515</id>
		<title>Talk:Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Gun_turret&amp;diff=159515"/>
		<updated>2018-05-22T00:01:53Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Does an upgraded gun turret really deal 0.66 damage of a submachine gun without any research? ==&lt;br /&gt;
&lt;br /&gt;
The last time I used them, I remember I they were beasts early game, and that was probably before the upgrades. I might be mistaken, though. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 19:38, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The damage upgrades for bullets and turrets are infinite researches, so you can&#039;t really compare them in the end-game, same goes for the early game where there is no specific (but some) level of research. -- [[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; 19:44, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Note that I&#039;m asking about the Gun Turrets vs submachine gun comparison. The article says that submachine gun bullet damage upgrades also affect gun turrets, so the comparison between a submachine gun and a turret seems valid.&lt;br /&gt;
&lt;br /&gt;
::As for lasers, I think comparing them with gun turrets on the same research level is informative, given that infinite research is exponentially expensive. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 20:00, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I have edited the title to make my quesiton clearer. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 20:02, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::The damage comparison with the 0.66 is about the non-upgraded gun/turret, so that has nothing to do with the bullet damage. The other damage calculation mentioned &amp;quot;fully researched&amp;quot; damage despite somehow being updated to 0.15 which introduced the infinite research. I removed it since you can&#039;t fully research infinite research.&lt;br /&gt;
&lt;br /&gt;
::::The same research level has very different bonus amounts and different costs. Additionally, that would not factor in the bullet damage. It simply doesn&#039;t make sense compare them if there is no common metric to start from. -- [[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; 21:07, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I agree that my edits were poor. However, I don&#039;t think the existence of infinite research invalidates all damage comparisons between lasers and gun turrets. A proper metric is needed. The point is, gun turrets do have certain use cases related to greater damage, even after lasers are unlocked. What if, say, prior to yellow science gun turrets can be made twice as strong? Readers should know that. With that said, I need to investigate guns vs lasers further before making good edits.&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:AnthonyQBachler&amp;diff=159439</id>
		<title>User talk:AnthonyQBachler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:AnthonyQBachler&amp;diff=159439"/>
		<updated>2018-05-19T20:32:43Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Power production - positive/negative feedback loops */ negative &amp;gt; positive!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Power production - positive/negative feedback loops ==&lt;br /&gt;
&lt;br /&gt;
Hey, I wanted to remind you of rule 1 concerning editing which states that you should not edit war. Concerning the topic: The feedback loop when steam engines run out of coal is positive, since it reinforces itself, instead of correcting itself. Another way to describe it would be that the gap in demand and production widens (you produce less and less) instead of narrowing (you recover). This is positive feedback by the first definition [https://en.wikipedia.org/wiki/Feedback#Terminology here]. I don&#039;t think we should consider the second definition on a wiki since it refers to emotional connotation. You can also find an explanation directly for factorio [https://www.reddit.com/r/factorio/comments/4eqapf/experiencing_and_recovering_from_a_negative/d22nsvp/ here]. I hope you now understand why I reverted your first edit, and hope that we can come to an agreement on whether the feedback loop is positive or negative. -- [[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; 11:56, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I discuss the edits on the pages talk page, btu my intention is not an edit war, rather that the page be technically correct.  That is why I linked it to the more general wikipedia article on feedback, rather than positive or negative, since the feedback referenced is a special case which can be considered both negative because the system acts to reduce output rather than increase it, and positive with less than unity gain (gain &amp;lt; 1.0).  As stated I explained the situation in more detail on the articles talk page.  [[User:AnthonyQBachler|AnthonyQBachler]] ([[User talk:AnthonyQBachler|talk]]) 12:06, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Since you removed the wrong information from the page, I will let this topic go. But I recommend you to also read the first few paragraphs of [[Wikipedia:Negative feedback]]. These should further explain why the feedback loops we see in power production during brownouts/blackouts are not negative. -- [[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; 12:21, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If lack of power leads to even greater lack of power, that&#039;s a positive feedback loop. If lack of power lead to a self-correcting process which re-stablizes the power, that&#039;s a negative loop. In factorio, a lack of power makes drillers, inserters, etc, work slower, not faster, leading to less fuel, leading to even more lack of power. That&#039;s a positive loop. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 20:32, 19 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:AnthonyQBachler&amp;diff=159438</id>
		<title>User talk:AnthonyQBachler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:AnthonyQBachler&amp;diff=159438"/>
		<updated>2018-05-19T20:32:08Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Power production - positive/negative feedback loops ==&lt;br /&gt;
&lt;br /&gt;
Hey, I wanted to remind you of rule 1 concerning editing which states that you should not edit war. Concerning the topic: The feedback loop when steam engines run out of coal is positive, since it reinforces itself, instead of correcting itself. Another way to describe it would be that the gap in demand and production widens (you produce less and less) instead of narrowing (you recover). This is positive feedback by the first definition [https://en.wikipedia.org/wiki/Feedback#Terminology here]. I don&#039;t think we should consider the second definition on a wiki since it refers to emotional connotation. You can also find an explanation directly for factorio [https://www.reddit.com/r/factorio/comments/4eqapf/experiencing_and_recovering_from_a_negative/d22nsvp/ here]. I hope you now understand why I reverted your first edit, and hope that we can come to an agreement on whether the feedback loop is positive or negative. -- [[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; 11:56, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I discuss the edits on the pages talk page, btu my intention is not an edit war, rather that the page be technically correct.  That is why I linked it to the more general wikipedia article on feedback, rather than positive or negative, since the feedback referenced is a special case which can be considered both negative because the system acts to reduce output rather than increase it, and positive with less than unity gain (gain &amp;lt; 1.0).  As stated I explained the situation in more detail on the articles talk page.  [[User:AnthonyQBachler|AnthonyQBachler]] ([[User talk:AnthonyQBachler|talk]]) 12:06, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Since you removed the wrong information from the page, I will let this topic go. But I recommend you to also read the first few paragraphs of [[Wikipedia:Negative feedback]]. These should further explain why the feedback loops we see in power production during brownouts/blackouts are not negative. -- [[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; 12:21, 17 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If lack of power leads to even greater lack of power, that&#039;s a positive feedback loop. If lack of power lead to a self-correcting process which re-stablizes the power, that&#039;s a negative loop. In factorio, a lack of power makes drillers, inserters, etc, work slower, not faster, leading to less fuel, leading to even more lack of power. That&#039;s a negative loop. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 20:32, 19 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=159434</id>
		<title>Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=159434"/>
		<updated>2018-05-19T20:04:47Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: Uppercase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Gun turret}}&lt;br /&gt;
&lt;br /&gt;
[[File:Gun_turret_firing.gif|thumb|right|The gun turret firing at a target.]]&lt;br /&gt;
[[File:Gun_turret_rotating.gif|thumb|right|A rotating turret.]]&lt;br /&gt;
&lt;br /&gt;
Gun turrets are defensive structures and are the first automatic defense to be unlocked. They use magazines for ammunition which can be refilled manually or by [[inserters]]. Unlike [[Laser turret|laser turrets]], they do not require power and can operate practically anywhere as long as they have sufficient ammunition. On the downside, this means that ammo must be periodically replenished.&lt;br /&gt;
&lt;br /&gt;
Without upgrades, the gun turret has a lower fire rate than the man-portable [[submachine gun]], doing 0.66 times as much damage per second.&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&lt;br /&gt;
The gun turret receives bonuses from technologies that improve bullets so it keeps pace with the submachine gun as those improve, and they also receive bonuses from their own damage upgrade. These two damage&lt;br /&gt;
effects stack multiplicatively: fully upgraded, bullets do 2.2 times as much damage as a standard bullet, and turrets do 2.2 times as much damage as a standard turret, so bullets from a turret do 2.2&amp;amp;times;2.2=4.84 times as much damage as without the upgrades, totaling 24.2 damage from [[Firearm magazine|regular]] and 38.72 damage from [[Piercing rounds magazine|piercing]] bullets. With [[Uranium rounds magazine|uranium]] bullets the damage gets as high as 116.16 per bullet, enough to kill a medium [[Enemies#Biters|Biter]] in one shot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
*All turrets now have a 2×2 footprint&lt;br /&gt;
*New graphics, color is now force-dependent&lt;br /&gt;
*Recipe is 2× more expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.4|&lt;br /&gt;
*Maximum of 10 [[Firearm magazine]]s can be put into the turret by inserters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
*Gun turret damage upgrades&lt;br /&gt;
*Faster movement speed of Gun turret&lt;br /&gt;
*Range extended from 15 to 17.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
*New graphics&lt;br /&gt;
*Bullet particles for turret}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
*Warning for ammo-less turret is shown.&lt;br /&gt;
*Contents of the turret&#039;s inventory visible in sidebar}}&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;
&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Gun_turret&amp;diff=159433</id>
		<title>Talk:Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Gun_turret&amp;diff=159433"/>
		<updated>2018-05-19T20:02:39Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Does an upgraded gun turret really deal 0.66 damage of a submachine gun without any research? ==&lt;br /&gt;
&lt;br /&gt;
The last time I used them, I remember I they were beasts early game, and that was probably before the upgrades. I might be mistaken, though. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 19:38, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The damage upgrades for bullets and turrets are infinite researches, so you can&#039;t really compare them in the end-game, same goes for the early game where there is no specific (but some) level of research. -- [[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; 19:44, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Note that I&#039;m asking about the Gun Turrets vs submachine gun comparison. The article says that submachine gun bullet damage upgrades also affect gun turrets, so the comparison between a submachine gun and a turret seems valid.&lt;br /&gt;
&lt;br /&gt;
::As for lasers, I think comparing them with gun turrets on the same research level is informative, given that infinite research is exponentially expensive. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 20:00, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I have edited the title to make my quesiton clearer. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 20:02, 19 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Gun_turret&amp;diff=159432</id>
		<title>Talk:Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Gun_turret&amp;diff=159432"/>
		<updated>2018-05-19T20:00:59Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Does an upgraded gun turret really deal less damage than a submachine gun? ==&lt;br /&gt;
&lt;br /&gt;
The last time I used them, I remember I they were beasts early game, and that was probably before the upgrades. I might be mistaken, though. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 19:38, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The damage upgrades for bullets and turrets are infinite researches, so you can&#039;t really compare them in the end-game, same goes for the early game where there is no specific (but some) level of research. -- [[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; 19:44, 19 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Note that I&#039;m asking about the Gun Turrets vs submachine gun comparison. The article says that submachine gun bullet damage upgrades also affect gun turrets, so the comparison between a submachine gun and a turret seems valid.&lt;br /&gt;
&lt;br /&gt;
::As for lasers, I think comparing them with gun turrets on the same research level is informative, given that infinite research is exponentially expensive. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 20:00, 19 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Gun_turret&amp;diff=159428</id>
		<title>Talk:Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Gun_turret&amp;diff=159428"/>
		<updated>2018-05-19T19:38:01Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Does an upgraded gun turret really deal less damage than a submachine gun? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Does an upgraded gun turret really deal less damage than a submachine gun? ==&lt;br /&gt;
&lt;br /&gt;
The last time I used them, I remember I they were beasts early game, and that was probably before the upgrades. I might be mistaken, though. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 19:38, 19 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=159427</id>
		<title>Laser turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=159427"/>
		<updated>2018-05-19T19:36:22Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: cost &amp;gt; spike&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Laser turret}}&lt;br /&gt;
&lt;br /&gt;
Laser turrets are an advanced defense building with a longer range, infinite ammo, good damage and use [[Electric system|electricity]] to operate (and a smaller amount of energy when idle). By dealing &#039;&#039;&#039;laser damage&#039;&#039;&#039; they don&#039;t face any resistances ([[enemies]] receive full damage) but have a lower rate of fire than gun turrets. Each shot costs a constant 800kJ of energy; as the shooting speed increases through upgrades, so too does the power required to keep firing. &lt;br /&gt;
&lt;br /&gt;
Since using laser turrets to ward off attacks can cause electricity usage spikes, using [[accumulator|accumulators]] (or [[Storage_tank#Usage_as_.22Energy-tank.22|steam storage]] and excess turbines) to offset the spikes is recommended to keep the rest of the network fully functional.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
*Laser turret projectiles move much faster}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
*All turrets now have a 2x2 footprint&lt;br /&gt;
*Made 4x as powerful and expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.3|&lt;br /&gt;
*Can now be researched in the [[Campaign|New hope Campaign level 4]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Change to recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
*Decreased resting energy consumption of laser turret to 1/3 of original value.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
*Added upgrade technologies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&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;
&lt;br /&gt;
[[File:laser turret rotating.gif|thumb|A gif of the laser turret rotating.]]&lt;br /&gt;
&lt;br /&gt;
* [[Gun turret]]&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=159426</id>
		<title>Laser turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=159426"/>
		<updated>2018-05-19T19:35:47Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: rephrased my last edit to make it clearer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Laser turret}}&lt;br /&gt;
&lt;br /&gt;
Laser turrets are an advanced defense building with a longer range, infinite ammo, good damage and use [[Electric system|electricity]] to operate (and a smaller amount of energy when idle). By dealing &#039;&#039;&#039;laser damage&#039;&#039;&#039; they don&#039;t face any resistances ([[enemies]] receive full damage) but have a lower rate of fire than gun turrets. Each shot costs a constant 800kJ of energy; as the shooting speed increases through upgrades, so too does the power required to keep firing. &lt;br /&gt;
&lt;br /&gt;
Since using laser turrets to ward off attacks can cause electricity usage spikes, using [[accumulator|accumulators]] (or [[Storage_tank#Usage_as_.22Energy-tank.22|steam storage]] and excess turbines) to offset the cost is recommended to keep the rest of the network fully functional.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
*Laser turret projectiles move much faster}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
*All turrets now have a 2x2 footprint&lt;br /&gt;
*Made 4x as powerful and expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.3|&lt;br /&gt;
*Can now be researched in the [[Campaign|New hope Campaign level 4]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Change to recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
*Decreased resting energy consumption of laser turret to 1/3 of original value.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
*Added upgrade technologies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&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;
&lt;br /&gt;
[[File:laser turret rotating.gif|thumb|A gif of the laser turret rotating.]]&lt;br /&gt;
&lt;br /&gt;
* [[Gun turret]]&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=159425</id>
		<title>Laser turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Laser_turret&amp;diff=159425"/>
		<updated>2018-05-19T19:35:13Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: Steam storage + a couple of excess turbines handles bursts very well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Laser turret}}&lt;br /&gt;
&lt;br /&gt;
Laser turrets are an advanced defense building with a longer range, infinite ammo, good damage and use [[Electric system|electricity]] to operate (and a smaller amount of energy when idle). By dealing &#039;&#039;&#039;laser damage&#039;&#039;&#039; they don&#039;t face any resistances ([[enemies]] receive full damage) but have a lower rate of fire than gun turrets. Each shot costs a constant 800kJ of energy; as the shooting speed increases through upgrades, so too does the power required to keep firing. &lt;br /&gt;
&lt;br /&gt;
Since using laser turrets to ward off attacks can cause electricity usage spikes, using [[accumulator]] or [[Storage_tank#Usage_as_.22Energy-tank.22|steam storage]] and excess turbines to offset the cost is recommended to keep the rest of the network fully functional.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|raining-bullets}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
*Laser turret projectiles move much faster}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
*All turrets now have a 2x2 footprint&lt;br /&gt;
*Made 4x as powerful and expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.3|&lt;br /&gt;
*Can now be researched in the [[Campaign|New hope Campaign level 4]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
*Change to recipe.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
*Decreased resting energy consumption of laser turret to 1/3 of original value.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
*Added upgrade technologies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&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;
&lt;br /&gt;
[[File:laser turret rotating.gif|thumb|A gif of the laser turret rotating.]]&lt;br /&gt;
&lt;br /&gt;
* [[Gun turret]]&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=159424</id>
		<title>Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=159424"/>
		<updated>2018-05-19T19:33:49Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Gun turret}}&lt;br /&gt;
&lt;br /&gt;
[[File:Gun_turret_firing.gif|thumb|right|The gun turret firing at a target.]]&lt;br /&gt;
[[File:Gun_turret_rotating.gif|thumb|right|A rotating turret.]]&lt;br /&gt;
&lt;br /&gt;
Gun turrets are defensive structures and are&lt;br /&gt;
the first automatic defense to be unlocked. They use magazines for&lt;br /&gt;
ammunition which can be refilled manually or by [[inserters]]. unlike [[Laser turret|laser turrets]], they do&lt;br /&gt;
not require power and can operate practically anywhere as long as they&lt;br /&gt;
have sufficient ammunition. On the downside, this means that ammo must be periodically replenished.&lt;br /&gt;
&lt;br /&gt;
Without upgrades, the gun turret has a lower fire rate than the man-portable [[submachine gun]], doing 0.66 times as much damage per second. However, the gun turret can deal significantly more damage than laser turrets or manual submachine guns after upgrades, especially using advanced ammunition such as a [[Uranium rounds magazine]].&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&lt;br /&gt;
The gun turret receives bonuses from technologies that improve bullets&lt;br /&gt;
so it keeps pace with the submachine gun as those improve, and they&lt;br /&gt;
also receive bonuses from their own damage upgrade. These two damage&lt;br /&gt;
effects stack multiplicatively: fully upgraded, bullets do 2.2 times&lt;br /&gt;
as much damage as a standard bullet, and turrets do 2.2 times as much&lt;br /&gt;
damage as a standard turret, so bullets from a turret do&lt;br /&gt;
2.2&amp;amp;times;2.2=4.84 times as much damage as without the upgrades,&lt;br /&gt;
totaling 24.2 damage from [[Firearm magazine|regular]] and 38.72&lt;br /&gt;
damage from [[Piercing rounds magazine|piercing]] bullets. With [[Uranium rounds magazine|uranium]] bullets the damage gets as high as 116.16 per bullet, enough to kill a medium [[Enemies#Biters|Biter]] in one shot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
*All turrets now have a 2×2 footprint&lt;br /&gt;
*New graphics, color is now force-dependent&lt;br /&gt;
*Recipe is 2× more expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.4|&lt;br /&gt;
*Maximum of 10 [[Firearm magazine]]s can be put into the turret by inserters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
*Gun turret damage upgrades&lt;br /&gt;
*Faster movement speed of Gun turret&lt;br /&gt;
*Range extended from 15 to 17.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
*New graphics&lt;br /&gt;
*Bullet particles for turret}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
*Warning for ammo-less turret is shown.&lt;br /&gt;
*Contents of the turret&#039;s inventory visible in sidebar}}&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;
&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=159423</id>
		<title>Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=159423"/>
		<updated>2018-05-19T19:32:55Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Gun turret}}&lt;br /&gt;
&lt;br /&gt;
[[File:Gun_turret_firing.gif|thumb|right|The gun turret firing at a target.]]&lt;br /&gt;
[[File:Gun_turret_rotating.gif|thumb|right|A rotating turret.]]&lt;br /&gt;
&lt;br /&gt;
Gun turrets are defensive structures and are&lt;br /&gt;
the first automatic defense to be unlocked. They use magazines for&lt;br /&gt;
ammunition which can be refilled manually or by [[inserters]]. unlike [[Laser turret|laser turrets]], they do&lt;br /&gt;
not require power and can operate practically anywhere as long as they&lt;br /&gt;
have sufficient ammunition. On the downside, this means that ammo must be periodically replenished.&lt;br /&gt;
&lt;br /&gt;
Without upgrades, the gun turret has a lower fire rate than the man-portable [[submachine gun]], doing 0.66 times as much damage per second. However, the gun turret can deal significantly more damage than laser turrets or manual machine guns after upgrades, especially using advanced ammunition such as a [[Uranium rounds magazine]].&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&lt;br /&gt;
The gun turret receives bonuses from technologies that improve bullets&lt;br /&gt;
so it keeps pace with the submachine gun as those improve, and they&lt;br /&gt;
also receive bonuses from their own damage upgrade. These two damage&lt;br /&gt;
effects stack multiplicatively: fully upgraded, bullets do 2.2 times&lt;br /&gt;
as much damage as a standard bullet, and turrets do 2.2 times as much&lt;br /&gt;
damage as a standard turret, so bullets from a turret do&lt;br /&gt;
2.2&amp;amp;times;2.2=4.84 times as much damage as without the upgrades,&lt;br /&gt;
totaling 24.2 damage from [[Firearm magazine|regular]] and 38.72&lt;br /&gt;
damage from [[Piercing rounds magazine|piercing]] bullets. With [[Uranium rounds magazine|uranium]] bullets the damage gets as high as 116.16 per bullet, enough to kill a medium [[Enemies#Biters|Biter]] in one shot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
*All turrets now have a 2×2 footprint&lt;br /&gt;
*New graphics, color is now force-dependent&lt;br /&gt;
*Recipe is 2× more expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.4|&lt;br /&gt;
*Maximum of 10 [[Firearm magazine]]s can be put into the turret by inserters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
*Gun turret damage upgrades&lt;br /&gt;
*Faster movement speed of Gun turret&lt;br /&gt;
*Range extended from 15 to 17.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
*New graphics&lt;br /&gt;
*Bullet particles for turret}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
*Warning for ammo-less turret is shown.&lt;br /&gt;
*Contents of the turret&#039;s inventory visible in sidebar}}&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;
&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=159422</id>
		<title>Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=159422"/>
		<updated>2018-05-19T19:32:19Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Gun turret}}&lt;br /&gt;
&lt;br /&gt;
[[File:Gun_turret_firing.gif|thumb|right|The gun turret firing at a target.]]&lt;br /&gt;
[[File:Gun_turret_rotating.gif|thumb|right|A rotating turret.]]&lt;br /&gt;
&lt;br /&gt;
Gun turrets are defensive structures and are&lt;br /&gt;
the first automatic defense to be unlocked. They use magazines for&lt;br /&gt;
ammunition which can be refilled manually or by [[inserters]]. unlike [[Laser turret|laser turrets]], they do&lt;br /&gt;
not require power and can operate practically anywhere as long as they&lt;br /&gt;
have sufficient ammunition. On the downside, this means that ammo must be periodically replenished.&lt;br /&gt;
&lt;br /&gt;
Without upgrades, the gun turret has a lower fire rate than the man-portable [[submachine gun]], doing 0.66 times as much damage per second. However, the gun turret can deal significantly more damage than laser turrets or manual machine guns after upgrades, especially using advanced ammunition such as a [[Uranium rounds magazine]]. On the downside, &lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&lt;br /&gt;
The gun turret receives bonuses from technologies that improve bullets&lt;br /&gt;
so it keeps pace with the submachine gun as those improve, and they&lt;br /&gt;
also receive bonuses from their own damage upgrade. These two damage&lt;br /&gt;
effects stack multiplicatively: fully upgraded, bullets do 2.2 times&lt;br /&gt;
as much damage as a standard bullet, and turrets do 2.2 times as much&lt;br /&gt;
damage as a standard turret, so bullets from a turret do&lt;br /&gt;
2.2&amp;amp;times;2.2=4.84 times as much damage as without the upgrades,&lt;br /&gt;
totaling 24.2 damage from [[Firearm magazine|regular]] and 38.72&lt;br /&gt;
damage from [[Piercing rounds magazine|piercing]] bullets. With [[Uranium rounds magazine|uranium]] bullets the damage gets as high as 116.16 per bullet, enough to kill a medium [[Enemies#Biters|Biter]] in one shot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
*All turrets now have a 2×2 footprint&lt;br /&gt;
*New graphics, color is now force-dependent&lt;br /&gt;
*Recipe is 2× more expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.4|&lt;br /&gt;
*Maximum of 10 [[Firearm magazine]]s can be put into the turret by inserters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
*Gun turret damage upgrades&lt;br /&gt;
*Faster movement speed of Gun turret&lt;br /&gt;
*Range extended from 15 to 17.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
*New graphics&lt;br /&gt;
*Bullet particles for turret}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
*Warning for ammo-less turret is shown.&lt;br /&gt;
*Contents of the turret&#039;s inventory visible in sidebar}}&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;
&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=159421</id>
		<title>Gun turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gun_turret&amp;diff=159421"/>
		<updated>2018-05-19T19:32:01Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: Added some advantages. Also rewrote the first sentence, which had the words &amp;quot;very basic&amp;quot;, &amp;quot;cheap&amp;quot;, and &amp;quot;simplest&amp;quot;. These are not objective statements and give the impression that the gun turret is objectively inferior to a laser,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Gun turret}}&lt;br /&gt;
&lt;br /&gt;
[[File:Gun_turret_firing.gif|thumb|right|The gun turret firing at a target.]]&lt;br /&gt;
[[File:Gun_turret_rotating.gif|thumb|right|A rotating turret.]]&lt;br /&gt;
&lt;br /&gt;
Gun turrets are defensive structures and the&lt;br /&gt;
the first automatic defense to be unlocked. They use magazines for&lt;br /&gt;
ammunition which can be refilled manually or by [[inserters]]. unlike [[Laser turret|laser turrets]], they do&lt;br /&gt;
not require power and can operate practically anywhere as long as they&lt;br /&gt;
have sufficient ammunition. On the downside, this means that ammo must be periodically replenished.&lt;br /&gt;
&lt;br /&gt;
Without upgrades, the gun turret has a lower fire rate than the man-portable [[submachine gun]], doing 0.66 times as much damage per second. However, the gun turret can deal significantly more damage than laser turrets or manual machine guns after upgrades, especially using advanced ammunition such as a [[Uranium rounds magazine]]. On the downside, &lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&lt;br /&gt;
The gun turret receives bonuses from technologies that improve bullets&lt;br /&gt;
so it keeps pace with the submachine gun as those improve, and they&lt;br /&gt;
also receive bonuses from their own damage upgrade. These two damage&lt;br /&gt;
effects stack multiplicatively: fully upgraded, bullets do 2.2 times&lt;br /&gt;
as much damage as a standard bullet, and turrets do 2.2 times as much&lt;br /&gt;
damage as a standard turret, so bullets from a turret do&lt;br /&gt;
2.2&amp;amp;times;2.2=4.84 times as much damage as without the upgrades,&lt;br /&gt;
totaling 24.2 damage from [[Firearm magazine|regular]] and 38.72&lt;br /&gt;
damage from [[Piercing rounds magazine|piercing]] bullets. With [[Uranium rounds magazine|uranium]] bullets the damage gets as high as 116.16 per bullet, enough to kill a medium [[Enemies#Biters|Biter]] in one shot.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
*All turrets now have a 2×2 footprint&lt;br /&gt;
*New graphics, color is now force-dependent&lt;br /&gt;
*Recipe is 2× more expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.4|&lt;br /&gt;
*Maximum of 10 [[Firearm magazine]]s can be put into the turret by inserters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
*Gun turret damage upgrades&lt;br /&gt;
*Faster movement speed of Gun turret&lt;br /&gt;
*Range extended from 15 to 17.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
*New graphics&lt;br /&gt;
*Bullet particles for turret}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.7|&lt;br /&gt;
*Warning for ammo-less turret is shown.&lt;br /&gt;
*Contents of the turret&#039;s inventory visible in sidebar}}&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;
&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
* [[Flamethrower turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:SafwatHalaby&amp;diff=159255</id>
		<title>User talk:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:SafwatHalaby&amp;diff=159255"/>
		<updated>2018-05-15T13:54:26Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Your userpage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the Official Factorio Wiki!&#039;&#039;&#039; Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it. &amp;lt;br&amp;gt;&lt;br /&gt;
First and foremost, please be sure to read and understand the [[Factorio:Wiki rules|rules of this Wiki]]. If you have any questions or concerns with these rules, please don&#039;t hesitate to ask an Admin. &amp;lt;br&amp;gt;&lt;br /&gt;
Secondly, if you&#039;re new to editing Wikis and are unfamiliar with MediaWiki&#039;s formatting, please be sure to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages]. In addition to the help provided by MW, we also provide a [[Factorio:Style guide|style guide]] that we enforce. &amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re unsure where to begin, please see the [[Factorio:Editor_noticeboard|editor noticeboard]], where information on the current objectives and projects of the Wiki may be found. &amp;lt;br&amp;gt;&lt;br /&gt;
Again, welcome, we hope you contribute as much high quality information as you can. :) [[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; 12:36, 21 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Your userpage ==&lt;br /&gt;
&lt;br /&gt;
Hey, I saw that you link your userpage as a central place for your creations/tutorials on the forums. While creating such content on your userpage is acceptable in general, you are not allowed to link it from outside sources as by rule 7 of the [[Factorio:Wiki rules#Page creation|page creation section]]. So, please refrain from linking your userpage from outside sources. Instead you could simply make a forum thread as a central place for your creations and tutorials, and link that. -- [[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; 12:55, 15 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have removed the content from the Wiki, and will look for a suitable place. Thanks for notifying me of the rule. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:54, 15 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159254</id>
		<title>User:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159254"/>
		<updated>2018-05-15T13:53:53Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello!&lt;br /&gt;
&lt;br /&gt;
I&#039;m a casual Factorio player hoping to make some community contributions. My main interests are combinators and circuit networks.&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159252</id>
		<title>User:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159252"/>
		<updated>2018-05-15T12:40:39Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello!&lt;br /&gt;
&lt;br /&gt;
I&#039;m a casual Factorio player hoping to make some community contributions. My main interests are combinators and circuit networks. I am writing some circuitry tutorials and creation showcases:&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60330 Integer memory cell].&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60390 Power source priorities].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
* Automatic oil cracking based on supply and demand - todo?&lt;br /&gt;
&lt;br /&gt;
* Transmitting circuit signals wirelessly by utilizing the logistics network - todo?&lt;br /&gt;
* Finite state automaton - todo?&lt;br /&gt;
* portable battery?&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159251</id>
		<title>User:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159251"/>
		<updated>2018-05-15T12:37:19Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello!&lt;br /&gt;
&lt;br /&gt;
I&#039;m a casual Factorio player hoping to make some community contributions. My main interests are combinators and circuit networks. I am writing some circuitry tutorials and creation showcases:&lt;br /&gt;
&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60330 Integer Memory Cell].&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60390 Power source priorities].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
* Automatic oil cracking based on supply and demand - todo?&lt;br /&gt;
&lt;br /&gt;
* Transmitting circuit signals wirelessly by utilizing the logistics network - todo?&lt;br /&gt;
* Finite state automaton - todo?&lt;br /&gt;
* portable battery?&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159250</id>
		<title>User:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159250"/>
		<updated>2018-05-15T11:45:43Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello!&lt;br /&gt;
&lt;br /&gt;
I&#039;m a casual Factorio player hoping to make some community contributions. My main interests are combinators and circuit networks. I am writing a series of circuitry tutorials and creation showcases. They are divided into two categories.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;practical series&amp;quot; category is about solving factory problems encountered in-game in an understandable, simple, practical way that does not over-use combinators.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;educational series&amp;quot; is very different. I am a science enthusiast, and the series aims to teach real-world science and technology concepts using Factorio analogies. Not all of the creations in it are of practical factory use, but some are!&lt;br /&gt;
&lt;br /&gt;
All creations are vanilla, mod free, unless stated otherwise. There&#039;s no ETA and I am writing at a slow pace. Some of the creations are probably not novel and have been thought of before, but I think that presenting them in a certain style and centralizing them in one place  will help others learn.&lt;br /&gt;
&lt;br /&gt;
== Practical Series ==&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60330 Integer Memory Cell].&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60390 Power source priorities].&lt;br /&gt;
* Automatic oil cracking based on supply and demand - todo.&lt;br /&gt;
&lt;br /&gt;
== Educational Series ==&lt;br /&gt;
* Transmitting circuit signals wirelessly by utilizing the logistics network - todo.&lt;br /&gt;
* Finite state automaton - todo.&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159249</id>
		<title>User:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159249"/>
		<updated>2018-05-15T11:38:13Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello!&lt;br /&gt;
&lt;br /&gt;
I&#039;m a casual Factorio player hoping to make some community contributions. My main interests are combinators and circuit networks. I am writing a series of circuitry tutorials and creation showcases. They are divided into two categories.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;practical series&amp;quot; category is about solving factory problems encountered in-game in an understandable, simple, practical way that does not over-use combinators.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;educational series&amp;quot; is very different. I am a science enthusiast, and the series aims to teach real-world science and technology concepts using Factorio analogies. Not all of the creations in it are of practical factory use, but some are!&lt;br /&gt;
&lt;br /&gt;
All creations are vanilla, mod free, unless stated otherwise. There&#039;s no ETA and I am writing at a slow pace. Some of the creations are probably not novel and have been thought of before. I still think that presenting them in a certain style and centralizing them in one place  will help others learn.&lt;br /&gt;
&lt;br /&gt;
== Practical Series ==&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60330 Integer Memory Cell].&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60390 Power source priorities].&lt;br /&gt;
* Automatic oil cracking based on supply and demand - todo.&lt;br /&gt;
&lt;br /&gt;
== Educational Series ==&lt;br /&gt;
* Transmitting circuit signals wirelessly by utilizing the logistics network - todo.&lt;br /&gt;
* Finite state automaton - todo.&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159248</id>
		<title>User:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159248"/>
		<updated>2018-05-15T08:12:16Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello!&lt;br /&gt;
&lt;br /&gt;
I&#039;m a casual Factorio player hoping to make some community contributions. My main interests are combinators and circuit networks. I am writing a series of circuitry tutorials and creation showcases. They are divided into two categories.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;practical series&amp;quot; category is about solving factory problems encountered in-game in an understandable, simple, practical way that does not over-use combinators.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;educational series&amp;quot; is very different. I am a science enthusiast, and the series aims to teach real-world science and technology concepts using Factorio analogies. Not all of the creations in it are of practical factory use, but some are!&lt;br /&gt;
&lt;br /&gt;
All creations are vanilla, mod free, unless stated otherwise. There&#039;s no ETA and I am writing at a slow pace. Some of the creations are probably not novel and have been thought of before. I still think that presenting them in a certain style and centralizing them in one place  will help others learn.&lt;br /&gt;
&lt;br /&gt;
== Practical Series ==&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60330 Integer Memory Cell]&lt;br /&gt;
* Power source priorities - todo.&lt;br /&gt;
* Automatic oil cracking based on supply and demand - todo.&lt;br /&gt;
&lt;br /&gt;
== Educational Series ==&lt;br /&gt;
* Transmitting circuit signals wirelessly by utilizing the logistics network - todo.&lt;br /&gt;
* Finite state automaton - todo.&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159247</id>
		<title>User:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159247"/>
		<updated>2018-05-15T08:11:49Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Practical Series */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello!&lt;br /&gt;
&lt;br /&gt;
I&#039;m a casual Factorio player hoping to make some community contributions. My main interests are combinators and circuit networks. I am writing a series of circuitry tutorials and creation showcases. They are divided into two categories.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;practical series&amp;quot; category is about solving factory problems encountered in-game in a simple, practical way that does not over-use combinators.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;educational series&amp;quot; is very different. I am a science enthusiast, and the series aims to teach real-world science and technology concepts using Factorio analogies. Not all of the creations in it are of practical factory use, but some are!&lt;br /&gt;
&lt;br /&gt;
All creations are vanilla, mod free, unless stated otherwise. There&#039;s no ETA and I am writing at a slow pace. Some of the creations are probably not novel and have been thought of before. I still think that presenting them in a certain style and centralizing them in one place  will help others learn.&lt;br /&gt;
&lt;br /&gt;
== Practical Series ==&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60330 Integer Memory Cell]&lt;br /&gt;
* Power source priorities - todo.&lt;br /&gt;
* Automatic oil cracking based on supply and demand - todo.&lt;br /&gt;
&lt;br /&gt;
== Educational Series ==&lt;br /&gt;
* Transmitting circuit signals wirelessly by utilizing the logistics network - todo.&lt;br /&gt;
* Finite state automaton - todo.&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159246</id>
		<title>User:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159246"/>
		<updated>2018-05-15T08:11:09Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello!&lt;br /&gt;
&lt;br /&gt;
I&#039;m a casual Factorio player hoping to make some community contributions. My main interests are combinators and circuit networks. I am writing a series of circuitry tutorials and creation showcases. They are divided into two categories.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;practical series&amp;quot; category is about solving factory problems encountered in-game in a simple, practical way that does not over-use combinators.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;educational series&amp;quot; is very different. I am a science enthusiast, and the series aims to teach real-world science and technology concepts using Factorio analogies. Not all of the creations in it are of practical factory use, but some are!&lt;br /&gt;
&lt;br /&gt;
All creations are vanilla, mod free, unless stated otherwise. There&#039;s no ETA and I am writing at a slow pace. Some of the creations are probably not novel and have been thought of before. I still think that presenting them in a certain style and centralizing them in one place  will help others learn.&lt;br /&gt;
&lt;br /&gt;
== Practical Series ==&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60330 Integer Memory Cell]&lt;br /&gt;
* Power source priorities - todo.&lt;br /&gt;
* Automatic oil cracking based on demand - todo.&lt;br /&gt;
&lt;br /&gt;
== Educational Series ==&lt;br /&gt;
* Transmitting circuit signals wirelessly by utilizing the logistics network - todo.&lt;br /&gt;
* Finite state automaton - todo.&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159245</id>
		<title>User:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159245"/>
		<updated>2018-05-15T08:08:29Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello!&lt;br /&gt;
&lt;br /&gt;
I&#039;m a casual Factorio player hoping to make some community contributions. My main interests are combinators and circuit networks. I am writing a series of circuitry tutorials and creation showcases. They are divided into two categories.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;practical series&amp;quot; category is about solving problems encountered in-game in a simple, practical way that does not over-use combinators.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;educational series&amp;quot; is very different. I am a science enthusiast, and the series aims to teach real-world science and technology concepts using Factorio analogies. Not all of the creations in it are of practical in-game use, but some are!&lt;br /&gt;
&lt;br /&gt;
All tutorials are vanilla, mod free, unless stated otherwise. There&#039;s no ETA. I am writing at a slow pace. Some of the creations in are probably not novel and have been thought of before. I still think that presenting them in a certain style, and centralizing them in one place, will help others learn.&lt;br /&gt;
&lt;br /&gt;
== Practical Series ==&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60330 Integer Memory Cell]&lt;br /&gt;
* Power source priorities - todo.&lt;br /&gt;
* Automatic oil cracking based on demand - todo.&lt;br /&gt;
&lt;br /&gt;
== Educational Series ==&lt;br /&gt;
* Transmitting circuit signals wirelessly by utilizing the logistics network - todo.&lt;br /&gt;
* Finite state automaton - todo.&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159244</id>
		<title>User:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159244"/>
		<updated>2018-05-15T08:07:16Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello!&lt;br /&gt;
&lt;br /&gt;
I&#039;m a casual Factorio player hoping to make some community contributions. My main interests are combinators and circuit networks. I am writing a series of circuitry tutorials and creation showcases. They are divided into two categories.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;practical series&amp;quot; category is about solving problems encountered in-game in a simple, practical way that does not over-use combinators. Some of the creations in the &amp;quot;practical series&amp;quot; are probably not novel and have been thought of before. I still think that presenting them in a clear and uniform way, and centralizing them in one place, will help others. Wherever applicable, I am also adding update to the Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;educational series&amp;quot; is very different. I am a science enthusiast, and the series aims to teach real-world science and technology concepts using Factorio analogies. Not all of the creations in it are of practical in-game use, but some are!&lt;br /&gt;
&lt;br /&gt;
All tutorials are vanilla, mod free, unless stated otherwise. There&#039;s no ETA. I am writing at a slow pace.&lt;br /&gt;
&lt;br /&gt;
== Practical Series ==&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60330 Integer Memory Cell]&lt;br /&gt;
* Power source priorities - todo.&lt;br /&gt;
* Automatic oil cracking based on demand - todo.&lt;br /&gt;
&lt;br /&gt;
== Educational Series ==&lt;br /&gt;
* Transmitting circuit signals wirelessly by utilizing the logistics network - todo.&lt;br /&gt;
* Finite state automaton - todo.&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159243</id>
		<title>User:SafwatHalaby</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:SafwatHalaby&amp;diff=159243"/>
		<updated>2018-05-15T08:05:36Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Casual Factorio player hoping to make some wiki contributions. I am mainly interested in combinators and circuit networks. I am writing a series of tutorials and creation showcases. They are divided into two categories.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;practical series&amp;quot; category is about solving problems encountered in-game in a simple, practical way that does not over-use combinators. Some of the creations in the &amp;quot;practical series&amp;quot; are probably not novel and have been thought of before. I still think that presenting them in a clear and uniform way, and centralizing them in one place, will help others. Wherever applicable, I am also adding update to the Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;educational series&amp;quot; is very different. I am a science enthusiast, and the series aims to teach real-world science and technology concepts using Factorio analogies. Not all of the creations in it are of practical in-game use, but some are!&lt;br /&gt;
&lt;br /&gt;
All tutorials are vanilla, mod free, unless stated otherwise. There&#039;s no ETA. I am writing at a slow pace.&lt;br /&gt;
&lt;br /&gt;
== Practical Series ==&lt;br /&gt;
* [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60330 Integer Memory Cell]&lt;br /&gt;
* Power source priorities - todo.&lt;br /&gt;
* Automatic oil cracking based on demand - todo.&lt;br /&gt;
&lt;br /&gt;
== Educational Series ==&lt;br /&gt;
* Transmitting circuit signals wirelessly by utilizing the logistics network - todo.&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=159226</id>
		<title>Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=159226"/>
		<updated>2018-05-14T14:25:53Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Usage as &amp;quot;Energy-tank&amp;quot; */ Added link to electric system part.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Storage tank}}&lt;br /&gt;
[[File:storagetank.png|thumb|150px|Four storage tanks linked together to form a large storage facility.]]&lt;br /&gt;
The &#039;&#039;&#039;storage tank&#039;&#039;&#039; is a building that can store up to 25,000 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 tanks will only be filled to the same percentage of capacity as pipes that lead to it. Pipe that always carries about 50 water will fill the tank to about 50% of its capacity. [[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;
The storage tank is typically used to store excess oils to ensure that [[oil refinery]] works smoothly. It can also be connected to the [[circuit network]], sending the fluid contents as a signal to the network.&lt;br /&gt;
&lt;br /&gt;
The storage tank can be emptied by &#039;&#039;mining and rebuilding it&#039;&#039; (the fluid is destroyed) or by draining it with a [[pump]].&lt;br /&gt;
&lt;br /&gt;
== Usage as &amp;quot;Energy-tank&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
See also: [[Electric_system#Steam_tanks_as_power_storage]]&lt;br /&gt;
&lt;br /&gt;
Storage tanks can also be used as a replacement for [[accumulator|accumulators]]. If steam consumption by [[steam engine]]s or [[steam turbine|turbines]] changes a lot over a daily cycle (for example due to [[solar panel]]s or [[laser turret]]s), storage tanks can be filled with steam during low power usage and then emptied during heavy load.&lt;br /&gt;
&lt;br /&gt;
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;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
* 1 &#039;&#039;&#039;Storage tank&#039;&#039;&#039; 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 at full capacity 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 &#039;&#039;&#039;Storage tank&#039;&#039;&#039; 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;
== History == &lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Multiplied all fluid amounts by 10.}}&lt;br /&gt;
&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;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Storage}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Storage_tank&amp;diff=159225</id>
		<title>Talk:Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Storage_tank&amp;diff=159225"/>
		<updated>2018-05-14T14:23:04Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Regarding the revert of &amp;quot;steam tank as energy storage&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Could you elaborate why the steam tank advantages over accumulators does not belong on the steam tank page? All the mentioned advantages are storage tank specific. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:55, 14 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I think I see your point. Technically one could use a fluid wagon rather than a storage tank to achieve the same advantages. Then perhaps the calculations should be moved out of this page into the electric system page as well. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 14:18, 14 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Let me take a step back and explain what I&#039;m trying to do. Perhaps you could help.&lt;br /&gt;
&lt;br /&gt;
:: I don&#039;t know what the right page order should be and exactly which paragraphs belong where, but all my steam related edits revolve around trying to be pragmatic; when my friend saw this page they couldn&#039;t grasp the advantages of steam over accumulators. Those advantages should be easily accessible from this page, by either linking to them or directly putting them here. Before my edits, these advantages were spread across [[power production]], [[electric system]], and this page, without proper links. Now we&#039;re down to two pages, which is good. But the advantages need to somehow be accessible from this page for practicality&#039;s sake. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 14:22, 14 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
Paragraph in question:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:&lt;br /&gt;
* The energy density of a storage tank tile is much higher than it is with accumulators.&lt;br /&gt;
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 15 accumulators: &amp;lt;code&amp;gt;750MJ / 5MJ = 150&amp;lt;/code&amp;gt;&lt;br /&gt;
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 48 accumulators: &amp;lt;code&amp;gt;2400MJ / 5MJ = 480&amp;lt;/code&amp;gt;&lt;br /&gt;
* A  [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.&lt;br /&gt;
* A single [[accumulator]]&#039;s maximum discharge rate is 300kW. On a very heavy load (e.g. laser turret firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.&lt;br /&gt;
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially &amp;quot;transports electricity&amp;quot; using trains.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Storage_tank&amp;diff=159224</id>
		<title>Talk:Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Storage_tank&amp;diff=159224"/>
		<updated>2018-05-14T14:22:11Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Regarding the revert of &amp;quot;steam tank as energy storage&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Could you elaborate why the steam tank advantages over accumulators does not belong on the steam tank page? All the mentioned advantages are storage tank specific. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:55, 14 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I think I see your point. Technically one could use a fluid wagon rather than a storage tank to achieve the same advantages. Then perhaps the calculations should be moved out of this page into the electric system page as well. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 14:18, 14 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Let me take a step back and explain what I&#039;m trying to do. Perhaps you could help.&lt;br /&gt;
&lt;br /&gt;
:: I don&#039;t know what the right page order should be and exactly which paragraphs belong where, but all my steam related edits revolve around trying to be pragmatic; when my friend saw this page they couldn&#039;t grasp the advantages of steam over accumulators. Those advantages should be easily accessible from this page, by either linking to them or directly putting them here. Before my edits, these advantages were spread across power production, electric system, and here without proper links. Now we&#039;re down to two pages, which is good. But the advantages need to somehow be accessible from this page for practicality&#039;s sake. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 14:22, 14 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
Paragraph in question:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:&lt;br /&gt;
* The energy density of a storage tank tile is much higher than it is with accumulators.&lt;br /&gt;
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 15 accumulators: &amp;lt;code&amp;gt;750MJ / 5MJ = 150&amp;lt;/code&amp;gt;&lt;br /&gt;
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 48 accumulators: &amp;lt;code&amp;gt;2400MJ / 5MJ = 480&amp;lt;/code&amp;gt;&lt;br /&gt;
* A  [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.&lt;br /&gt;
* A single [[accumulator]]&#039;s maximum discharge rate is 300kW. On a very heavy load (e.g. laser turret firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.&lt;br /&gt;
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially &amp;quot;transports electricity&amp;quot; using trains.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Storage_tank&amp;diff=159223</id>
		<title>Talk:Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Storage_tank&amp;diff=159223"/>
		<updated>2018-05-14T14:18:08Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Regarding the revert of &amp;quot;steam tank as energy storage&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Could you elaborate why the steam tank advantages over accumulators does not belong on the steam tank page? All the mentioned advantages are storage tank specific. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:55, 14 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I think I see your point. Technically one could use a fluid wagon rather than a storage tank to achieve the same advantages. Then perhaps the calculations should be moved out of this page into the electric system page as well. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 14:18, 14 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
Paragraph in question:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:&lt;br /&gt;
* The energy density of a storage tank tile is much higher than it is with accumulators.&lt;br /&gt;
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 15 accumulators: &amp;lt;code&amp;gt;750MJ / 5MJ = 150&amp;lt;/code&amp;gt;&lt;br /&gt;
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 48 accumulators: &amp;lt;code&amp;gt;2400MJ / 5MJ = 480&amp;lt;/code&amp;gt;&lt;br /&gt;
* A  [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.&lt;br /&gt;
* A single [[accumulator]]&#039;s maximum discharge rate is 300kW. On a very heavy load (e.g. laser turret firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.&lt;br /&gt;
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially &amp;quot;transports electricity&amp;quot; using trains.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User_talk:My3DS&amp;diff=159222</id>
		<title>User talk:My3DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User_talk:My3DS&amp;diff=159222"/>
		<updated>2018-05-14T14:07:45Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Regarding the combinator page */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;factorio&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Mishka|Mishka]] ([[User talk:Mishka|talk]]) 13:08, 17 November 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Regarding the combinator page ==&lt;br /&gt;
&lt;br /&gt;
Hello! If you have the time, please participate in [[Tutorial_talk:Combinator_tutorial#Binary_gates_redundant.3F]]. I think it is relevant to you. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 14:07, 14 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Combinator_tutorial&amp;diff=159221</id>
		<title>Tutorial talk:Combinator tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Combinator_tutorial&amp;diff=159221"/>
		<updated>2018-05-14T14:06:42Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Binary gates redundant? */ replied to bilka and added an advantage to the current designs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Memory cells  ==&lt;br /&gt;
&lt;br /&gt;
I am aiming to update the &amp;quot;memory cells&amp;quot; section.&lt;br /&gt;
* The &amp;quot;advanced cell&amp;quot; does not handle 1-tick bursts properly. (I updated the article and wrote about that)&lt;br /&gt;
* There should be more versions of the memory cell, including versions that can handle negative input.&lt;br /&gt;
&lt;br /&gt;
I may post some of my designs here once I finish polishing them.&lt;br /&gt;
-- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 09:46, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thank you for this, designs are appreciated here. It&#039;s good that you remain objective about their advantages and disadvantages. -- [[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; 11:57, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thank you for your incredible work on the Wiki. I am always 100% objective. In this particular scenario, the initial design is objectively flawed. Try connecting a simple clock (self-connected arithmetic combinator with + 1) into it and then disconnecting it suddenly, its memory will flicker between the last two values. More generally, if the current input is only given for 1 tick, then it flickers between the current and the previous input. I do not want to remove it without the approval of the original poster. Here is a demo of the flicker. This device on the left sends a 1-tick pulse of 1. The lamp turns on if the output signal is 1. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:46, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: (edit: fixed link): https://streamable.com/5r7w8&lt;br /&gt;
&lt;br /&gt;
::: Because your memory cell has the same size, the other memory cell has no advantages over it. So, I am okay with a removal of the &amp;quot;positive cell&amp;quot;. -- [[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; 14:53, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Ok. Let&#039;s wait for a while in case the original poster has comments that we&#039;ve missed.&lt;br /&gt;
&lt;br /&gt;
:::: There&#039;s one advantage for the previous design: It&#039;s useful for someone that absolutely requires a reset-on-negative and not reset on a dedicated line, and does not care about the flicker issue. But that seems like a very rare edge case, and someone who needs it is most likely very experienced and doesn&#039;t need this guide. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 15:54, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Binary gates redundant? ==&lt;br /&gt;
&lt;br /&gt;
The binary gates do not seem to have much function, because As of 0.16, arithmetic combinators have built-in binary logic support. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 09:56, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am not very experienced in combinators, but aren&#039;t the combinators OR, XOR and AND option bitwise instead of binary? [[User:My3DS]] changed the page to specify that just yesterday, so it seems important to me. -- [[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; 11:57, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I am not sure I understand the difference between &amp;quot;bitwise&amp;quot; and &amp;quot;binary&amp;quot; in the context of 1-bit inputs.&lt;br /&gt;
&lt;br /&gt;
:: The built-in OR, XOR, and AND produce exactly the same truth tables as the ones currently in the article for inputs of 1&#039;s and zeros, and are additionally capable of performing more than that for inputs greater than 1.&lt;br /&gt;
&lt;br /&gt;
:: -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:25, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Like I said, combinators aren&#039;t my strong suit :) So yes, they are redundant, but I&#039;d personally wait and see what My3DS wants to do with the gates before removing them. Perhaps give them a week, and if nothing is changed until then, remove them. -- [[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; 14:53, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Ok :), does the wiki have some sort of &amp;quot;pinging&amp;quot; system to let them see the conversation?. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 15:54, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: You can&#039;t ping people directly, but if you leave a message on someones talk page, they will see a notification until they check it. -- [[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; 18:12, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::: Thank you :) -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 14:06, 14 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I can see the merit in these designs for 3 or more inputs. But I think  it should be clear to the reader that the 2-input designs are alternatives to the built-in ones, and that the bitwise vs binary sentence should be clarified. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 14:06, 14 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Storage_tank&amp;diff=159220</id>
		<title>Talk:Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Storage_tank&amp;diff=159220"/>
		<updated>2018-05-14T14:02:18Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Regarding the revert of &amp;quot;steam tank as energy storage&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Could you elaborate why the steam tank advantages over accumulators does not belong on the steam tank page? -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:55, 14 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: To be clear: All the mentioned advantages are storage tank specific. - Except the last one regarding trains, but that kind of transportation always results in storing in a storage tank. - -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:58, 14 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paragraph in question:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:&lt;br /&gt;
* The energy density of a storage tank tile is much higher than it is with accumulators.&lt;br /&gt;
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 15 accumulators: &amp;lt;code&amp;gt;750MJ / 5MJ = 150&amp;lt;/code&amp;gt;&lt;br /&gt;
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 48 accumulators: &amp;lt;code&amp;gt;2400MJ / 5MJ = 480&amp;lt;/code&amp;gt;&lt;br /&gt;
* A  [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.&lt;br /&gt;
* A single [[accumulator]]&#039;s maximum discharge rate is 300kW. On a very heavy load (e.g. laser turret firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.&lt;br /&gt;
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially &amp;quot;transports electricity&amp;quot; using trains.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Storage_tank&amp;diff=159219</id>
		<title>Talk:Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Storage_tank&amp;diff=159219"/>
		<updated>2018-05-14T13:58:45Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Regarding the revert of &amp;quot;steam tank as energy storage&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Could you elaborate why the steam tank advantages over accumulators does not belong on the steam tank page? -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:55, 14 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
: To be clear: All the mentioned advantages are storage tank specific. - Except the last one regarding trains, but that kind of transportation always results in storing in a storage tank. - -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:58, 14 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Storage_tank&amp;diff=159218</id>
		<title>Talk:Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Storage_tank&amp;diff=159218"/>
		<updated>2018-05-14T13:55:12Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Regarding the revert of &amp;quot;steam tank as energy storage&amp;quot; */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Regarding the revert of &amp;quot;steam tank as energy storage&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Could you elaborate why the steam tank advantages over accumulators does not belong on the steam tank page? -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:55, 14 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=159205</id>
		<title>Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=159205"/>
		<updated>2018-05-13T16:17:30Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Usage as &amp;quot;Energy-Tank&amp;quot; */ rephrased opening sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Storage tank}}&lt;br /&gt;
[[File:storagetank.png|thumb|150px|Four storage tanks linked together to form a large storage facility.]]&lt;br /&gt;
The &#039;&#039;&#039;storage tank&#039;&#039;&#039; is a building that can store up to 25,000 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 tanks will only be filled to the same percentage of capacity as pipes that lead to it. Pipe that always carries about 50 water will fill the tank to about 50% of its capacity. [[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;
The storage tank is typically used to store excess oils to ensure that [[oil refinery]] works smoothly. It can also be connected to the [[circuit network]], sending the fluid contents as a signal to the network.&lt;br /&gt;
&lt;br /&gt;
The storage tank can be emptied by &#039;&#039;mining and rebuilding it&#039;&#039; (the fluid is destroyed) or by draining it with a [[pump]].&lt;br /&gt;
&lt;br /&gt;
== Usage as &amp;quot;Energy-Tank&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Storage tanks can also be used as a replacement for [[accumulator|accumulators]]. If steam consumption by [[steam engine]]s or [[steam turbine|turbines]] changes a lot over a daily cycle (for example because of [[solar panel]]s or [[laser turret]]s), storage tanks can be filled with steam during low power usage and then emptied during heavy load.&lt;br /&gt;
&lt;br /&gt;
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;
There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:&lt;br /&gt;
* The energy density of a storage tank tile is much higher than it is with accumulators.&lt;br /&gt;
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 15 accumulators: &amp;lt;code&amp;gt;750MJ / 5MJ = 150&amp;lt;/code&amp;gt;&lt;br /&gt;
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 48 accumulators: &amp;lt;code&amp;gt;2400MJ / 5MJ = 480&amp;lt;/code&amp;gt;&lt;br /&gt;
* A  [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.&lt;br /&gt;
* A single [[accumulator]]&#039;s maximum discharge rate is 300kW. On a very heavy load (e.g. laser turret firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.&lt;br /&gt;
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially &amp;quot;transports electricity&amp;quot; using trains.&lt;br /&gt;
&lt;br /&gt;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
* 1 &#039;&#039;&#039;Storage tank&#039;&#039;&#039; 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 at full capacity 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 &#039;&#039;&#039;Storage tank&#039;&#039;&#039; 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;
== History == &lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Multiplied all fluid amounts by 10.}}&lt;br /&gt;
&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;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Storage}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=159204</id>
		<title>Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=159204"/>
		<updated>2018-05-13T16:14:27Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Usage as &amp;quot;Energy-Tank&amp;quot; */ calculations subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Storage tank}}&lt;br /&gt;
[[File:storagetank.png|thumb|150px|Four storage tanks linked together to form a large storage facility.]]&lt;br /&gt;
The &#039;&#039;&#039;storage tank&#039;&#039;&#039; is a building that can store up to 25,000 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 tanks will only be filled to the same percentage of capacity as pipes that lead to it. Pipe that always carries about 50 water will fill the tank to about 50% of its capacity. [[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;
The storage tank is typically used to store excess oils to ensure that [[oil refinery]] works smoothly. It can also be connected to the [[circuit network]], sending the fluid contents as a signal to the network.&lt;br /&gt;
&lt;br /&gt;
The storage tank can be emptied by &#039;&#039;mining and rebuilding it&#039;&#039; (the fluid is destroyed) or by draining it with a [[pump]].&lt;br /&gt;
&lt;br /&gt;
== Usage as &amp;quot;Energy-Tank&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Storage tanks can also be used as steam-based [[accumulator]]s. If steam consumption by [[steam engine]]s or [[steam turbine|turbines]] changes a lot over a daily cycle (for example because of [[solar panel]]s or [[laser turret]]s), storage tanks can be filled with steam during low power usage and then emptied during heavy load.&lt;br /&gt;
&lt;br /&gt;
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;
There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:&lt;br /&gt;
* The energy density of a storage tank tile is much higher than it is with accumulators.&lt;br /&gt;
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 15 accumulators: &amp;lt;code&amp;gt;750MJ / 5MJ = 150&amp;lt;/code&amp;gt;&lt;br /&gt;
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 48 accumulators: &amp;lt;code&amp;gt;2400MJ / 5MJ = 480&amp;lt;/code&amp;gt;&lt;br /&gt;
* A  [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.&lt;br /&gt;
* A single [[accumulator]]&#039;s maximum discharge rate is 300kW. On a very heavy load (e.g. laser turret firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.&lt;br /&gt;
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially &amp;quot;transports electricity&amp;quot; using trains.&lt;br /&gt;
&lt;br /&gt;
=== Calculations ===&lt;br /&gt;
&lt;br /&gt;
* 1 &#039;&#039;&#039;Storage tank&#039;&#039;&#039; 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 at full capacity 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 &#039;&#039;&#039;Storage tank&#039;&#039;&#039; 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;
== History == &lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Multiplied all fluid amounts by 10.}}&lt;br /&gt;
&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;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Storage}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=159203</id>
		<title>Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=159203"/>
		<updated>2018-05-13T16:13:06Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Usage as &amp;quot;Energy-Tank&amp;quot; */ fixed some typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Storage tank}}&lt;br /&gt;
[[File:storagetank.png|thumb|150px|Four storage tanks linked together to form a large storage facility.]]&lt;br /&gt;
The &#039;&#039;&#039;storage tank&#039;&#039;&#039; is a building that can store up to 25,000 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 tanks will only be filled to the same percentage of capacity as pipes that lead to it. Pipe that always carries about 50 water will fill the tank to about 50% of its capacity. [[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;
The storage tank is typically used to store excess oils to ensure that [[oil refinery]] works smoothly. It can also be connected to the [[circuit network]], sending the fluid contents as a signal to the network.&lt;br /&gt;
&lt;br /&gt;
The storage tank can be emptied by &#039;&#039;mining and rebuilding it&#039;&#039; (the fluid is destroyed) or by draining it with a [[pump]].&lt;br /&gt;
&lt;br /&gt;
== Usage as &amp;quot;Energy-Tank&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Storage tanks can also be used as steam-based [[accumulator]]s. If steam consumption by [[steam engine]]s or [[steam turbine|turbines]] changes a lot over a daily cycle (for example because of [[solar panel]]s or [[laser turret]]s), storage tanks can be filled with steam during low power usage and then emptied during heavy load.&lt;br /&gt;
&lt;br /&gt;
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;
There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:&lt;br /&gt;
* The energy density of a storage tank tile is much higher than it is with accumulators.&lt;br /&gt;
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 15 accumulators: &amp;lt;code&amp;gt;750MJ / 5MJ = 150&amp;lt;/code&amp;gt;&lt;br /&gt;
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 48 accumulators: &amp;lt;code&amp;gt;2400MJ / 5MJ = 480&amp;lt;/code&amp;gt;&lt;br /&gt;
* A  [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.&lt;br /&gt;
* A single [[accumulator]]&#039;s maximum discharge rate is 300kW. On a very heavy load (e.g. laser turret firing), a small accumulator array may not discharge fast enough, causing power disruptions. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.&lt;br /&gt;
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially &amp;quot;transports electricity&amp;quot; using trains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 1 &#039;&#039;&#039;Storage tank&#039;&#039;&#039; 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 &#039;&#039;&#039;Storage tank&#039;&#039;&#039; 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;
== History == &lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Multiplied all fluid amounts by 10.}}&lt;br /&gt;
&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;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Storage}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=159202</id>
		<title>Electric system</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Electric_system&amp;diff=159202"/>
		<updated>2018-05-13T16:11:18Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Steam tanks as power storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Electric system&#039;&#039;&#039; is used to power a lot of different machines; the game can hardly be played without using electricity. Every machine has its own internal electric capacity. When energy is produced, it is evenly distributed to all machines in the network that need electricity.&lt;br /&gt;
&lt;br /&gt;
== Network mechanics ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
&lt;br /&gt;
There are four ways to produce electricity. More details about each method are available on the [[Power production]] page.&lt;br /&gt;
&lt;br /&gt;
# [[Steam engine]]s – Most common, requires [[Boiler|Boilers]] (which consume [[Water]] and [[fuel]]).&lt;br /&gt;
# [[Solar panel]]s – Free energy, but only works during daylight. Usually used with Accumulators.&lt;br /&gt;
# [[Accumulator]]s – Energy storage, see below&lt;br /&gt;
# [[Steam turbine]]s – High-power Steam engines. Used to generate power from a [[Nuclear reactor]].&lt;br /&gt;
&lt;br /&gt;
If a network consumes less power than is produced, its Steam Engines and Turbines will slow down so that no power is wasted.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
[[File:electrical-network-example-2.png|thumb|256px|Accumulator array consisting of 48 accumulators and a substation providing 240 MJ storage capacity.]]&lt;br /&gt;
&lt;br /&gt;
Energy can be stored in:&lt;br /&gt;
* [[Fuel]]. It can be burnt to generate power.&lt;br /&gt;
* [[Accumulator]]s. Accumulators charge using excess power generated, and discharge when demand exceeds normal production.&lt;br /&gt;
* [[Steam]]. It can be created in [[boiler]]s or [[heat exchanger]]s and stored in the [[storage tank]], allowing steam engines or steam turbines to operate on-demand.&lt;br /&gt;
&lt;br /&gt;
==== Steam tanks as power storage ====&lt;br /&gt;
A storage tank can be used as an energy storage which has several advantages over the simpler [[accumulator|accumulators]]. See [[Storage_tank#Usage_as_.22Energy-Tank.22]].&lt;br /&gt;
&lt;br /&gt;
=== Distribution ===&lt;br /&gt;
&lt;br /&gt;
Power poles are used to transmit energy. There are 4 types of power pole, each having differently configured properties. The properties are coverage area (area in which machines are placed to be affected by the pole) and wire reach (the distance across which a pole can connect with another pole). If two poles of different wire reach are to be connected, the smallest of either applies.&lt;br /&gt;
&lt;br /&gt;
# [[Small electric pole]] – Second smallest coverage area, shortest cable length, available without research.&lt;br /&gt;
# [[Medium electric pole]] – Second largest coverage area, average cable length.&lt;br /&gt;
# [[Big electric pole]] – Smallest coverage area, longest cable length.&lt;br /&gt;
# [[Substation]] – Largest coverage area, second longest cable length, but most expensive to build.&lt;br /&gt;
&lt;br /&gt;
=== Consumption ===&lt;br /&gt;
&lt;br /&gt;
The majority of machines in Factorio consume electricity. There are two aspects to a machine&#039;s energy use.&lt;br /&gt;
&lt;br /&gt;
* Energy consumption – The energy consumed by the machine while it is actively carrying out a process (crafting an item, moving an item, etc). If an electric network does not have enough power generation to supply all the machines in it, the electricity will be evenly spread across all machines in the network (based on each machine&#039;s demand), and all machines will slow down proportionally to the power available.&lt;br /&gt;
** For example: If an [[Assembling machine 3]] (210kW) and an [[Electric mining drill]] (90kW) are on a network (90+210 = 300kW), but the network only has 3 [[Solar panel]]s (3x60kW = 180kW) to power them, the Assembling machine and Mining drill will both run at 60% speed (180/300=0.6).&lt;br /&gt;
* Drain – The energy consumed by the machine whether it is active or not. Most machines consume a small amount of power just being connected to a network. This is usually negligible, but can become notable in small factories where power is limited.&lt;br /&gt;
&lt;br /&gt;
=== Connection ===&lt;br /&gt;
[[File:Electric-network-1.png|thumb|256px|Simple example of a small electric network.]]&lt;br /&gt;
&lt;br /&gt;
A network is created by placing electrical generators ([[Steam engine]]s or [[Solar panel]]s) and electrical consumers, then ensuring a connection between the generator and consumer can be made using Distributors (such as [[Small electric pole]]s) that are connected together.  Electric poles cover differently sized areas depending on their type.  The area of coverage appears as a blue overlay around the pole.  If two poles are placed close enough, the poles connect automatically.  A building is connected if one tile of the building is in a covered area. Hovering the cursor over a pole reports the current satisfaction of power demands in that pole&#039;s network, and clicking on a pole will provide a detailed GUI about that pole&#039;s electric network. (See below)&lt;br /&gt;
&lt;br /&gt;
* Use shift-click on a existing pole to remove all its connections to other poles.&lt;br /&gt;
* Unconnected poles can be connected with a single [[Copper cable]] dragging from pole to pole (Left click on the &#039;&#039;bottom&#039;&#039; of the pole with the cable in hand.)&lt;br /&gt;
* Individual connections can be removed by &amp;quot;connecting&amp;quot; them with copper cable. This will not consume the cable.&lt;br /&gt;
* You can use place-key (default left mouse) while running/driving to auto-place poles at their greatest connectible distance while covering all unpowered entities on the way. This allows for complete efficiency when connecting long distances. If connecting over long distances, using [[Big electric pole]]s is recommended.&lt;br /&gt;
&lt;br /&gt;
== Electric network screen ==&lt;br /&gt;
[[File:Electric network info screen.png|thumb|400x400px|The Electric network info GUI]]&lt;br /&gt;
&lt;br /&gt;
The Electric network info GUI can be accessed by left-clicking any electric pole nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can see only the info from the electric network to which that pole is connected!&#039;&#039;&#039; Unlike the production-info (press P) the electric network info is not measured globally, but by network.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Satisfaction&#039;&#039;&#039; – The current amount of energy consumed by the network. This bar should be full. If it is not full, it means that the machines connected to the network are consuming more power than is produced, and the bar will change color to yellow (&amp;gt;50%) or red (&amp;lt;50%).&lt;br /&gt;
# &#039;&#039;&#039;Production&#039;&#039;&#039; – The current energy produced by the network. This bar should never be full. If it is full, it means that the machines connected to the network are consuming all available energy. The less full this bar is, the more surplus energy is available.&lt;br /&gt;
# &#039;&#039;&#039;[[Accumulator|Accumulator]] capacity&#039;&#039;&#039; – How much energy is currently held inside of the accumulators connected to your network.  Measured in [[Units|joule]]s; 1 Joule = 1 Watt * 1 second (see also [[wikipedia:Joule]]). This bar should be able to fill fully before emptying again.&lt;br /&gt;
# &#039;&#039;&#039;Timespan&#039;&#039;&#039; - Set the [[Time|time]] span for the graphs below. &amp;quot;5s&amp;quot; means over the last 5 seconds.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Consumption&#039;&#039;&#039; – A list of consumers from highest power consumption to lowest. In the picture example, 16 [[Radar|radars]] consume the most power, at 4.7 MW.&lt;br /&gt;
# &#039;&#039;&#039;Detailed Production&#039;&#039;&#039; – A list of producers from highest power production to lowest. In the picture example, 160 [[Steam engine]]s produce all the electricity in the factory.&lt;br /&gt;
# &#039;&#039;&#039;Consumption Graph&#039;&#039;&#039; – Shows the consumption of the different parts of the network over time.&lt;br /&gt;
# &#039;&#039;&#039;Production Graph&#039;&#039;&#039; – Shows the production of the different producers of the network over time.&lt;br /&gt;
&lt;br /&gt;
Note that the timeframe influences the shown detailed production/consumption: the displayed watts is the total average power production or consumption over the full time. Setting longer timeframes also allows seeing the past production or consumption of machines even if they are not currently connected to the network.&lt;br /&gt;
&lt;br /&gt;
== Network priorities ==&lt;br /&gt;
&lt;br /&gt;
Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order:&lt;br /&gt;
&lt;br /&gt;
* [[Solar panel]]s – Top priority; they always work at maximum performance available, unless they can cover all demand of the network, in which case they match demand. &lt;br /&gt;
* [[Steam engine]]s and [[Steam turbine]]s – They match whatever demand solar panels cannot satisfy; note that Engines and Turbines do have the same priority, leftover demand is equally divided among both.&lt;br /&gt;
* [[Accumulator]] – Last resort. They are only discharged when demand cannot be met by other means. They are also only charged when all demand is met, and there is yet more power available.&lt;br /&gt;
&lt;br /&gt;
There may be situations where different behaviour is desired (such as solar panels combined with accumulators for night-and-day delivery), in which case clever use of a  [[power switch]] and the [[circuit network]] is in order.&lt;br /&gt;
&lt;br /&gt;
A newly-placed electric pole will be automatically connected to nearby poles according to the following rules:&lt;br /&gt;
# It will be connected to other available poles, starting with the closest one.&lt;br /&gt;
# It won&#039;t be connected to 2 poles connected to each other (it won&#039;t form a 3 pole triangle).&lt;br /&gt;
# It will not be connected to more than 5 other poles.&lt;br /&gt;
&lt;br /&gt;
A player can manually connect poles together with Copper Wire, if they are within reach of each other, as long as either pole does not already have 5 connections.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Producing power from oil|Producing power from oil]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
* [[Units]]&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=159201</id>
		<title>Storage tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Storage_tank&amp;diff=159201"/>
		<updated>2018-05-13T16:11:16Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Usage as &amp;quot;Energy-Tank&amp;quot; */ Moved advantages from Electric_system#Steam_tanks_as_power_storage. Removed &amp;quot;Electrical energy can be produced on demand, and does not have to be produced in advance and stored in accumulators.&amp;quot; - not clear why that&amp;#039;s &amp;quot;good&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Storage tank}}&lt;br /&gt;
[[File:storagetank.png|thumb|150px|Four storage tanks linked together to form a large storage facility.]]&lt;br /&gt;
The &#039;&#039;&#039;storage tank&#039;&#039;&#039; is a building that can store up to 25,000 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 tanks will only be filled to the same percentage of capacity as pipes that lead to it. Pipe that always carries about 50 water will fill the tank to about 50% of its capacity. [[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;
The storage tank is typically used to store excess oils to ensure that [[oil refinery]] works smoothly. It can also be connected to the [[circuit network]], sending the fluid contents as a signal to the network.&lt;br /&gt;
&lt;br /&gt;
The storage tank can be emptied by &#039;&#039;mining and rebuilding it&#039;&#039; (the fluid is destroyed) or by draining it with a [[pump]].&lt;br /&gt;
&lt;br /&gt;
== Usage as &amp;quot;Energy-Tank&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Storage tanks can also be used as steam-based [[accumulator]]s. If steam consumption by [[steam engine]]s or [[steam turbine|turbines]] changes a lot over a daily cycle (for example because of [[solar panel]]s or [[laser turret]]s), storage tanks can be filled with steam during low power usage and then emptied during heavy load.&lt;br /&gt;
&lt;br /&gt;
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;
There are several advantages to storing energy in storage tanks compared with storing it in an accumulator:&lt;br /&gt;
* The energy density of a storage tank tile is much higher than it is with accumulators.&lt;br /&gt;
** For 165°C steam (produced with [[boiler|boilers]]), a single storage tank stores as much as 15 accumulators: &amp;lt;code&amp;gt;750MJ / 5MJ = 150&amp;lt;/code&amp;gt;&lt;br /&gt;
** For 500°C steam (produced using [[Heat exchanger|heat exchangers]]), a single storage tank stores as much as 48 accumulators: &amp;lt;code&amp;gt;2400MJ / 5MJ = 480&amp;lt;/code&amp;gt;&lt;br /&gt;
* A  [[nuclear reactor]] always fully burns a fuel cell, releasing 8GJ (or more with the multiple reactor bonus) even if power demand is lower. The excess energy can be stored as steam.&lt;br /&gt;
* A single [[accumulator]]&#039;s maximum discharge rate is 300kW. On a very heavy load (e.g.), an accumulator array may not discharge fast enough. A steam engine can produce 900kW of energy from the stored steam (3 times faster discharge rate), and a turbine can produce 5800kW (6.4 times faster discharge rate). In other words, a number of turbines or steam engines with steam storage can cope with much higher bursts than the same number of accumulators.&lt;br /&gt;
* Steam can be transferred via trains and then consumed remotely via turbines or steam engines. This essentially &amp;quot;transports electricity&amp;quot; using trains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 1 &#039;&#039;&#039;Storage tank&#039;&#039;&#039; 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 &#039;&#039;&#039;Storage tank&#039;&#039;&#039; 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;
== History == &lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Multiplied all fluid amounts by 10.}}&lt;br /&gt;
&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;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Storage}}&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Combinator_tutorial&amp;diff=159200</id>
		<title>Tutorial talk:Combinator tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Combinator_tutorial&amp;diff=159200"/>
		<updated>2018-05-13T15:54:50Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Memory cells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Memory cells  ==&lt;br /&gt;
&lt;br /&gt;
I am aiming to update the &amp;quot;memory cells&amp;quot; section.&lt;br /&gt;
* The &amp;quot;advanced cell&amp;quot; does not handle 1-tick bursts properly. (I updated the article and wrote about that)&lt;br /&gt;
* There should be more versions of the memory cell, including versions that can handle negative input.&lt;br /&gt;
&lt;br /&gt;
I may post some of my designs here once I finish polishing them.&lt;br /&gt;
-- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 09:46, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thank you for this, designs are appreciated here. It&#039;s good that you remain objective about their advantages and disadvantages. -- [[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; 11:57, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thank you for your incredible work on the Wiki. I am always 100% objective. In this particular scenario, the initial design is objectively flawed. Try connecting a simple clock (self-connected arithmetic combinator with + 1) into it and then disconnecting it suddenly, its memory will flicker between the last two values. More generally, if the current input is only given for 1 tick, then it flickers between the current and the previous input. I do not want to remove it without the approval of the original poster. Here is a demo of the flicker. This device on the left sends a 1-tick pulse of 1. The lamp turns on if the output signal is 1. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:46, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: (edit: fixed link): https://streamable.com/5r7w8&lt;br /&gt;
&lt;br /&gt;
::: Because your memory cell has the same size, the other memory cell has no advantages over it. So, I am okay with a removal of the &amp;quot;positive cell&amp;quot;. -- [[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; 14:53, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Ok. Let&#039;s wait for a while in case the original poster has comments that we&#039;ve missed.&lt;br /&gt;
&lt;br /&gt;
:::: There&#039;s one advantage for the previous design: It&#039;s useful for someone that absolutely requires a reset-on-negative and not reset on a dedicated line, and does not care about the flicker issue. But that seems like a very rare edge case, and someone who needs it is most likely very experienced and doesn&#039;t need this guide. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 15:54, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Binary gates redundant? ==&lt;br /&gt;
&lt;br /&gt;
The binary gates do not seem to have much function, because As of 0.16, arithmetic combinators have built-in binary logic support. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 09:56, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am not very experienced in combinators, but aren&#039;t the combinators OR, XOR and AND option bitwise instead of binary? [[User:My3DS]] changed the page to specify that just yesterday, so it seems important to me. -- [[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; 11:57, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I am not sure I understand the difference between &amp;quot;bitwise&amp;quot; and &amp;quot;binary&amp;quot; in the context of 1-bit inputs.&lt;br /&gt;
&lt;br /&gt;
:: The built-in OR, XOR, and AND produce exactly the same truth tables as the ones currently in the article for inputs of 1&#039;s and zeros, and are additionally capable of performing more than that for inputs greater than 1.&lt;br /&gt;
&lt;br /&gt;
:: -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:25, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Like I said, combinators aren&#039;t my strong suit :) So yes, they are redundant, but I&#039;d personally wait and see what My3DS wants to do with the gates before removing them. Perhaps give them a week, and if nothing is changed until then, remove them. -- [[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; 14:53, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Ok :), does the wiki have some sort of &amp;quot;pinging&amp;quot; system to let them see the conversation?. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 15:54, 13 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Combinator_tutorial&amp;diff=159199</id>
		<title>Tutorial talk:Combinator tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Combinator_tutorial&amp;diff=159199"/>
		<updated>2018-05-13T15:54:25Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Memory cells  ==&lt;br /&gt;
&lt;br /&gt;
I am aiming to update the &amp;quot;memory cells&amp;quot; section.&lt;br /&gt;
* The &amp;quot;advanced cell&amp;quot; does not handle 1-tick bursts properly. (I updated the article and wrote about that)&lt;br /&gt;
* There should be more versions of the memory cell, including versions that can handle negative input.&lt;br /&gt;
&lt;br /&gt;
I may post some of my designs here once I finish polishing them.&lt;br /&gt;
-- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 09:46, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thank you for this, designs are appreciated here. It&#039;s good that you remain objective about their advantages and disadvantages. -- [[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; 11:57, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thank you for your incredible work on the Wiki. I am always 100% objective. In this particular scenario, the initial design is objectively flawed. Try connecting a simple clock (self-connected arithmetic combinator with + 1) into it and then disconnecting it suddenly, its memory will flicker between the last two values. More generally, if the current input is only given for 1 tick, then it flickers between the current and the previous input. I do not want to remove it without the approval of the original poster. Here is a demo of the flicker. This device on the left sends a 1-tick pulse of 1. The lamp turns on if the output signal is 1. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:46, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: (edit: fixed link): https://streamable.com/5r7w8&lt;br /&gt;
&lt;br /&gt;
::: Because your memory cell has the same size, the other memory cell has no advantages over it. So, I am okay with a removal of the &amp;quot;positive cell&amp;quot;. -- [[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; 14:53, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Ok. Let&#039;s wait for a while in case the original poster has comments that we&#039;ve missed. There&#039;s one advantage for the previous design: It&#039;s useful for someone that absolutely requires a reset-on-negative and not reset on a dedicated line, and does not care about the flicker issue. But that seems like a very rare edge case, and someone who needs it is most likely very experienced and doesn&#039;t need this guide. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 15:54, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Binary gates redundant? ==&lt;br /&gt;
&lt;br /&gt;
The binary gates do not seem to have much function, because As of 0.16, arithmetic combinators have built-in binary logic support. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 09:56, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am not very experienced in combinators, but aren&#039;t the combinators OR, XOR and AND option bitwise instead of binary? [[User:My3DS]] changed the page to specify that just yesterday, so it seems important to me. -- [[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; 11:57, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I am not sure I understand the difference between &amp;quot;bitwise&amp;quot; and &amp;quot;binary&amp;quot; in the context of 1-bit inputs.&lt;br /&gt;
&lt;br /&gt;
:: The built-in OR, XOR, and AND produce exactly the same truth tables as the ones currently in the article for inputs of 1&#039;s and zeros, and are additionally capable of performing more than that for inputs greater than 1.&lt;br /&gt;
&lt;br /&gt;
:: -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:25, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Like I said, combinators aren&#039;t my strong suit :) So yes, they are redundant, but I&#039;d personally wait and see what My3DS wants to do with the gates before removing them. Perhaps give them a week, and if nothing is changed until then, remove them. -- [[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; 14:53, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Ok :), does the wiki have some sort of &amp;quot;pinging&amp;quot; system to let them see the conversation?. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 15:54, 13 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial_talk:Combinator_tutorial&amp;diff=159196</id>
		<title>Tutorial talk:Combinator tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial_talk:Combinator_tutorial&amp;diff=159196"/>
		<updated>2018-05-13T14:03:27Z</updated>

		<summary type="html">&lt;p&gt;SafwatHalaby: /* Memory cells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Memory cells  ==&lt;br /&gt;
&lt;br /&gt;
I am aiming to update the &amp;quot;memory cells&amp;quot; section.&lt;br /&gt;
* The &amp;quot;advanced cell&amp;quot; does not handle 1-tick bursts properly. (I updated the article and wrote about that)&lt;br /&gt;
* There should be more versions of the memory cell, including versions that can handle negative input.&lt;br /&gt;
&lt;br /&gt;
I may post some of my designs here once I finish polishing them.&lt;br /&gt;
-- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 09:46, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thank you for this, designs are appreciated here. It&#039;s good that you remain objective about their advantages and disadvantages. -- [[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; 11:57, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thank you for your incredible work on the Wiki. I am always 100% objective. In this particular scenario, the initial design is objectively flawed. Try connecting a simple clock (self-connected arithmetic combinator with + 1) into it and then disconnecting it suddenly, its memory will flicker between the last two values. More generally, if the current input is only given for 1 tick, then it flickers between the current and the previous input. I do not want to remove it without the approval of the original poster. Here is a demo of the flicker. This device on the left sends a 1-tick pulse of 1. The lamp turns on if the output signal is 1. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:46, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: (edit: fixed link): https://streamable.com/5r7w8&lt;br /&gt;
&lt;br /&gt;
== Binary gates redundant? ==&lt;br /&gt;
&lt;br /&gt;
The binary gates do not seem to have much function, because As of 0.16, arithmetic combinators have built-in binary logic support. -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 09:56, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am not very experienced in combinators, but aren&#039;t the combinators OR, XOR and AND option bitwise instead of binary? [[User:My3DS]] changed the page to specify that just yesterday, so it seems important to me. -- [[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; 11:57, 13 May 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I am not sure I understand the difference between &amp;quot;bitwise&amp;quot; and &amp;quot;binary&amp;quot; in the context of 1-bit inputs.&lt;br /&gt;
&lt;br /&gt;
:: The built-in OR, XOR, and AND produce exactly the same truth tables as the ones currently in the article for inputs of 1&#039;s and zeros, and are additionally capable of performing more than that for inputs greater than 1.&lt;br /&gt;
&lt;br /&gt;
:: -- [[User:SafwatHalaby|SafwatHalaby]] ([[User talk:SafwatHalaby|talk]]) 13:25, 13 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>SafwatHalaby</name></author>
	</entry>
</feed>