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	<updated>2026-08-21T06:19:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway/Train_path_finding&amp;diff=151609</id>
		<title>Railway/Train path finding</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway/Train_path_finding&amp;diff=151609"/>
		<updated>2017-10-23T16:36:03Z</updated>

		<summary type="html">&lt;p&gt;Tsuckow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
&lt;br /&gt;
Before a train moves to a target (In this case, a [[Train stop]]), it calculates the best route based on the railway network at that time.&lt;br /&gt;
&lt;br /&gt;
For calculation it uses a simple A*-algorithm, with the following special weighting-rules:&lt;br /&gt;
* When the rail block is occupied by a train -&amp;gt; Add a penalty of 2 * length of the block divided by block distance from the start, so the far away occupied paths don&#039;t matter much.&lt;br /&gt;
* When there is a train waiting in the station -&amp;gt; Add a penalty of 6 tiles per every remaining second in the station. (This also helps the train to choose the best station to queue up for even when all of them are occupied, it picks the one with least time remaining).&lt;br /&gt;
* When the path includes a train stop that is not the destination -&amp;gt; Add a penalty of 2000.&lt;br /&gt;
&lt;br /&gt;
The route is recalculated if the train needs to stop. There is an invisible front point internally called the train_stop_point which is used to determine if the train needs to stop. See [[Debug mode]] and turn show_train_stop_point on to see that point.  The route also recalculated after a train has stopped on a signal. This is to make pathing as dynamic as possible.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In v15 a penalty was added to avoid using train stops as through tracks&lt;br /&gt;
&lt;br /&gt;
The current algorithm was introduced with v0.11.11.&lt;br /&gt;
&lt;br /&gt;
Before v0.11.11, the algorithm was simply: If the next block is occupied, take another route.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-68 FFF #68]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=4834 bug ticket]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=11&amp;amp;t=8795&amp;amp;p=70586#p70586 Changed weighting]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=8795 Changed weighting]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=2237#p62195 Bug ticket explained]&lt;/div&gt;</summary>
		<author><name>Tsuckow</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=151608</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=151608"/>
		<updated>2017-10-23T16:35:38Z</updated>

		<summary type="html">&lt;p&gt;Tsuckow: /* Automated transport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
:&#039;&#039;For the research see [[Railway (research)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Railway is one of the main transport methods in Factorio. Although the installation of such a network can be complicated, and requires a large amount of resource and space, it is faster and more efficient than [[Belt transport system|belts]] and [[Logistic network|robot logistics]], especially over large distances.&lt;br /&gt;
&lt;br /&gt;
Railway construction, however, is not understood instantly. It takes some time to learn the basics, such as automating transportation. Learning how to manage and maintain upkeep of a larger train network takes time and experience.&lt;br /&gt;
&lt;br /&gt;
== Infrastructure ==&lt;br /&gt;
&lt;br /&gt;
To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the [[Rail planner]], but can also be done manually. Bear in mind that rails can rails are placed on a two-tile grid, so you cannot move a rail by only one tile.&lt;br /&gt;
&lt;br /&gt;
=== Minimum manually operated railway ===&lt;br /&gt;
As a minimum a manually operated railway has to consist of:&lt;br /&gt;
* [[Rail]]s (tracks)&lt;br /&gt;
* [[Locomotive]]s&lt;br /&gt;
&lt;br /&gt;
Locomotives can be entered and then manually operated by standing next to them and pressing the {{Key|RETURN}} button.&lt;br /&gt;
&lt;br /&gt;
=== Switches ===&lt;br /&gt;
* There is no visual representation of a working switch, however the rails will appear to merge. Using the rail planner, the player must place a [[rail]] overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options.&lt;br /&gt;
* The crossing of two straight tracks is not usable as switch, as trains have a limited turning radius. They do, however, connect [[Rail signal| signal blocks]] which helps prevent collisions.&lt;br /&gt;
* Parallel tracks do not interact with each other and generally have no problems. However, switching from one track to the other can require extra resources if they are too close together; the track must turn away from the other parallel track and then turn back to it. This can create complicated networks of signals and, as such, one should generally not build parallel tracks unless they are spaced adequately. (Generally, 2 track widths apart works well)&lt;br /&gt;
&lt;br /&gt;
[[File:fff-140-controlled-gates.gif|thumb|An example of a safe railway crossing.]]&lt;br /&gt;
=== Crossing tracks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful when crossing tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A checklist of proper track crossing etiquette:&lt;br /&gt;
&lt;br /&gt;
# Zoom out, so that you can see a train coming.&lt;br /&gt;
# Look left, then right.&lt;br /&gt;
# Check for signals nearby: If a [[rail signal]] suddenly jumps from green to red or green to yellow, a train is coming. Do not cross.&lt;br /&gt;
# Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit.&lt;br /&gt;
# While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage, as well as the player being able to slip between two rail cars.&lt;br /&gt;
# Heavy [[Energy shield|shields]] can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed, and will drain a large amount of the suit&#039;s energy.&lt;br /&gt;
# All entities with health will take damage getting hit by a train, so take care not to leave a [[Car]] or [[Tank]] on the tracks. However, this includes hostile forces!&lt;br /&gt;
# Trains far from a [[train stop]] will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a [[train stop]] or signal will slow down to stop, and will be traveling slower. Trains of different configurations will also move slower or faster.&lt;br /&gt;
&lt;br /&gt;
A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the [[circuit network]], and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can&#039;t get on the tracks outside the crossing. This is to completely ensure a safe crossing, and is often used on servers.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
Train components:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{imagelink|locomotive|Locomotive}} || {{Imagelink|Cargo wagon|Cargo wagon}} || {{imagelink|Fluid_wagon|Fluid wagon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Railway-assemble-train.png|thumb|left|300px|Placing a [[Cargo wagon]] so it is attached to the train.]]&lt;br /&gt;
&lt;br /&gt;
* A train consists of at least one locomotive.&lt;br /&gt;
* Trains can have more than one locomotive, and any number of [[Wagon]]s.&lt;br /&gt;
* Locomotives can be &#039;&#039;&#039;manually&#039;&#039;&#039; driven forwards or backwards, however, they are generally slower going backwards. The left and right movement keys are used to change direction at switches.&lt;br /&gt;
* Trains can only drive forwards automatically. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train.&lt;br /&gt;
* A train needs [[fuel]] to drive. Fuel can be added by inserters when the train is in manual mode or parked at a station, not when waiting at a signal or standing on automatic mode.&lt;br /&gt;
* A common way to refuel trains is using a [[requester chest]] that requests [[fuel]], and then having a [[burner inserter]] loading the fuel into the locomotive.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[Fuel]]. To transport items [[cargo wagon]]s and/or [[fluid wagon]]s have to be attached to the train. To attach rolling stock, whether a wagon or a locomotive, the player may either prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock. Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon was placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key. The cargo wagons can be filled or emptied manually or by up to twelve adjacent [[Inserters]] (six on each side), while fluid wagons can be filled or emptied with up to three [[pump]]s, which will automatically connect to the nipples on top.&lt;br /&gt;
&lt;br /&gt;
* [[Railway/Train path finding]] - How trains find their path.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stations ==&lt;br /&gt;
[[File:station-example-1.png|thumb|right|256px|A very minimal train station.]]&lt;br /&gt;
[[File:station-example-2.png|thumb|400px|High-performance train station for short trains. Highest possible unload rate, waiting spots, refueling, defended, multi-train capable, modular, extendable.]]&lt;br /&gt;
Station Components:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|{{Imagelink|Train stop|Train stop}} || {{Imagelink|Straight rail|Rail|Rails}} || {{Imagelink|Inserter|Inserters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;train station&#039;&#039;&#039; is a combination of at least one [[train stop]] plus a [[storage]] and/or distribution system, used to fill or empty [[cargo wagon]]s and/or [[fluid wagon]]s, load [[fuel]] into the [[Locomotive|locomotive(s)]], or repair trains.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t mix up &#039;&#039;train stations&#039;&#039; with &#039;&#039;train stops&#039;&#039;.&#039;&#039;&#039; A train station is a concept, whereas a [[train stop]] is an item.&lt;br /&gt;
&lt;br /&gt;
[[Inserter]]s placed next to train tracks are used to load/unload trains at train stops. Inserters are the only way to get items off and onto cargo wagons; pumps are the only way to get fluids into and out of fluid wagons.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
The two types of signals in Factorio:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{imagelink|rail-signal|Rail signal}} || {{Imagelink|Rail chain signal|Rail chain signal}} |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Understanding rail signals can be difficult. Several terms critical to understanding them are below:&lt;br /&gt;
*Rail segment&lt;br /&gt;
: A piece of track (one item).&lt;br /&gt;
*Segment&lt;br /&gt;
: A single path of continuous track without intersections or switches. This becomes important when signals are employed. The player may mouse over a segment to see its number. It&#039;s number is unique within the world, however does not start from 0 or 1.&lt;br /&gt;
*Block&lt;br /&gt;
: A set of segments defined by rail signals. By default every connected segment belongs to one block, no matter whether a train can drive on it or not, and even if it can be driven only in one direction (e.g. at a switch, both segments of the switch belong to the same block). The player can see the current block numbers of a rail piece in the info section on mouse-over.&lt;br /&gt;
&lt;br /&gt;
Rail signals are used to employ multiple trains automatically. Note that driving a train manually ignores most of the rules described here; other automatic trains will follow signaling indicted by the player&#039;s movement dynamically, however it will sometimes be not possible to avoid a collision for automatic trains if the player ignores red/yellow signals. Always beware automatic trains and give them the right of way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See [https://forums.factorio.com/viewtopic.php?f=18&amp;amp;t=3811#p28310 this forum post]&#039;&#039;&#039; for a good explanation about blocks.&lt;br /&gt;
&lt;br /&gt;
=== Basic Signaling Rules ===&lt;br /&gt;
* There is at most one Train in a block at any time. A train spanning multiple blocks occupies them all.&lt;br /&gt;
* A red signal means that the following block is occupied by a train.&lt;br /&gt;
* A yellow signal means that a train is approaching and already has the approval to enter the following block.&lt;br /&gt;
* [[Rail signal]]s separate a new block and reflect its state: green - free, yellow - reserved, red - occupied, blue - one of the paths is blocked&lt;br /&gt;
* [[Rail chain signal]]s separate a new block and reflect the state of the next [[Rail signal]]&lt;br /&gt;
* A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Deadlocks ==&lt;br /&gt;
A deadlock or gridlock can happen when every train is locked by another. In nearly every case two or more trains are standing so that every train blocks (by minimum) one other train.&lt;br /&gt;
&lt;br /&gt;
=== Deadlock occurrence ===&lt;br /&gt;
Deadlocks occur when two or more trains are prevented from continuing through an intersection, due to an unsolvable signal conflict. There are a few different types of deadlocks:&lt;br /&gt;
&lt;br /&gt;
# Temporary - These are caused by a temporary hiccup in a train&#039;s path, such as a loading train being in the way, or created by closing a signal with the [[circuit network]]. These often resolve themselves.&lt;br /&gt;
# Semi-permanent - These are the result of a problem with pathing, often created by a fuel-less train or broken rail, and may require player interaction to resolve, or (in the case of broken rails) may be corrected automatically by construction robots.&lt;br /&gt;
# Permanent - This type is the worst, and cannot be resolved automatically, often requiring the player to manually drive several trains to get them out of the intersection. These often are caused by incorrect signal placement or unreachable stations.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to remember that deadlocks can happen by chance, and by mistake of the player. Sometimes even perfectly signaled rails have issues. The rate of deadlocks is inversely proportional to the quality of signaling, however.&lt;br /&gt;
&lt;br /&gt;
=== Factors that influence the deadlock chance ===&lt;br /&gt;
* Train length (shorter trains will have a lower chance with the same rail/signal layout, due to having less effect on the rails they&#039;re on.)&lt;br /&gt;
* Size of the blocks: More space for the blocks means lower chance of deadlock.&lt;br /&gt;
* Track layout: Some layouts have a higher chance of locking, than others.&lt;br /&gt;
* Quantity of trains - More trains trying to use an intersection will result in higher chance of deadlock.&lt;br /&gt;
* The chance is also much higher if trains need to wait often in areas with rail-crossings.&lt;br /&gt;
&lt;br /&gt;
Knowing the factors, how can deadlocks be reduced?&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t use 4-way junctions or roundabouts (circles) to create junctions.&lt;br /&gt;
* Use better 3-way junctions. See [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=9044 A Detailed Look at a Bidirectional Three-way Train Intersection]&lt;br /&gt;
* Use roundabouts only for changing direction of train, and never for high traffic intersections.&lt;br /&gt;
* Build more tracks around junctions. Don&#039;t have one junction be the only way to reach a place, add redundancy. This keeps a small problem a small problem.&lt;br /&gt;
&lt;br /&gt;
== Automated transport ==&lt;br /&gt;
[[File:train-schedule-gui.png|thumb|300px|The new train GUI since 0.13 (schedule tab): 1 - switch between automatic and manual driving mode; 2 - add new train station; 3 - delete selected station; 4 - send train to selected station; 5 - add wait condition for selected station; 6 - delete selected wait condition; 7 - change logical mode of selected wait condition]]&lt;br /&gt;
&lt;br /&gt;
Trains set on &amp;quot;Automatic&amp;quot; choose their destination stop and route on departure, and after waiting at a chain signal for five seconds if their destination is a multi-stop, and when their destination stop disables itself by circuit condition. They choose the shortest route using a [[Railway/Train_path_finding|path finding algorithm]] that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account. If no such train stop exists they will skip the stop and go on to the next.&lt;br /&gt;
&lt;br /&gt;
This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system.&lt;br /&gt;
&lt;br /&gt;
First, the player has to setup a rail system with at least two train stops, which are placed in the right-hand side of the  expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, refueling/repair installations).&lt;br /&gt;
&lt;br /&gt;
When you set up the train schedule (see below) and fuel the train, you can start the train on it&#039;s schedule by switching from manual to automatic driving mode.&lt;br /&gt;
&lt;br /&gt;
=== Train schedule ===&lt;br /&gt;
The player can set up a list of train stations in the upper window. The train will route to stops in the given order, if it&#039;s at the end it will continue with the first. Currently, it&#039;s not possible to make a one-time schedule. Stations can be added by clicking button 2 (see picture). A pop-up appears with a list of all stop names. If you select one, another pop-up appears for you to select a wait condition.&lt;br /&gt;
&lt;br /&gt;
Wait conditions are used to tell the train when to leave the station. There are 6 types of wait conditions:&lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039; - the only one available until version 0.12.&lt;br /&gt;
* &#039;&#039;&#039;Inventory full&#039;&#039;&#039; - All inventories of the train are full.&lt;br /&gt;
* &#039;&#039;&#039;Inventory empty&#039;&#039;&#039; - Same as above, but empty.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039; - The train (all cargoes summed) contains a specific amount of a certain item.&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039; - The train stop is connectable to the [[Circuit network]], so the signals can used for wait conditions.&lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039; - No items were added or removed for the specified amount of seconds.&lt;br /&gt;
&lt;br /&gt;
Hereafter the word &amp;quot;term&amp;quot; is used to describe &#039;&#039;one&#039;&#039; type of wait condition, and the words &amp;quot;wait condition&amp;quot; are used to describe the whole set of terms (it turns a bit into maths).&lt;br /&gt;
&lt;br /&gt;
If you add more than one term, you can change the connection of those using the logical operators AND and OR (button 7). An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.&lt;br /&gt;
&lt;br /&gt;
When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Expand for examples&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Wait until full, up to 30 seconds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until cargo full, &#039;&#039;or&#039;&#039; circuit condition Oil &amp;gt; 3000:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Full cargo inventory&lt;br /&gt;
OR Circuit condition - Oil &amp;gt; 3000&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until empty, &#039;&#039;and&#039;&#039; 30 seconds passed, &#039;&#039;and&#039;&#039; 5 seconds of inactivity:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Empty cargo inventory&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
AND 5 seconds of inactivity&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait until iron ore is low, &#039;&#039;or&#039;&#039; copper ore is low &#039;&#039;and&#039;&#039; at least 30 seconds passed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Cargo: Iron ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
OR Cargo: Copper ore &amp;lt; 500&lt;br /&gt;
AND 30 seconds passed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Factorio&#039;s wait condition logic is read as disjunctive normal form ([https://en.wikipedia.org/wiki/Disjunctive_normal_form DNF]), and so this last example is processed as (note the parenthesis):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 AND 30 seconds passed) OR (Cargo: Copper ore &amp;lt; 500 AND 30 seconds passed))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which is the same as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;((Cargo: Iron ore &amp;lt; 500 OR Cargo: Copper ore &amp;lt; 500) AND 30 seconds passed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is &#039;&#039;&#039;no&#039;&#039;&#039; way to write that shorter form in the current UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Below are some things to verify if a rail system or train is not working.&lt;br /&gt;
&lt;br /&gt;
* Is the train fueled? Ensure that the locomotive has [[fuel]] of some kind.&lt;br /&gt;
* Misplaced or non-functional switches? Ensure that the train can plan a path through the switches.&lt;br /&gt;
* Another train on the same [[Railway#Segment|segment]] or [[Railway#Block|block]]? Make sure the path of the train is unobstructed.&lt;br /&gt;
* Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop.&lt;br /&gt;
* Is the train allowed to enter signals from the right direction? Are the signals set correctly?&lt;br /&gt;
* If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other.&lt;br /&gt;
&lt;br /&gt;
==== No path ====&lt;br /&gt;
When trains cannot reach the target, a &amp;quot;no path&amp;quot; symbol pops up over the locomotive. Check:&lt;br /&gt;
* Can the train reach its current destination by &#039;&#039;&#039;only driving forward&#039;&#039;&#039;? Build turning slopes or place a locomotive at both ends of a train!&lt;br /&gt;
* Are the train stops standing in the right direction? Train stops must be on the right hand side of the track.&lt;br /&gt;
* If you use rail signals, check that the signals are all allowing traffic in the correct direction.&lt;br /&gt;
* Check for interruptions in the train tracks, drive to the station manually to check there are no rail parts missing. Especially near junctions these can be hard to spot if missing.&lt;br /&gt;
&lt;br /&gt;
If you are still having problems, consider:&lt;br /&gt;
* Driving the train manually, and as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem.&lt;br /&gt;
[http://imgur.com/a/Nq2Yk A pictorial summary of typical problems].&lt;br /&gt;
&lt;br /&gt;
A vague issue exists (at least in 0.15.9) where the following steps helped:&lt;br /&gt;
* Remove the unreachable stop from the train schedule&lt;br /&gt;
* Re-create (mine and place) the unreachable train stop&lt;br /&gt;
* Add the train stop back in the schedule.&lt;br /&gt;
&lt;br /&gt;
No bug report was created because the issue was non-reproducible.&lt;br /&gt;
&amp;lt;!-- These tutorials are no longer included because they are outdated. However, this section can be put back into the article when there are newer or in-wiki tutorials&lt;br /&gt;
&lt;br /&gt;
== User tips and tricks ==&lt;br /&gt;
This section contains further links to in-depth knowledge. As a general advisory, tips given in this section detail the more intricate mechanics in the game and can be dangerous to the experience of players who wish to discover better methods on their own. &#039;&#039;&#039;&#039;&#039;Be warned that much of the info below could be outdated/incorrect.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
==== Videos ====&lt;br /&gt;
We recommend viewing some videos of how to build a simple railway, which makes the basic steps very simple.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=mXr7y02ZG00 Rail Signaling - Easy Rules for Placing Signals]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=54&amp;amp;t=6984 Factorio Tutorial: Signals and Multi-train Networks] by Gepwin (read the whole article!)&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5451 Factorio Traintorial, all about trains] by Gepwin.&lt;br /&gt;
* &#039;&#039;v0.10, English [http://www.youtube.com/watch?v=XSGYSbEPpbM Rail basics tutorial] by MangledPork Gaming.&lt;br /&gt;
** And the second part of the tutorial [http://www.youtube.com/watch?v=k6wxl4FdSuQ Factorio Rail Tutorial Part 2: Signals]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[http://www.reddit.com/r/factorio/comments/26igal/train_signal_tutorial/ A train-signal tutorial with pictures].&lt;br /&gt;
* v0.8, English [http://www.youtube.com/watch?v=RmyOdxi5hR4 Inzainia Plays: Factorio ver 0.8.0 EP:8 (Trains, Trains, Trains!!!)]&lt;br /&gt;
* v0.6, German [http://www.youtube.com/watch?v=idOaZpX8lnA Silver&#039;s Factorio Basic Train Tutorial]&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|trans-factorio-express}}&lt;br /&gt;
&lt;br /&gt;
== Connection to [http://www.openttd.org/ OpenTTD] ==&lt;br /&gt;
Factorio&#039;s railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Traffic Tycoon Deluxe]. Players who have ever played that game will find some elements of it in Factorio. If not, they can learn from the OpenTTD documentation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Cargo wagon]]&lt;/div&gt;</summary>
		<author><name>Tsuckow</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway/Train_path_finding&amp;diff=151607</id>
		<title>Railway/Train path finding</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway/Train_path_finding&amp;diff=151607"/>
		<updated>2017-10-23T16:32:07Z</updated>

		<summary type="html">&lt;p&gt;Tsuckow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{sublinks}}&lt;br /&gt;
&lt;br /&gt;
Before a train moves to a target (In this case, a [[Train stop]]), it calculates the best route based on the railway network at that time.&lt;br /&gt;
&lt;br /&gt;
For calculation it uses a simple A*-algorithm, with the following special weighting-rules:&lt;br /&gt;
* When the rail block is occupied by a train -&amp;gt; Add a penalty of 2 * length of the block divided by block distance from the start, so the far away occupied paths don&#039;t matter much.&lt;br /&gt;
* When there is a train waiting in the station -&amp;gt; Add a penalty of 6 tiles per every remaining second in the station. (This also helps the train to choose the best station to queue up for even when all of them are occupied, it picks the one with least time remaining).&lt;br /&gt;
* When the path includes a train stop that is not the destination, add a penalty of 2000.&lt;br /&gt;
&lt;br /&gt;
The route is recalculated if the train needs to stop. There is an invisible front point internally called the train_stop_point which is used to determine if the train needs to stop. See [[Debug mode]] and turn show_train_stop_point on to see that point.  The route also recalculated after a train has stopped on a signal. This is to make pathing as dynamic as possible.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In v15 a penalty was added to avoid using train stops as through tracks&lt;br /&gt;
&lt;br /&gt;
The current algorithm was introduced with v0.11.11.&lt;br /&gt;
&lt;br /&gt;
Before v0.11.11, the algorithm was simply: If the next block is occupied, take another route.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-68 FFF #68]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=4834 bug ticket]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=11&amp;amp;t=8795&amp;amp;p=70586#p70586 Changed weighting]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=8795 Changed weighting]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=30&amp;amp;t=2237#p62195 Bug ticket explained]&lt;/div&gt;</summary>
		<author><name>Tsuckow</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=134239</id>
		<title>Solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solar_panel&amp;diff=134239"/>
		<updated>2017-01-25T01:35:55Z</updated>

		<summary type="html">&lt;p&gt;Tsuckow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Solar panel/infobox}}&lt;br /&gt;
&lt;br /&gt;
Solar panels are an infinite source of free energy while producing no pollution. During daylight hours every panel provides the maximum power level, 60kW. Generated power will increase/decrease linearly during dusk and dawn, and no power is produced at night. When placed, the Solar Panel takes up 9 spaces, in a 3x3 area.&lt;br /&gt;
&lt;br /&gt;
[[Basic accumulator]]s can be charged up during the day to power the base at night.&lt;br /&gt;
&lt;br /&gt;
[[File:Solar-Panel-0.9.8.png|thumb|350px|8 Solar Panels]]&lt;br /&gt;
&lt;br /&gt;
[[File:SolarPanelSetUp.png|350px|thumb|An efficient solar panel set up.]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* It takes 23.8 solar panels to operate 1MW of factory &#039;&#039;&#039;and&#039;&#039;&#039; charge enough accumulators to sustain that 1MW through the night&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Solar panels are directly connected to the following achievements:&lt;br /&gt;
; Solaris&lt;br /&gt;
: Produce more than 10 GJ energy per hour without the usage of [[steam engine]].&lt;br /&gt;
; Steam all the way&lt;br /&gt;
: Win the game without using a solar panel.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.2|&lt;br /&gt;
* Changed tech requirement from Adv. Electronics to Electronics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.11|&lt;br /&gt;
* Energy of the solar panel is now fractioned between all the networks it&#039;s connected to.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Massive optimisations to solar panel logic.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Significantly slowed crafting speed to 10 secs from 0.5 sec.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Made solar panels pre-science pack 3.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.0|&lt;br /&gt;
* Unplugged icon shown when not connected to any power transfer device.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.3.0|&lt;br /&gt;
* New solar panel graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.1|&lt;br /&gt;
* Priority of power consumption changed to consume from solar panel first.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Basic accumulator]]&lt;br /&gt;
* [https://wiki.factorio.com/index.php?title=Power_production#Optimal_ratio Calculating the optimal ratio of accumulators to solar panels]&lt;br /&gt;
* A [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=9314 Solar Power Excel sheet]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=8949 (Forum topic) The way I solar]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Tsuckow</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=134238</id>
		<title>Accumulator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=134238"/>
		<updated>2017-01-25T01:26:43Z</updated>

		<summary type="html">&lt;p&gt;Tsuckow: Add MJ for making it through the night&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Accumulator/infobox}}&lt;br /&gt;
&lt;br /&gt;
The [[Basic accumulator]] stores a limited amount of energy when available production exceeds demand, and releases it in the opposite case. The basic accumulator stores up to 5 MJ of energy. Charge/Discharge rate is 300 kW maximum. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 5MJ of stored energy take approximately 17s to fully charge/discharge at the maximum rate of 300kW. Read [[Game-second]] for further time related calculations.&lt;br /&gt;
* It takes 25 accumulators (125MJ) to maintain 1MW through the night&lt;br /&gt;
* When discharged above maximum speed by multiple unconnected poles, will distribute energy unequally (some may get 100% demand, others 0%)&lt;br /&gt;
* May be used to provide limited amount of power (multiples of maximum charge rate) to a section of the grid&lt;br /&gt;
* Produces light when charging and discharging&lt;br /&gt;
* Can act as a emergency backup for your base in case of blackout, until main power supply is restored&lt;br /&gt;
* Can be used to power the base at night if it relies heavily on [[solar panel]]s&lt;br /&gt;
* Can act as a &amp;quot;surge protector&amp;quot; (if power usage of one device exceeds production for a few seconds or so, the basic accumulator will compensate for this and provide power to the grid until said device shuts down or requires a lesser power requirement)&lt;br /&gt;
&lt;br /&gt;
== Circuit Network ==&lt;br /&gt;
&lt;br /&gt;
If connected to a [[circuit network]], an accumulator will output its level of charge, as an integer from 0 to 100, to a specified signal.&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
&lt;br /&gt;
=== Isolation of Power Networks ===&lt;br /&gt;
&lt;br /&gt;
[[Electric network#Storage|Accumulator]]s can be used to isolate two separate power networks, which has a number of uses. Since accumulators have a lower delivery priority than any other entity, this guarantees that they only receive energy when you have enough left over after powering all other entities in a network. At the same time, accumulators can also be used to deliver energy in another electrical network, and can charge and discharge at the same time. Consider the following example:&lt;br /&gt;
&lt;br /&gt;
[[File:Accumulator_Network_Isolation.png]]&lt;br /&gt;
&lt;br /&gt;
The two power networks A and B are not directly connected to each other: They are connected only through the accumulators, which are shared by both networks. This is accomplished by setting up electric poles for each network connected to the accumulators, then ensuring the sets of poles are not connected to each other (which can be done by crafting a copper wire then dragging it between two connected poles to sever the connection, exactly as is done for disconnecting circuit wires). &lt;br /&gt;
&lt;br /&gt;
In the above example:&lt;br /&gt;
&lt;br /&gt;
* The accumulators will only charge if extra power is being produced by network A or B.&lt;br /&gt;
* The accumulators will discharge as needed into either network if one is not producing enough power.&lt;br /&gt;
* Since the maximum input/output rate of an accumulator is 300 kW, power flow between the two networks will be limited to 300 kW times the number of accumulators (1.5 MW in the example).&lt;br /&gt;
* Note that this isolation is bidirectional: Either network can charge the accumulators, and the accumulators can discharge into either network.&lt;br /&gt;
&lt;br /&gt;
This technique can be used whenever this type of isolation is desired.&lt;br /&gt;
&lt;br /&gt;
==== Reduce Energy Consumption in Critical Situations ====&lt;br /&gt;
&lt;br /&gt;
In particular, one good use for the above technique is to limit electricity consumption in low power situations by isolating non-critical parts of your factory (such as [[Radar]], [[Lab]]s, [[Electric furnace]]s, [[Electric mining drill|electric miner]]s, [[Beacon]]s, etc.) from critical parts (such as lasers, ammo production, or whatever your priorities are).&lt;br /&gt;
&lt;br /&gt;
To do this, place your main generators and critical components on one network and place your non-critical components on another network, isolating the two as above. Now, two things will happen:&lt;br /&gt;
&lt;br /&gt;
* Power will &#039;&#039;only&#039;&#039; flow to the non-critical network when you are generating a surplus on the main network, and&lt;br /&gt;
* The rate will always be limited to 300 kW per accumulator.&lt;br /&gt;
&lt;br /&gt;
Because the accumulators will only receive power if you have a surplus on the main network, this will in effect deactivate the low-priority network when electricity is in short supply. This will also limit power consumption by the low priority network if its usage becomes high, for example if you have two factories on a low priority network and usually only one of them runs at a time, if both happen to run they won&#039;t consume more than the total limit, they&#039;ll just slow down.&lt;br /&gt;
&lt;br /&gt;
Essentially you are saying &amp;quot;only deliver power to these systems if I have enough to spare, and even then don&#039;t exceed this delivery rate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In general this is a technique which works well when you&#039;ve just researched accumulators and solar panels, but don&#039;t have enough resources to build big solar farms and accumulator farms yet.&lt;br /&gt;
&lt;br /&gt;
=== Minimizing need for Steam power ===&lt;br /&gt;
&lt;br /&gt;
See http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5585.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
[[File:electrical-network-example-2.png|frame|384px|High density accumulator array consisting of 48 basic accumulators and a [[Substation]] providing 240 MJ capacity.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.3|&lt;br /&gt;
* Reduced collision box of [[big electric pole]] to allow squeezing between it and an accumulator.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Now connectible to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Heavy optimisations by merging them into groups.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Drastically slowed crafting to 10 secs.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capacity doubled, increase I/O to 300 watts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Added charging animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Solar panel]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Tsuckow</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=134237</id>
		<title>Accumulator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Accumulator&amp;diff=134237"/>
		<updated>2017-01-25T01:06:19Z</updated>

		<summary type="html">&lt;p&gt;Tsuckow: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Accumulator/infobox}}&lt;br /&gt;
&lt;br /&gt;
The [[Basic accumulator]] stores a limited amount of energy when available production exceeds demand, and releases it in the opposite case. The basic accumulator stores up to 5 MJ of energy. Charge/Discharge rate is 300 kW maximum. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* 5MJ of stored energy take approximately 17s to fully charge/discharge at the maximum rate of 300kW. Read [[Game-second]] for further time related calculations.&lt;br /&gt;
* It takes 25 accumulators to maintain 1MW through the night&lt;br /&gt;
* When discharged above maximum speed by multiple unconnected poles, will distribute energy unequally (some may get 100% demand, others 0%)&lt;br /&gt;
* May be used to provide limited amount of power (multiples of maximum charge rate) to a section of the grid&lt;br /&gt;
* Produces light when charging and discharging&lt;br /&gt;
* Can act as a emergency backup for your base in case of blackout, until main power supply is restored&lt;br /&gt;
* Can be used to power the base at night if it relies heavily on [[solar panel]]s&lt;br /&gt;
* Can act as a &amp;quot;surge protector&amp;quot; (if power usage of one device exceeds production for a few seconds or so, the basic accumulator will compensate for this and provide power to the grid until said device shuts down or requires a lesser power requirement)&lt;br /&gt;
&lt;br /&gt;
== Circuit Network ==&lt;br /&gt;
&lt;br /&gt;
If connected to a [[circuit network]], an accumulator will output its level of charge, as an integer from 0 to 100, to a specified signal.&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
&lt;br /&gt;
=== Isolation of Power Networks ===&lt;br /&gt;
&lt;br /&gt;
[[Electric network#Storage|Accumulator]]s can be used to isolate two separate power networks, which has a number of uses. Since accumulators have a lower delivery priority than any other entity, this guarantees that they only receive energy when you have enough left over after powering all other entities in a network. At the same time, accumulators can also be used to deliver energy in another electrical network, and can charge and discharge at the same time. Consider the following example:&lt;br /&gt;
&lt;br /&gt;
[[File:Accumulator_Network_Isolation.png]]&lt;br /&gt;
&lt;br /&gt;
The two power networks A and B are not directly connected to each other: They are connected only through the accumulators, which are shared by both networks. This is accomplished by setting up electric poles for each network connected to the accumulators, then ensuring the sets of poles are not connected to each other (which can be done by crafting a copper wire then dragging it between two connected poles to sever the connection, exactly as is done for disconnecting circuit wires). &lt;br /&gt;
&lt;br /&gt;
In the above example:&lt;br /&gt;
&lt;br /&gt;
* The accumulators will only charge if extra power is being produced by network A or B.&lt;br /&gt;
* The accumulators will discharge as needed into either network if one is not producing enough power.&lt;br /&gt;
* Since the maximum input/output rate of an accumulator is 300 kW, power flow between the two networks will be limited to 300 kW times the number of accumulators (1.5 MW in the example).&lt;br /&gt;
* Note that this isolation is bidirectional: Either network can charge the accumulators, and the accumulators can discharge into either network.&lt;br /&gt;
&lt;br /&gt;
This technique can be used whenever this type of isolation is desired.&lt;br /&gt;
&lt;br /&gt;
==== Reduce Energy Consumption in Critical Situations ====&lt;br /&gt;
&lt;br /&gt;
In particular, one good use for the above technique is to limit electricity consumption in low power situations by isolating non-critical parts of your factory (such as [[Radar]], [[Lab]]s, [[Electric furnace]]s, [[Electric mining drill|electric miner]]s, [[Beacon]]s, etc.) from critical parts (such as lasers, ammo production, or whatever your priorities are).&lt;br /&gt;
&lt;br /&gt;
To do this, place your main generators and critical components on one network and place your non-critical components on another network, isolating the two as above. Now, two things will happen:&lt;br /&gt;
&lt;br /&gt;
* Power will &#039;&#039;only&#039;&#039; flow to the non-critical network when you are generating a surplus on the main network, and&lt;br /&gt;
* The rate will always be limited to 300 kW per accumulator.&lt;br /&gt;
&lt;br /&gt;
Because the accumulators will only receive power if you have a surplus on the main network, this will in effect deactivate the low-priority network when electricity is in short supply. This will also limit power consumption by the low priority network if its usage becomes high, for example if you have two factories on a low priority network and usually only one of them runs at a time, if both happen to run they won&#039;t consume more than the total limit, they&#039;ll just slow down.&lt;br /&gt;
&lt;br /&gt;
Essentially you are saying &amp;quot;only deliver power to these systems if I have enough to spare, and even then don&#039;t exceed this delivery rate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In general this is a technique which works well when you&#039;ve just researched accumulators and solar panels, but don&#039;t have enough resources to build big solar farms and accumulator farms yet.&lt;br /&gt;
&lt;br /&gt;
=== Minimizing need for Steam power ===&lt;br /&gt;
&lt;br /&gt;
See http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=5585.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
[[File:electrical-network-example-2.png|frame|384px|High density accumulator array consisting of 48 basic accumulators and a [[Substation]] providing 240 MJ capacity.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.3|&lt;br /&gt;
* Reduced collision box of [[big electric pole]] to allow squeezing between it and an accumulator.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Now connectible to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Heavy optimisations by merging them into groups.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Drastically slowed crafting to 10 secs.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capacity doubled, increase I/O to 300 watts.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Added charging animation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Solar panel]]&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Game-day]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Electric network]]&lt;/div&gt;</summary>
		<author><name>Tsuckow</name></author>
	</entry>
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