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	<updated>2026-05-12T02:52:00Z</updated>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Constant_combinator&amp;diff=217187</id>
		<title>Constant combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Constant_combinator&amp;diff=217187"/>
		<updated>2026-02-05T00:11:14Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Fixed number of other combinators&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Constant combinator}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;constant combinator&#039;&#039;&#039; is part of the circuit network and one of four types of combinators available in the game (the other three being the [[arithmetic combinator]], [[decider combinator]], and [[selector combinator]]). It constantly outputs the selected signal(s) to all connected wire networks without the need for a specific input, and can be turned on/off in the GUI manually. Most common uses include testing of composed circuitry or changing some user-defined settings by broadcasting a kind of a switching signal.&lt;br /&gt;
&lt;br /&gt;
If the output of a combinator is desired to be switched on/off remotely or automatically, it is recommended to channel its output through a decider combinator. Unlike the other three combinators, the constant combinator does not require electricity to function.&lt;br /&gt;
&lt;br /&gt;
[[File:constant_combinator_gui.png|350px|GUI of the constant combinator.]]&lt;br /&gt;
&lt;br /&gt;
Constant combinators can use [[Logistic network#Logistics groups|named logistics groups]] to group constants, which can be shared with other logistic requesters. Logistic requests have two values for each signal: the minimum and maximum for the entity. The constant combinator will only output the minimum value. The UI for setting constants also cannot change the maximum value, so new entries in a group will set the maximum value to infinity. Modifying the constant for entries that have a maximum value set will not alter that maximum value.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Constant combinators now use [[logistic group]]s for configuration and output.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Connected wires are highlighted when hovering over a combinator connected to the [[circuit network]].&lt;br /&gt;
* Combinators show input and output in alt mode.&lt;br /&gt;
* More virtual signals for combinators.&lt;br /&gt;
* Constant combinator can be rotated.&lt;br /&gt;
* New combinator graphics. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.5|&lt;br /&gt;
* Combinators now emit light.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Combinators no longer turn off when no wires are connected.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Combinators]]&lt;br /&gt;
** [[Arithmetic combinator]]&lt;br /&gt;
** [[Decider combinator]]&lt;br /&gt;
** [[Selector combinator]]&lt;br /&gt;
* [[Tutorial:Combinator tutorial|Combinator tutorial]]&lt;br /&gt;
* [[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_Age&amp;diff=216825</id>
		<title>Space Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_Age&amp;diff=216825"/>
		<updated>2025-12-22T17:17:33Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added Switch 2 mention&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Space Age&#039;&#039;&#039; is a paid expansion pack of &#039;&#039;Factorio&#039;&#039; that was released on October 21st 2024. It contains a set of 3 extra mods.&lt;br /&gt;
&lt;br /&gt;
The mods are:&lt;br /&gt;
&lt;br /&gt;
* Space Age, featuring 4 new planets, space platforms, and a reworked tech tree&lt;br /&gt;
* Quality, allowing drastic improvements to buildings and items as a &amp;quot;vertical&amp;quot; growth&lt;br /&gt;
* Elevated Rails, for improved rail routing and better intersections&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quality&amp;quot; and &amp;quot;Elevated Rails&amp;quot; are both dependencies for &amp;quot;Space Age&amp;quot;, but can be enabled separately.&lt;br /&gt;
&lt;br /&gt;
View the [https://factorio.com/space-age/content official content page]. Watch the [https://www.youtube.com/watch?v=OiczN-8QKDA&amp;amp;ab_channel=Factorio official launch trailer].&lt;br /&gt;
&lt;br /&gt;
The expansion is not available on the [[Nintendo Switch version | Nintendo Switch 1]] version of the game due to space and memory constraints [https://factorio.com/blog/post/fff-434], and is exclusive to the Nintendo Switch 2 version.&lt;br /&gt;
&lt;br /&gt;
== Space Age ==&lt;br /&gt;
The Space Age mod expands the tech tree and adds four new planets for the player to travel to using [[space platform]]s, each with their own new resources, gameplay mechanics, original music, and unique challenges. &lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Vulcanus}}, a molten, waterless planet whose pools of lava can be casted into metal.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceage intro Vulcanus.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Fulgora}}, a lightning-prone desert planet where the only resource is piles of scrap left by an alien civilization.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceage intro Fulgora.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Gleba}}, a moist, overgrown world of plants and fungi whose biological products eventually degrade into spoilage.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceage intro Gleba.png|600px]]&lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Aquilo}}, a desolate, freezing globe of liquid ammonia where machines freeze without heating.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceage intro Aquilo.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Space Age adds 29 achievements, 30 intermediate products, 22 buildings, 8 hours of new original music, 5 [[science pack]]s, 5 weapons, 4 planets, and 2 [[enemy]] types. Instead of launching a rocket, the end goal of Space Age is to build a space platform capable of reaching the [[solar system edge]].&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
:{{Main|Quality}}&lt;br /&gt;
&lt;br /&gt;
The Quality mod introduces four higher quality tiers for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using the new [[quality module]]s in the producing structure. When enabled with the Space Age mod, the two highest quality tiers require technology from Gleba and Aquilo.&lt;br /&gt;
&lt;br /&gt;
In addition, the Quality mod also includes the [[recycler]]{{SA}}, a building capable of turning most items back into their ingredients, albeit at a 75% loss.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceage intro quality.png|600px]]&lt;br /&gt;
&lt;br /&gt;
== Elevated Rails ==&lt;br /&gt;
&lt;br /&gt;
Adds [[rail ramp]]s{{SA}} and [[rail support]]s{{SA}} to build elevated [[railway|rails]]. Elevated rails act as a second layer of track above the ground, allowing most buildings to be placed underneath. Elevated rails are particularly useful at building more efficient intersections, crossing difficult terrain, or bridging the oceans of [[Nauvis]] or the oil oceans of Fulgora.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceage intro elevated rail.png|600px]]&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nintendo_Switch_version&amp;diff=216824</id>
		<title>Nintendo Switch version</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nintendo_Switch_version&amp;diff=216824"/>
		<updated>2025-12-22T17:08:04Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Switch 2 additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;Nintendo Switch version&#039;&#039;&#039; of Factorio was released on October 28, 2022. It is mostly identical to the PC version, the only large difference is the missing mod support.&amp;lt;br&amp;gt;&lt;br /&gt;
Save files are compatible between platforms. Cross-platform multiplayer is possible as long as the game versions match. When using &#039;&#039;Steam&#039;&#039; on PC, the &amp;quot;console&amp;quot; beta branch can be selected to match game version.&lt;br /&gt;
&lt;br /&gt;
Both the Nintendo Switch version of the game and the PC version support using a controller to play the game.&lt;br /&gt;
&lt;br /&gt;
The Nintendo Switch version is available on both the Nintendo Switch and its successor, the Nintendo Switch 2. Players who own the Switch 1 version can upgrade to the Switch 2 version for free. Both versions are mostly identical, with the Switch 2 version having better performance, Joy-Con Mouse Support, and the [[Space Age]]{{SA}} expansion.&lt;br /&gt;
&lt;br /&gt;
== Controller support ==&lt;br /&gt;
&lt;br /&gt;
=== Free Cursor ===&lt;br /&gt;
[[File:FreeCursorInRange.jpg|thumb|Character is close enough to chop down tree]]&lt;br /&gt;
When using keyboard and mouse to control the game, the cursor is, obviously, controlled by the mouse. When using a controller, like on the Switch, there are two different cursor modes: &amp;quot;free cursor&amp;quot; and &amp;quot;auto cursor&amp;quot;. To toggle between them, press the &#039;&#039;&#039;right stick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:FreeCursorOutOfRange.jpg|thumb|Character is not close enough to chop down tree]]&lt;br /&gt;
With free cursor, there is a mouse-like cursor (either a cross hair or an item selected from the character inventory), controlled by the right stick. It behaves much like a mouse cursor - its position is relative to the physical screen, and pretty much does not ever change, even when the character moves, the player changes views, the view is zoomed in or out, etc. Using the console touch-screen will immediately move the cursor to the touched spot.&lt;br /&gt;
&lt;br /&gt;
With auto cursor, there is NOT a visible cursor on the screen and the system will automatically select some object near the character as the active structure, or the selected item from the character inventory will appear near the character. Auto cursor mode is similar to conventional console games, where operations are centered on the character itself. The right joy stick can be used to change placement of an item or influence which structure is selected, but it isn&#039;t possible to reliably select a specific structure without moving right next to it. In an area with lots of structures, the selected structure will be the one in the direction the character is looking - this is where using the right joystick to look around can be helpful.&lt;br /&gt;
&lt;br /&gt;
There are two things players should remember when using free cursor. First, it is often not necessary to move the character to perform actions. The second is the action range limit - all actions on external structures have a distance limit, how far away from the character the cursor can be, when performing the action. Some actions, such as chopping down a tree, have a very short range. If the structure&#039;s selection frame is &#039;&#039;&#039;yellow&#039;&#039;&#039; then it is in range, &#039;&#039;&#039;red&#039;&#039;&#039; is out of range. In auto cursor mode, a structure that is out of range will never be selected.&lt;br /&gt;
&lt;br /&gt;
In combat, free cursor can be used to target a specific enemy, or enemies in a specific area, and is especially useful for selecting targets for long ranged weapons (such as the [[tank]] gun or a [[rocket launcher]]). &lt;br /&gt;
&lt;br /&gt;
Auto cursor will fire at the enemy closest to the character, which may be more useful in some combat situations.&lt;br /&gt;
&lt;br /&gt;
=== [[Quick panel]] ===&lt;br /&gt;
There are some elements from the keyboard and mouse GUI that have been moved into a single popup panel for controller support.&lt;br /&gt;
&lt;br /&gt;
The quick panel is displayed when the {{Keybinding|L}} (left bumper) is &#039;&#039;&#039;held down&#039;&#039;&#039; and disappears when it is released.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
* There is no mod support.[https://factorio.com/blog/post/factorio-on-nintendo-switch]&lt;br /&gt;
* The [[Space Age]]{{SA}} expansion is not available on the Switch 1 due to space and memory constraints.[https://factorio.com/blog/post/fff-434]&lt;br /&gt;
** Space Age is only available on the Switch 2 version. [https://factorio.com/blog/post/fff-439]&lt;br /&gt;
* Nintendo Switch Online is required for online play, but not required for LAN games.[https://factorio.com/blog/post/factorio-on-nintendo-switch]&lt;br /&gt;
* Games hosted on a [[Multiplayer#Dedicated/Headless_server|dedicated server]] are not shown in the browse multiplayer game GUIs.&lt;br /&gt;
* There is no save transfer feature, but saves can be transferred using multiplayer.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
* There is no blueprint transfer feature, but blueprints can be transferred using multiplayer.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
* Maps over 100MB or with a very large number of entities (typically downloaded from the PC version) can not be loaded.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
[[File:RefineryAltView.jpg|thumb|Alt mode view of an oil refinery shows the recipe (advanced oil processing)]]&lt;br /&gt;
There is a mode which, on keyboards, is toggled by pressing {{Keybinding|ALT}}, so naturally it is called &amp;quot;Alt mode&amp;quot;. In this mode, the view will show additional information about certain structures including the current recipe for any [[assembling machine]] or [[chemical plant]] and the contents of any containers.&lt;br /&gt;
&lt;br /&gt;
On controllers, alt mode is toggled using {{Keybinding|Up}}.&lt;br /&gt;
&lt;br /&gt;
When using an machine with fluid inputs and/or outputs, the &amp;quot;Alt mode&amp;quot; will show an icon on each input or output to show what product is used as an input or produced as an output on each connection. These may be hard to see on the Switch built-in console display when zoomed out. For most recipes, there is either only one connection, or both connections take the same input. The connection layout of the oil refinery is shown in the image on the right.&lt;br /&gt;
&lt;br /&gt;
While most commands are mapped on controllers by default, some of the less common commands are not mapped by default. The player may want to map the [[Controls#Tools|Blueprint commands]] instead of using the [[quick panel]] to access them.&lt;br /&gt;
&lt;br /&gt;
== Nintendo Switch 2 Edition ==&lt;br /&gt;
&lt;br /&gt;
An upgraded version of the game for the Nintendo Switch 2 released on December 22, 2025, at the same price as the Switch 1 version. Players who already own the Switch 1 version can upgrade to the Switch 2 version for free.&lt;br /&gt;
&lt;br /&gt;
The Switch 2 version features numerous technical improvements:&lt;br /&gt;
* Better resolution&lt;br /&gt;
** 1080p in handheld, up to 2160p (4k) when docked&lt;br /&gt;
* Variable refresh rate when in handheld&lt;br /&gt;
* Some higher quality animations&lt;br /&gt;
* Some higher quality sprites&lt;br /&gt;
* Other visual improvements&lt;br /&gt;
* Faster loading times&lt;br /&gt;
* Mouse support via the left or right Joy-Cons.&lt;br /&gt;
&lt;br /&gt;
Additionally, the [[Space Age]]{{SA}} expansion is available exclusively for the Switch 2, for the same price as the base game.&lt;br /&gt;
&lt;br /&gt;
== Related Factorio blog posts ==&lt;br /&gt;
* [https://factorio.com/blog/post/factorio-switch-release Factorio for Nintendo Switch is now available!]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-370 FFF #370 - The journey to Nintendo Switch]&lt;br /&gt;
* [https://www.factorio.com/blog/post/factorio-on-nintendo-switch Factorio is coming to Nintendo Switch™]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-439 FFF #439 - Factorio and Space Age on Nintendo Switch 2™]&lt;br /&gt;
* [https://factorio.com/blog/post/factorio-switch-2-release Factorio: Switch 2 Release]&lt;br /&gt;
&lt;br /&gt;
== Store page ==&lt;br /&gt;
* [https://www.nintendo.com/store/products/factorio-switch/ Nintendo eShop: Factorio]&lt;br /&gt;
* [https://www.nintendo.com/us/store/products/factorio-space-age-70050000066476-switch-2/ Nintendo eShop: Space Age]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
The Nintendo Switch version of the game has its own changelog in addition to the [[version history|changes from the PC version]].&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.109&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed a crash when trying to hand-craft recipes that have fluid ingredients.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.108&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed a potential desync when calling LuaGui::is_valid_sprite_path() with a sprite path starting with &amp;quot;file.&amp;quot;.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.107&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed first tutorial level advancing to a wrong story step after drill is set in quickbar.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.106&lt;br /&gt;
&lt;br /&gt;
Gui:&lt;br /&gt;
* Added Paste button to exchange string import GUIs&lt;br /&gt;
* Scrolling is smoother when using scrollbars with a controller.&lt;br /&gt;
* Controller button hints GUI will try to move out of the way of chat messages.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when trying to exit the application while the controller support applet is active(after changing console play modes)&lt;br /&gt;
* Fixed freeze when changing console play modes while the on-screen keyboard is active.&lt;br /&gt;
* Fixed crash when finishing a mini-tutorial after changing the input method from keyboard and mouse to controller while in the mini-tutorial.&lt;br /&gt;
* Fixed strange entity selection behavior after finishing a mini-tutorial after changing the input method from controller to keyboard and mouse while in the mini-tutorial.&lt;br /&gt;
* Fixed that LuaForce::chart_all() wouldn&#039;t chart surfaces that had never had any charting.&lt;br /&gt;
* Fixed LuaEntity::circuit_connection_definitions could return copper wires from ghost entities.&lt;br /&gt;
* Fixed a desync related to changing in-progress infinite research levels.&lt;br /&gt;
* Fixed copying train stop settings could cause some trains to arrive.&lt;br /&gt;
* Fixed a save corruption issue related to large amounts of overlapping small electric poles.&lt;br /&gt;
* Fixed entity status icons being visible in simulations.&lt;br /&gt;
* Fixed a crash when giving NaN values to some lua APIs.&lt;br /&gt;
* Fixed a desync when changing the force of a requester chest with filters set from the circuit network.&lt;br /&gt;
* Fixed a rendering issue with pumpjack arrows when holding some items.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.104&lt;br /&gt;
&lt;br /&gt;
Gui:&lt;br /&gt;
* Trying to close a window will first close any opened drop-down. This improves navigating drop-downs with controllers.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed intro sound being choppy sometimes.&lt;br /&gt;
* Fixed controller relative driving mode steering left and right repeatedly in multiplayer.&lt;br /&gt;
* Fixed controller relative driving mode causing jittery movement when driving backwards.&lt;br /&gt;
* Fixed crash when placing linked chest in multiplayer with hotkey suggestions enabled.&lt;br /&gt;
* Fixed that migration_applied was always false in the on_configuration_changed event.&lt;br /&gt;
* Fixed that item health bars didn&#039;t render correctly at some scales.&lt;br /&gt;
* Fixed a crash when the server has disconnected while setting quickbar slots.&lt;br /&gt;
* Fixed that the delete save confirm could delete the wrong save if a different one was selected while it was showing.&lt;br /&gt;
* Fixed that the custom camera widget wouldn&#039;t render entity status icons correctly.&lt;br /&gt;
* Fixed that LuaGameScript::auto_save() wouldn&#039;t work if the root saves folder didn&#039;t already exist.&lt;br /&gt;
* Fixed that selecting a group in the chat icon selector GUI would occasionally select a random result.&lt;br /&gt;
* Fixed tank not consuming fuel when turning while braking.&lt;br /&gt;
* Fixed train could not advance from destination full state when a train stop placed from blueprint was built before a rail next to it.&lt;br /&gt;
* Fixed partial item transfer not preserving inventory hand location.&lt;br /&gt;
* Fixed transport belt would keep saying &amp;quot;Disabled by control behavior&amp;quot; after circuit wires were removed.&lt;br /&gt;
* Fixed a crash when searching in certain icon selector GUIs.&lt;br /&gt;
* Fixed that empty locale would cause things to not show in GUIs.&lt;br /&gt;
* Fixed that LuaFluidBox::get_fluid_system_contents() did not behave correctly when the fluid box was not part of a fluid system.&lt;br /&gt;
Debug:&lt;br /&gt;
* Added show_generated_chunks debug option which shows uncharted yet generated chunks on the map.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.101&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed a crash when entering bad number values in some input fields.&lt;br /&gt;
* Fixed a crash when removing an item that is being used to hand craft a recipe while also changing the recipe to take fluid ingredients.&lt;br /&gt;
* Fixed a crash when defining a recipe that takes zero fluid as the first ingredient.&lt;br /&gt;
* Fixed cloning a furnace would not preserve previous recipe id.&lt;br /&gt;
* Fixed that selecting a locale would sometimes reset the setting back to &amp;quot;Default&amp;quot;&lt;br /&gt;
* Fixed that choose-elem-button equipment tooltips were missing the equipment name and description.&lt;br /&gt;
* Fixed being unable to focus search in the train overview GUI with Control + F when a mod attaches a relative GUI element to it.&lt;br /&gt;
* Fixed a crash when item stack of item-on-ground becomes empty because of scripted stack transfer.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.100&lt;br /&gt;
&lt;br /&gt;
Optimizations:&lt;br /&gt;
* Optimized saving time slightly.&lt;br /&gt;
* Reduced memory usage slightly.&lt;br /&gt;
Changes:&lt;br /&gt;
* Technology researched message does not play chat notification sound.&lt;br /&gt;
* Pressing &amp;quot;Regenerate map&amp;quot; in the map editor will open the map generator.&lt;br /&gt;
* &amp;quot;Regenerate map&amp;quot; is no longer available in map editor for scenarios that don&#039;t use the map generator.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when playing &amp;quot;Rocket rush&amp;quot; scenario.&lt;br /&gt;
* Fixed crashes when putting super large numbers in number input fields.&lt;br /&gt;
* Fixed a desync when putting super large numbers in the map editor brush size fields.&lt;br /&gt;
* Fixed a crash when changing the technology price multiplier while research is in progress.&lt;br /&gt;
* Fixed a desync related to manual crafting large recipe counts.&lt;br /&gt;
* Fixed rendering of cliff previews.&lt;br /&gt;
* Fixed train fulfilled fraction was always showing full green background.&lt;br /&gt;
* Fixed a desync when technology prices would grow beyond 18~ quintillion.&lt;br /&gt;
* Fixed a crash when entering large values for train wait times.&lt;br /&gt;
* Fixed that cloning rails in the map editor could lead to corrupt saves in some instances.&lt;br /&gt;
* Fixed offset of circuit connector sprites for inserters&lt;br /&gt;
* Fixed that pressing regenerate map in the map editor would change the map generator settings GUI next time it&#039;s used.&lt;br /&gt;
* Fixed that reset technology effects would advance infinite research in some cases. &lt;br /&gt;
* Fixed loader would not connect to belts in preview in some cases.&lt;br /&gt;
* Fixed bad pumpjack drain logic related to yield.&lt;br /&gt;
* Fixed recipes with ingredients craftable for free could not be crafted.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.94&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added a notification when a technology is researched.&lt;br /&gt;
* Added /enable-research-queue console command to enable the research queue without disabling achievements.&lt;br /&gt;
Changes:&lt;br /&gt;
* The research queue is enabled by default for new games.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* The on-screen keyboard can now input new lines in multi-line text boxes.&lt;br /&gt;
* Fixed another rare crash when using very long belts(over 900 tiles).&lt;br /&gt;
* Fixed vibrations not working after changing controller configuration while the console is asleep.&lt;br /&gt;
* Fixed that selection tool with &amp;quot;cancel-deconstruct&amp;quot;, &amp;quot;cancel-upgrade&amp;quot; or &amp;quot;downgrade&amp;quot; mode would not render selection of entities.&lt;br /&gt;
* Fixed it was possible to create maps with width or height larger than 2000000.&lt;br /&gt;
* Fixed recipe tooltip in assembling machine was doing intermediate crafting logic when showing items missing for crafting.&lt;br /&gt;
* Fixed inserter could take items from wrong side of a belt when the belt shape was changed.&lt;br /&gt;
* Fixed that heat buffer temperatures would not migrate correctly when changing the prototype maximum temperature.&lt;br /&gt;
* Fixed that the research queue would not be enabled by default for the Marathon and Death world marathon presets.&lt;br /&gt;
* Fixed fast replacing train stops would not preserve trains limit.&lt;br /&gt;
* Fixed that crafting machines did not handle item-with-tags type items correctly.&lt;br /&gt;
* Fixed server not showing in LAN server browser if the game is also public and with a different external port because of NAT.&lt;br /&gt;
* Fixed controller vibrations playing in keyboard and mouse mode.&lt;br /&gt;
* Fixed that pumpjacks would not show the correct status when they were stopped due to full fluid output.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.91&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added vibrations to vehicle collisions.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed that notch slider tooltips would not show in some cases.&lt;br /&gt;
* Fixed that any error with an audio stream would crash the game, improved audio stream error handling in general.&lt;br /&gt;
* Fixed a hang in audio streams.&lt;br /&gt;
* Fixed blueprint setup GUI cutting off at the bottom.&lt;br /&gt;
* Fixed cursor sometimes teleporting to nearby entities when selecting entities to be built from the Quick panel, in multiplayer.&lt;br /&gt;
* Fixed multiplayer desync with other platforms.&lt;br /&gt;
* Fixed a player could not obtain achievements if it was in game for longer than 9942h.&lt;br /&gt;
* Fixed that Build control was allowing binding to controller buttons that would not work.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.87&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Added keyboard and mouse support. Change input method in Settings-&amp;gt;Controls to play using keyboard and mouse.&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added stick sensitivity setting.&lt;br /&gt;
* Added ability to quickly swap A and B buttons.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.82&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Reduced the number of crashes for players with very large saves running low on memory.&lt;br /&gt;
* Improved the latency of selecting entities in multiplayer.&lt;br /&gt;
* General bugfixes and improvements&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.80&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* General bugfixes and improvements&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.76&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added vibration intensity setting to the control settings screen.&lt;br /&gt;
* Added absolute vehicle control mode as a setting in the control settings screen.&lt;br /&gt;
* Added option to enable predictive text for the on-screen keyboard. Enabling this also allows entering Chinese and Korean text and Japanese kanji characters.&lt;br /&gt;
Changes:&lt;br /&gt;
* When in free cursor mode with a GUI open, Left Stick will also move the cursor.&lt;br /&gt;
* When in free cursor mode with Quick panel open, Left Stick will navigate the Quick panel normally.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed the cursor in the world map moving twice as fast in free cursor mode.&lt;br /&gt;
* Fixed GUI navigation getting stuck on AND/OR buttons in the locomotive GUI.&lt;br /&gt;
* Fixed GUI navigation navigating to empty technology slots in research queue.&lt;br /&gt;
* Fixed GUI navigation sometimes getting stuck when navigating large technology trees.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.74&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added option in Settings-&amp;gt;Other to set an email and password to the account, so it can be used on other platforms or consoles.&lt;br /&gt;
* Added Danish localization&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when creating extremely long belts.&lt;br /&gt;
* Fixed crash when a textbox disappears while the on screen keyboard is still open.&lt;br /&gt;
* Fixed crash when exiting the game while a new map is being created.&lt;br /&gt;
* Fixed crash sometimes when transferring all items from character corpse.&lt;br /&gt;
* Fixed another crash when trying to save with a long save file name&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.72&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when exiting the level while Quick Panel is open.&lt;br /&gt;
* Fixed crash when dying while Quick Panel is open.&lt;br /&gt;
* Fixed crash when trying to save with a long save file name&lt;br /&gt;
* Fixed that you could not map controller sticks in the control settings gui.&lt;br /&gt;
* Fixed memory leak related to OpenGL textures, affecting mostly main menu background simulations.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nintendo_Switch_version&amp;diff=216203</id>
		<title>Nintendo Switch version</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nintendo_Switch_version&amp;diff=216203"/>
		<updated>2025-10-24T14:34:03Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added FFF 439 and Switch 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;Nintendo Switch version&#039;&#039;&#039; of Factorio was released on October 28, 2022. It is mostly identical to the PC version, the only large difference is the missing mod support.&amp;lt;br&amp;gt;&lt;br /&gt;
Save files are compatible between platforms. Cross-platform multiplayer is possible as long as the game versions match. When using &#039;&#039;Steam&#039;&#039; on PC, the &amp;quot;console&amp;quot; beta branch can be selected to match game version.&lt;br /&gt;
&lt;br /&gt;
Both the Nintendo Switch version of the game and the PC version support using a controller to play the game.&lt;br /&gt;
&lt;br /&gt;
The Nintendo Switch version is available on both the Nintendo Switch and its successor, the Nintendo Switch 2 via backwards comparability. Currently, both versions are practically identical. A future update will bring technical improvements and the [[Space Age]]{{SA}} expansion to the Switch 2.&lt;br /&gt;
&lt;br /&gt;
== Controller support ==&lt;br /&gt;
&lt;br /&gt;
=== Free Cursor ===&lt;br /&gt;
[[File:FreeCursorInRange.jpg|thumb|Character is close enough to chop down tree]]&lt;br /&gt;
When using keyboard and mouse to control the game, the cursor is, obviously, controlled by the mouse. When using a controller, like on the Switch, there are two different cursor modes: &amp;quot;free cursor&amp;quot; and &amp;quot;auto cursor&amp;quot;. To toggle between them, press the &#039;&#039;&#039;right stick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:FreeCursorOutOfRange.jpg|thumb|Character is not close enough to chop down tree]]&lt;br /&gt;
With free cursor, there is a mouse-like cursor (either a cross hair or an item selected from the character inventory), controlled by the right stick. It behaves much like a mouse cursor - its position is relative to the physical screen, and pretty much does not ever change, even when the character moves, the player changes views, the view is zoomed in or out, etc. Using the console touch-screen will immediately move the cursor to the touched spot.&lt;br /&gt;
&lt;br /&gt;
With auto cursor, there is NOT a visible cursor on the screen and the system will automatically select some object near the character as the active structure, or the selected item from the character inventory will appear near the character. Auto cursor mode is similar to conventional console games, where operations are centered on the character itself. The right joy stick can be used to change placement of an item or influence which structure is selected, but it isn&#039;t possible to reliably select a specific structure without moving right next to it. In an area with lots of structures, the selected structure will be the one in the direction the character is looking - this is where using the right joystick to look around can be helpful.&lt;br /&gt;
&lt;br /&gt;
There are two things players should remember when using free cursor. First, it is often not necessary to move the character to perform actions. The second is the action range limit - all actions on external structures have a distance limit, how far away from the character the cursor can be, when performing the action. Some actions, such as chopping down a tree, have a very short range. If the structure&#039;s selection frame is &#039;&#039;&#039;yellow&#039;&#039;&#039; then it is in range, &#039;&#039;&#039;red&#039;&#039;&#039; is out of range. In auto cursor mode, a structure that is out of range will never be selected.&lt;br /&gt;
&lt;br /&gt;
In combat, free cursor can be used to target a specific enemy, or enemies in a specific area, and is especially useful for selecting targets for long ranged weapons (such as the [[tank]] gun or a [[rocket launcher]]). &lt;br /&gt;
&lt;br /&gt;
Auto cursor will fire at the enemy closest to the character, which may be more useful in some combat situations.&lt;br /&gt;
&lt;br /&gt;
=== [[Quick panel]] ===&lt;br /&gt;
There are some elements from the keyboard and mouse GUI that have been moved into a single popup panel for controller support.&lt;br /&gt;
&lt;br /&gt;
The quick panel is displayed when the {{Keybinding|L}} (left bumper) is &#039;&#039;&#039;held down&#039;&#039;&#039; and disappears when it is released.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
* There is no mod support.[https://factorio.com/blog/post/factorio-on-nintendo-switch]&lt;br /&gt;
* The [[Space Age]]{{SA}} expansion is not available on the Switch 1 due to space and memory constraints.[https://factorio.com/blog/post/fff-434]&lt;br /&gt;
** Space Age will come to the Switch 2 version of the game in a future update. [https://factorio.com/blog/post/fff-439]&lt;br /&gt;
* Nintendo Switch Online is required for online play, but not required for LAN games.[https://factorio.com/blog/post/factorio-on-nintendo-switch]&lt;br /&gt;
* Games hosted on a [[Multiplayer#Dedicated/Headless_server|dedicated server]] are not shown in the browse multiplayer game GUIs.&lt;br /&gt;
* There is no save transfer feature, but saves can be transferred using multiplayer.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
* There is no blueprint transfer feature, but blueprints can be transferred using multiplayer.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
* Maps over 100MB or with a very large number of entities (typically downloaded from the PC version) can not be loaded.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
[[File:RefineryAltView.jpg|thumb|Alt mode view of an oil refinery shows the recipe (advanced oil processing)]]&lt;br /&gt;
There is a mode which, on keyboards, is toggled by pressing {{Keybinding|ALT}}, so naturally it is called &amp;quot;Alt mode&amp;quot;. In this mode, the view will show additional information about certain structures including the current recipe for any [[assembling machine]] or [[chemical plant]] and the contents of any containers.&lt;br /&gt;
&lt;br /&gt;
On controllers, alt mode is toggled using {{Keybinding|Up}}.&lt;br /&gt;
&lt;br /&gt;
When using an machine with fluid inputs and/or outputs, the &amp;quot;Alt mode&amp;quot; will show an icon on each input or output to show what product is used as an input or produced as an output on each connection. These may be hard to see on the Switch built-in console display when zoomed out. For most recipes, there is either only one connection, or both connections take the same input. The connection layout of the oil refinery is shown in the image on the right.&lt;br /&gt;
&lt;br /&gt;
While most commands are mapped on controllers by default, some of the less common commands are not mapped by default. The player may want to map the [[Controls#Tools|Blueprint commands]] instead of using the [[quick panel]] to access them.&lt;br /&gt;
&lt;br /&gt;
== Nintendo Switch 2 Edition ==&lt;br /&gt;
&lt;br /&gt;
An upgraded version of the game for the Nintendo Switch 2 will be available at a future date. It will be sold at the same price as the Switch 1. Players who already own the Switch 1 version will be able to upgrade to the Switch 2 version for free. &lt;br /&gt;
&lt;br /&gt;
The Switch 2 version will feature numerous technical improvements:&lt;br /&gt;
* Better resolution&lt;br /&gt;
** 1080p in handheld, up to 2160p (4k) when docked&lt;br /&gt;
* Variable refresh rate when in handheld&lt;br /&gt;
* Some higher quality animations&lt;br /&gt;
* Some higher quality sprites&lt;br /&gt;
* Other visual improvements&lt;br /&gt;
* Faster loading times&lt;br /&gt;
* Mouse support via the left or right Joy-Cons.&lt;br /&gt;
&lt;br /&gt;
Additionally, the [[Space Age]]{{SA}} expansion will be available exclusively for the Switch 2, for the same price as the base game.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;unofficial&#039;&#039;&#039; release date for the Nintendo Switch 2 version and Space Age for Switch 2 is around December 2025, but no date has yet been definitively confirmed.&lt;br /&gt;
&lt;br /&gt;
== Related Factorio blog posts ==&lt;br /&gt;
* [https://factorio.com/blog/post/factorio-switch-release Factorio for Nintendo Switch is now available!]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-370 FFF #370 - The journey to Nintendo Switch]&lt;br /&gt;
* [https://www.factorio.com/blog/post/factorio-on-nintendo-switch Factorio is coming to Nintendo Switch™]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-439 FFF #439 - Factorio and Space Age on Nintendo Switch 2™]&lt;br /&gt;
&lt;br /&gt;
== Store page ==&lt;br /&gt;
* [https://www.nintendo.com/store/products/factorio-switch/ Nintendo eShop]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
The Nintendo Switch version of the game has its own changelog in addition to the [[version history|changes from the PC version]].&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.109&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed a crash when trying to hand-craft recipes that have fluid ingredients.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.108&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed a potential desync when calling LuaGui::is_valid_sprite_path() with a sprite path starting with &amp;quot;file.&amp;quot;.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.107&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed first tutorial level advancing to a wrong story step after drill is set in quickbar.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.106&lt;br /&gt;
&lt;br /&gt;
Gui:&lt;br /&gt;
* Added Paste button to exchange string import GUIs&lt;br /&gt;
* Scrolling is smoother when using scrollbars with a controller.&lt;br /&gt;
* Controller button hints GUI will try to move out of the way of chat messages.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when trying to exit the application while the controller support applet is active(after changing console play modes)&lt;br /&gt;
* Fixed freeze when changing console play modes while the on-screen keyboard is active.&lt;br /&gt;
* Fixed crash when finishing a mini-tutorial after changing the input method from keyboard and mouse to controller while in the mini-tutorial.&lt;br /&gt;
* Fixed strange entity selection behavior after finishing a mini-tutorial after changing the input method from controller to keyboard and mouse while in the mini-tutorial.&lt;br /&gt;
* Fixed that LuaForce::chart_all() wouldn&#039;t chart surfaces that had never had any charting.&lt;br /&gt;
* Fixed LuaEntity::circuit_connection_definitions could return copper wires from ghost entities.&lt;br /&gt;
* Fixed a desync related to changing in-progress infinite research levels.&lt;br /&gt;
* Fixed copying train stop settings could cause some trains to arrive.&lt;br /&gt;
* Fixed a save corruption issue related to large amounts of overlapping small electric poles.&lt;br /&gt;
* Fixed entity status icons being visible in simulations.&lt;br /&gt;
* Fixed a crash when giving NaN values to some lua APIs.&lt;br /&gt;
* Fixed a desync when changing the force of a requester chest with filters set from the circuit network.&lt;br /&gt;
* Fixed a rendering issue with pumpjack arrows when holding some items.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.104&lt;br /&gt;
&lt;br /&gt;
Gui:&lt;br /&gt;
* Trying to close a window will first close any opened drop-down. This improves navigating drop-downs with controllers.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed intro sound being choppy sometimes.&lt;br /&gt;
* Fixed controller relative driving mode steering left and right repeatedly in multiplayer.&lt;br /&gt;
* Fixed controller relative driving mode causing jittery movement when driving backwards.&lt;br /&gt;
* Fixed crash when placing linked chest in multiplayer with hotkey suggestions enabled.&lt;br /&gt;
* Fixed that migration_applied was always false in the on_configuration_changed event.&lt;br /&gt;
* Fixed that item health bars didn&#039;t render correctly at some scales.&lt;br /&gt;
* Fixed a crash when the server has disconnected while setting quickbar slots.&lt;br /&gt;
* Fixed that the delete save confirm could delete the wrong save if a different one was selected while it was showing.&lt;br /&gt;
* Fixed that the custom camera widget wouldn&#039;t render entity status icons correctly.&lt;br /&gt;
* Fixed that LuaGameScript::auto_save() wouldn&#039;t work if the root saves folder didn&#039;t already exist.&lt;br /&gt;
* Fixed that selecting a group in the chat icon selector GUI would occasionally select a random result.&lt;br /&gt;
* Fixed tank not consuming fuel when turning while braking.&lt;br /&gt;
* Fixed train could not advance from destination full state when a train stop placed from blueprint was built before a rail next to it.&lt;br /&gt;
* Fixed partial item transfer not preserving inventory hand location.&lt;br /&gt;
* Fixed transport belt would keep saying &amp;quot;Disabled by control behavior&amp;quot; after circuit wires were removed.&lt;br /&gt;
* Fixed a crash when searching in certain icon selector GUIs.&lt;br /&gt;
* Fixed that empty locale would cause things to not show in GUIs.&lt;br /&gt;
* Fixed that LuaFluidBox::get_fluid_system_contents() did not behave correctly when the fluid box was not part of a fluid system.&lt;br /&gt;
Debug:&lt;br /&gt;
* Added show_generated_chunks debug option which shows uncharted yet generated chunks on the map.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.101&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed a crash when entering bad number values in some input fields.&lt;br /&gt;
* Fixed a crash when removing an item that is being used to hand craft a recipe while also changing the recipe to take fluid ingredients.&lt;br /&gt;
* Fixed a crash when defining a recipe that takes zero fluid as the first ingredient.&lt;br /&gt;
* Fixed cloning a furnace would not preserve previous recipe id.&lt;br /&gt;
* Fixed that selecting a locale would sometimes reset the setting back to &amp;quot;Default&amp;quot;&lt;br /&gt;
* Fixed that choose-elem-button equipment tooltips were missing the equipment name and description.&lt;br /&gt;
* Fixed being unable to focus search in the train overview GUI with Control + F when a mod attaches a relative GUI element to it.&lt;br /&gt;
* Fixed a crash when item stack of item-on-ground becomes empty because of scripted stack transfer.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.100&lt;br /&gt;
&lt;br /&gt;
Optimizations:&lt;br /&gt;
* Optimized saving time slightly.&lt;br /&gt;
* Reduced memory usage slightly.&lt;br /&gt;
Changes:&lt;br /&gt;
* Technology researched message does not play chat notification sound.&lt;br /&gt;
* Pressing &amp;quot;Regenerate map&amp;quot; in the map editor will open the map generator.&lt;br /&gt;
* &amp;quot;Regenerate map&amp;quot; is no longer available in map editor for scenarios that don&#039;t use the map generator.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when playing &amp;quot;Rocket rush&amp;quot; scenario.&lt;br /&gt;
* Fixed crashes when putting super large numbers in number input fields.&lt;br /&gt;
* Fixed a desync when putting super large numbers in the map editor brush size fields.&lt;br /&gt;
* Fixed a crash when changing the technology price multiplier while research is in progress.&lt;br /&gt;
* Fixed a desync related to manual crafting large recipe counts.&lt;br /&gt;
* Fixed rendering of cliff previews.&lt;br /&gt;
* Fixed train fulfilled fraction was always showing full green background.&lt;br /&gt;
* Fixed a desync when technology prices would grow beyond 18~ quintillion.&lt;br /&gt;
* Fixed a crash when entering large values for train wait times.&lt;br /&gt;
* Fixed that cloning rails in the map editor could lead to corrupt saves in some instances.&lt;br /&gt;
* Fixed offset of circuit connector sprites for inserters&lt;br /&gt;
* Fixed that pressing regenerate map in the map editor would change the map generator settings GUI next time it&#039;s used.&lt;br /&gt;
* Fixed that reset technology effects would advance infinite research in some cases. &lt;br /&gt;
* Fixed loader would not connect to belts in preview in some cases.&lt;br /&gt;
* Fixed bad pumpjack drain logic related to yield.&lt;br /&gt;
* Fixed recipes with ingredients craftable for free could not be crafted.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.94&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added a notification when a technology is researched.&lt;br /&gt;
* Added /enable-research-queue console command to enable the research queue without disabling achievements.&lt;br /&gt;
Changes:&lt;br /&gt;
* The research queue is enabled by default for new games.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* The on-screen keyboard can now input new lines in multi-line text boxes.&lt;br /&gt;
* Fixed another rare crash when using very long belts(over 900 tiles).&lt;br /&gt;
* Fixed vibrations not working after changing controller configuration while the console is asleep.&lt;br /&gt;
* Fixed that selection tool with &amp;quot;cancel-deconstruct&amp;quot;, &amp;quot;cancel-upgrade&amp;quot; or &amp;quot;downgrade&amp;quot; mode would not render selection of entities.&lt;br /&gt;
* Fixed it was possible to create maps with width or height larger than 2000000.&lt;br /&gt;
* Fixed recipe tooltip in assembling machine was doing intermediate crafting logic when showing items missing for crafting.&lt;br /&gt;
* Fixed inserter could take items from wrong side of a belt when the belt shape was changed.&lt;br /&gt;
* Fixed that heat buffer temperatures would not migrate correctly when changing the prototype maximum temperature.&lt;br /&gt;
* Fixed that the research queue would not be enabled by default for the Marathon and Death world marathon presets.&lt;br /&gt;
* Fixed fast replacing train stops would not preserve trains limit.&lt;br /&gt;
* Fixed that crafting machines did not handle item-with-tags type items correctly.&lt;br /&gt;
* Fixed server not showing in LAN server browser if the game is also public and with a different external port because of NAT.&lt;br /&gt;
* Fixed controller vibrations playing in keyboard and mouse mode.&lt;br /&gt;
* Fixed that pumpjacks would not show the correct status when they were stopped due to full fluid output.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.91&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added vibrations to vehicle collisions.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed that notch slider tooltips would not show in some cases.&lt;br /&gt;
* Fixed that any error with an audio stream would crash the game, improved audio stream error handling in general.&lt;br /&gt;
* Fixed a hang in audio streams.&lt;br /&gt;
* Fixed blueprint setup GUI cutting off at the bottom.&lt;br /&gt;
* Fixed cursor sometimes teleporting to nearby entities when selecting entities to be built from the Quick panel, in multiplayer.&lt;br /&gt;
* Fixed multiplayer desync with other platforms.&lt;br /&gt;
* Fixed a player could not obtain achievements if it was in game for longer than 9942h.&lt;br /&gt;
* Fixed that Build control was allowing binding to controller buttons that would not work.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.87&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Added keyboard and mouse support. Change input method in Settings-&amp;gt;Controls to play using keyboard and mouse.&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added stick sensitivity setting.&lt;br /&gt;
* Added ability to quickly swap A and B buttons.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.82&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Reduced the number of crashes for players with very large saves running low on memory.&lt;br /&gt;
* Improved the latency of selecting entities in multiplayer.&lt;br /&gt;
* General bugfixes and improvements&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.80&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* General bugfixes and improvements&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.76&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added vibration intensity setting to the control settings screen.&lt;br /&gt;
* Added absolute vehicle control mode as a setting in the control settings screen.&lt;br /&gt;
* Added option to enable predictive text for the on-screen keyboard. Enabling this also allows entering Chinese and Korean text and Japanese kanji characters.&lt;br /&gt;
Changes:&lt;br /&gt;
* When in free cursor mode with a GUI open, Left Stick will also move the cursor.&lt;br /&gt;
* When in free cursor mode with Quick panel open, Left Stick will navigate the Quick panel normally.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed the cursor in the world map moving twice as fast in free cursor mode.&lt;br /&gt;
* Fixed GUI navigation getting stuck on AND/OR buttons in the locomotive GUI.&lt;br /&gt;
* Fixed GUI navigation navigating to empty technology slots in research queue.&lt;br /&gt;
* Fixed GUI navigation sometimes getting stuck when navigating large technology trees.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.74&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added option in Settings-&amp;gt;Other to set an email and password to the account, so it can be used on other platforms or consoles.&lt;br /&gt;
* Added Danish localization&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when creating extremely long belts.&lt;br /&gt;
* Fixed crash when a textbox disappears while the on screen keyboard is still open.&lt;br /&gt;
* Fixed crash when exiting the game while a new map is being created.&lt;br /&gt;
* Fixed crash sometimes when transferring all items from character corpse.&lt;br /&gt;
* Fixed another crash when trying to save with a long save file name&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.72&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when exiting the level while Quick Panel is open.&lt;br /&gt;
* Fixed crash when dying while Quick Panel is open.&lt;br /&gt;
* Fixed crash when trying to save with a long save file name&lt;br /&gt;
* Fixed that you could not map controller sticks in the control settings gui.&lt;br /&gt;
* Fixed memory leak related to OpenGL textures, affecting mostly main menu background simulations.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=215953</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=215953"/>
		<updated>2025-09-22T16:14:17Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Devices */ Added spliters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: need signal icons D, P, V. Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Splitter||Splitters}} || [[Splitters]] ||&lt;br /&gt;
|| Can set the priority input and/or output sides on a condition.&lt;br /&gt;
Can set the filter based on a signal.&lt;br /&gt;
* Setting a filter will only work if &amp;quot;set output sides&amp;quot; is enabled and the condition for either left &#039;&#039;or&#039;&#039; right is true. If both sides are true, then the splitter will default to filtering the item to the left side.&lt;br /&gt;
* If there are multiple input signals that can be used as a filter, then the splitter will choose the item that appears first in the Factoriopedia.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Biochamber|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine has fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of the set recipe &lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes productivity crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All crafting machines can enable on a condition and set their recipe based on a signal. The machine, if not given a recipe signal, will use the main crafting recipe for the item/fluid (as shown in the Factoriopedia) ||&lt;br /&gt;
|-  &lt;br /&gt;
| {{Icon|Stone furnace}} {{Icon|Steel furnace}} {{Icon|Electric furnace}} {{Icon|Recycler}} || [[Furnace]]s and the [[Recycler]]{{SA}} || Furnace-style crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, but not fuel, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine requires fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of automatically determined recipe&lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes productivity crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All furnace-style crafting machines can enable on a condition&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Wooden chest}} {{Icon|Iron chest||Iron chest}} {{Icon|Steel chest||Steel chest}} || [[Chests]] || Can send its content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = Signal &#039;&#039;V&#039;&#039;&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = Signal &#039;&#039;D&#039;&#039;&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} {{Icon|Buffer chest}} {{Icon|Storage chest}} {{Icon|Passive provider chest}} {{Icon|Active provider chest}} || [[Requester chest]], [[Buffer chest]], [[Storage chest]], [[Passive provider chest]], [[Active provider chest]] || Can send its contents to the circuit network. || Buffer and requester chests can have their requested items set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Can be enabled/disabled via a circuit network condition. When disabled, chests that provide items to the logistics network no longer provide those items. When disabled, chests that request items from the logistics network no longer request those items.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|16px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]][[File:Signal-Blue.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || &lt;br /&gt;
Train stops can output:&lt;br /&gt;
* The contents, except fuel, of a stopped train&lt;br /&gt;
** Any fluid amounts are rounded down to the nearest full number, except when the fluid is &amp;lt; 1, then it is rounded to 1.&lt;br /&gt;
* The unique Train ID of a stopped train, defaulting to [[File:Signal-T.png|16px]]&lt;br /&gt;
* The number of trains en-route to the current stop, including the currently stopped train, defaulting to [[File:Signal-C.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
* Send the signal to the train, to use in wait conditions&lt;br /&gt;
* Enable the stop on a condition&lt;br /&gt;
** Disabled stops act as if their train limit = 0. Trains attempting to go here will enter the &amp;quot;Destination Full&amp;quot; state.&lt;br /&gt;
* Set the stop&#039;s train limit to the value of a control signal, defaulting to [[File:Signal-L.png|16px]]&lt;br /&gt;
* Set the stop&#039;s priority to the value of a control signal, defaulting to &amp;quot;P&amp;quot;&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] || Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 20 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 20 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:Virtual_Signals_dialog_box.png|thumb|Some of the Virtual Signals available for use in the circuit network in the base game]]&lt;br /&gt;
Virtual signals are special signals that do not correspond to game items or fluids. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
There are 177 virtual signals available (or 241 in [[Space Age]]{{SA}}) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines &amp;amp; arrows, information icons, every [[enemies|enemy]] variant, environmental features, and the signal for the planet [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Additionally, if the &amp;quot;Show parameters in selection lists&amp;quot; option is enabled under game Settings &amp;gt; Interface &amp;gt; Interaction, the Unsorted tab receives 10 special purple &amp;quot;parameter&amp;quot; icons which can be used for blueprint [[Blueprint#Parameterisation|parameterisation]].&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]]. A signal is present if it is nonzero, so &amp;quot;Everything ≠ 0&amp;quot; is always true.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output a signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]]. A signal is present if it is nonzero, so &amp;quot;Anything = 0&amp;quot; is always false.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precendence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper plate&amp;quot; and &amp;quot;iron plate&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is &#039;&#039;not&#039;&#039; implicitly excluded. So if you have e.g. &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; then you will also get &#039;&#039;X&#039;&#039; multiplied with itself in the output.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If you have a [[decider combinator|decider]] condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower{{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.35|&lt;br /&gt;
* Furnaces can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.34|&lt;br /&gt;
* Extended the virtual signals, and unified/changed graphics of some of the existing ones.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Added selector combinator. It allows to select one of the signals, or the signal count from an input.&lt;br /&gt;
* Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network.&lt;br /&gt;
* Added editable description to combinator entities.&lt;br /&gt;
* Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.&lt;br /&gt;
* Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.&lt;br /&gt;
* Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nintendo_Switch_version&amp;diff=214940</id>
		<title>Nintendo Switch version</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nintendo_Switch_version&amp;diff=214940"/>
		<updated>2025-07-08T15:48:44Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added Switch 2 note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;Nintendo Switch version&#039;&#039;&#039; of Factorio was released on October 28, 2022. It is mostly identical to the PC version, the only large difference is the missing mod support.&amp;lt;br&amp;gt;&lt;br /&gt;
Save files are compatible between platforms. Cross-platform multiplayer is possible as long as the game versions match. When using &#039;&#039;Steam&#039;&#039; on PC, the &amp;quot;console&amp;quot; beta branch can be selected to match game version.&lt;br /&gt;
&lt;br /&gt;
Both the Nintendo Switch version of the game and the PC version support using a controller to play the game.&lt;br /&gt;
&lt;br /&gt;
The Nintendo Switch version is available on both the Nintendo Switch and its successor, the Nintendo Switch 2 via backwards comparability. Currently, both versions are practically identical.&lt;br /&gt;
&lt;br /&gt;
== Controller support ==&lt;br /&gt;
&lt;br /&gt;
=== Free Cursor ===&lt;br /&gt;
[[File:FreeCursorInRange.jpg|thumb|Character is close enough to chop down tree]]&lt;br /&gt;
When using keyboard and mouse to control the game, the cursor is, obviously, controlled by the mouse. When using a controller, like on the Switch, there are two different cursor modes: &amp;quot;free cursor&amp;quot; and &amp;quot;auto cursor&amp;quot;. To toggle between them, press the &#039;&#039;&#039;right stick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:FreeCursorOutOfRange.jpg|thumb|Character is not close enough to chop down tree]]&lt;br /&gt;
With free cursor, there is a mouse-like cursor (either a cross hair or an item selected from the character inventory), controlled by the right stick. It behaves much like a mouse cursor - its position is relative to the physical screen, and pretty much does not ever change, even when the character moves, the player changes views, the view is zoomed in or out, etc. Using the console touch-screen will immediately move the cursor to the touched spot.&lt;br /&gt;
&lt;br /&gt;
With auto cursor, there is NOT a visible cursor on the screen and the system will automatically select some object near the character as the active structure, or the selected item from the character inventory will appear near the character. Auto cursor mode is similar to conventional console games, where operations are centered on the character itself. The right joy stick can be used to change placement of an item or influence which structure is selected, but it isn&#039;t possible to reliably select a specific structure without moving right next to it. In an area with lots of structures, the selected structure will be the one in the direction the character is looking - this is where using the right joystick to look around can be helpful.&lt;br /&gt;
&lt;br /&gt;
There are two things players should remember when using free cursor. First, it is often not necessary to move the character to perform actions. The second is the action range limit - all actions on external structures have a distance limit, how far away from the character the cursor can be, when performing the action. Some actions, such as chopping down a tree, have a very short range. If the structure&#039;s selection frame is &#039;&#039;&#039;yellow&#039;&#039;&#039; then it is in range, &#039;&#039;&#039;red&#039;&#039;&#039; is out of range. In auto cursor mode, a structure that is out of range will never be selected.&lt;br /&gt;
&lt;br /&gt;
In combat, free cursor can be used to target a specific enemy, or enemies in a specific area, and is especially useful for selecting targets for long ranged weapons (such as the [[tank]] gun or a [[rocket launcher]]). &lt;br /&gt;
&lt;br /&gt;
Auto cursor will fire at the enemy closest to the character, which may be more useful in some combat situations.&lt;br /&gt;
&lt;br /&gt;
=== [[Quick panel]] ===&lt;br /&gt;
There are some elements from the keyboard and mouse GUI that have been moved into a single popup panel for controller support.&lt;br /&gt;
&lt;br /&gt;
The quick panel is displayed when the {{Keybinding|L}} (left bumper) is &#039;&#039;&#039;held down&#039;&#039;&#039; and disappears when it is released.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
* There is no mod support.[https://factorio.com/blog/post/factorio-on-nintendo-switch]&lt;br /&gt;
* The [[Space Age]]{{SA}} expansion is not available due to space and memory constraints.[https://factorio.com/blog/post/fff-434]&lt;br /&gt;
** Space Age may come to the Nintendo Switch 2 version of the game in a future update. [https://forums.factorio.com/viewtopic.php?p=659774#p659774]&lt;br /&gt;
* Nintendo Switch Online is required for online play, but not required for LAN games.[https://factorio.com/blog/post/factorio-on-nintendo-switch]&lt;br /&gt;
* Games hosted on a [[Multiplayer#Dedicated/Headless_server|dedicated server]] are not shown in the browse multiplayer game GUIs.&lt;br /&gt;
* There is no save transfer feature, but saves can be transferred using multiplayer.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
* There is no blueprint transfer feature, but blueprints can be transferred using multiplayer.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
* Maps over 100MB or with a very large number of entities (typically downloaded from the PC version) can not be loaded.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
[[File:RefineryAltView.jpg|thumb|Alt mode view of an oil refinery shows the recipe (advanced oil processing)]]&lt;br /&gt;
There is a mode which, on keyboards, is toggled by pressing {{Keybinding|ALT}}, so naturally it is called &amp;quot;Alt mode&amp;quot;. In this mode, the view will show additional information about certain structures including the current recipe for any [[assembling machine]] or [[chemical plant]] and the contents of any containers.&lt;br /&gt;
&lt;br /&gt;
On controllers, alt mode is toggled using {{Keybinding|Up}}.&lt;br /&gt;
&lt;br /&gt;
When using an machine with fluid inputs and/or outputs, the &amp;quot;Alt mode&amp;quot; will show an icon on each input or output to show what product is used as an input or produced as an output on each connection. These may be hard to see on the Switch built-in console display when zoomed out. For most recipes, there is either only one connection, or both connections take the same input. The connection layout of the oil refinery is shown in the image on the right.&lt;br /&gt;
&lt;br /&gt;
While most commands are mapped on controllers by default, some of the less common commands are not mapped by default. The player may want to map the [[Controls#Tools|Blueprint commands]] instead of using the [[quick panel]] to access them.&lt;br /&gt;
&lt;br /&gt;
== Related Factorio blog posts ==&lt;br /&gt;
* [https://factorio.com/blog/post/factorio-switch-release Factorio for Nintendo Switch is now available!]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-370 FFF #370 - The journey to Nintendo Switch]&lt;br /&gt;
* [https://www.factorio.com/blog/post/factorio-on-nintendo-switch Factorio is coming to Nintendo Switch™]&lt;br /&gt;
&lt;br /&gt;
== Store page ==&lt;br /&gt;
* [https://www.nintendo.com/store/products/factorio-switch/ Nintendo eShop]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
The Nintendo Switch version of the game has its own changelog in addition to the [[version history|changes from the PC version]].&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.109&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed a crash when trying to hand-craft recipes that have fluid ingredients.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.108&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed a potential desync when calling LuaGui::is_valid_sprite_path() with a sprite path starting with &amp;quot;file.&amp;quot;.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.107&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed first tutorial level advancing to a wrong story step after drill is set in quickbar.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.106&lt;br /&gt;
&lt;br /&gt;
Gui:&lt;br /&gt;
* Added Paste button to exchange string import GUIs&lt;br /&gt;
* Scrolling is smoother when using scrollbars with a controller.&lt;br /&gt;
* Controller button hints GUI will try to move out of the way of chat messages.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when trying to exit the application while the controller support applet is active(after changing console play modes)&lt;br /&gt;
* Fixed freeze when changing console play modes while the on-screen keyboard is active.&lt;br /&gt;
* Fixed crash when finishing a mini-tutorial after changing the input method from keyboard and mouse to controller while in the mini-tutorial.&lt;br /&gt;
* Fixed strange entity selection behavior after finishing a mini-tutorial after changing the input method from controller to keyboard and mouse while in the mini-tutorial.&lt;br /&gt;
* Fixed that LuaForce::chart_all() wouldn&#039;t chart surfaces that had never had any charting.&lt;br /&gt;
* Fixed LuaEntity::circuit_connection_definitions could return copper wires from ghost entities.&lt;br /&gt;
* Fixed a desync related to changing in-progress infinite research levels.&lt;br /&gt;
* Fixed copying train stop settings could cause some trains to arrive.&lt;br /&gt;
* Fixed a save corruption issue related to large amounts of overlapping small electric poles.&lt;br /&gt;
* Fixed entity status icons being visible in simulations.&lt;br /&gt;
* Fixed a crash when giving NaN values to some lua APIs.&lt;br /&gt;
* Fixed a desync when changing the force of a requester chest with filters set from the circuit network.&lt;br /&gt;
* Fixed a rendering issue with pumpjack arrows when holding some items.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.104&lt;br /&gt;
&lt;br /&gt;
Gui:&lt;br /&gt;
* Trying to close a window will first close any opened drop-down. This improves navigating drop-downs with controllers.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed intro sound being choppy sometimes.&lt;br /&gt;
* Fixed controller relative driving mode steering left and right repeatedly in multiplayer.&lt;br /&gt;
* Fixed controller relative driving mode causing jittery movement when driving backwards.&lt;br /&gt;
* Fixed crash when placing linked chest in multiplayer with hotkey suggestions enabled.&lt;br /&gt;
* Fixed that migration_applied was always false in the on_configuration_changed event.&lt;br /&gt;
* Fixed that item health bars didn&#039;t render correctly at some scales.&lt;br /&gt;
* Fixed a crash when the server has disconnected while setting quickbar slots.&lt;br /&gt;
* Fixed that the delete save confirm could delete the wrong save if a different one was selected while it was showing.&lt;br /&gt;
* Fixed that the custom camera widget wouldn&#039;t render entity status icons correctly.&lt;br /&gt;
* Fixed that LuaGameScript::auto_save() wouldn&#039;t work if the root saves folder didn&#039;t already exist.&lt;br /&gt;
* Fixed that selecting a group in the chat icon selector GUI would occasionally select a random result.&lt;br /&gt;
* Fixed tank not consuming fuel when turning while braking.&lt;br /&gt;
* Fixed train could not advance from destination full state when a train stop placed from blueprint was built before a rail next to it.&lt;br /&gt;
* Fixed partial item transfer not preserving inventory hand location.&lt;br /&gt;
* Fixed transport belt would keep saying &amp;quot;Disabled by control behavior&amp;quot; after circuit wires were removed.&lt;br /&gt;
* Fixed a crash when searching in certain icon selector GUIs.&lt;br /&gt;
* Fixed that empty locale would cause things to not show in GUIs.&lt;br /&gt;
* Fixed that LuaFluidBox::get_fluid_system_contents() did not behave correctly when the fluid box was not part of a fluid system.&lt;br /&gt;
Debug:&lt;br /&gt;
* Added show_generated_chunks debug option which shows uncharted yet generated chunks on the map.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.101&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed a crash when entering bad number values in some input fields.&lt;br /&gt;
* Fixed a crash when removing an item that is being used to hand craft a recipe while also changing the recipe to take fluid ingredients.&lt;br /&gt;
* Fixed a crash when defining a recipe that takes zero fluid as the first ingredient.&lt;br /&gt;
* Fixed cloning a furnace would not preserve previous recipe id.&lt;br /&gt;
* Fixed that selecting a locale would sometimes reset the setting back to &amp;quot;Default&amp;quot;&lt;br /&gt;
* Fixed that choose-elem-button equipment tooltips were missing the equipment name and description.&lt;br /&gt;
* Fixed being unable to focus search in the train overview GUI with Control + F when a mod attaches a relative GUI element to it.&lt;br /&gt;
* Fixed a crash when item stack of item-on-ground becomes empty because of scripted stack transfer.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.100&lt;br /&gt;
&lt;br /&gt;
Optimizations:&lt;br /&gt;
* Optimized saving time slightly.&lt;br /&gt;
* Reduced memory usage slightly.&lt;br /&gt;
Changes:&lt;br /&gt;
* Technology researched message does not play chat notification sound.&lt;br /&gt;
* Pressing &amp;quot;Regenerate map&amp;quot; in the map editor will open the map generator.&lt;br /&gt;
* &amp;quot;Regenerate map&amp;quot; is no longer available in map editor for scenarios that don&#039;t use the map generator.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when playing &amp;quot;Rocket rush&amp;quot; scenario.&lt;br /&gt;
* Fixed crashes when putting super large numbers in number input fields.&lt;br /&gt;
* Fixed a desync when putting super large numbers in the map editor brush size fields.&lt;br /&gt;
* Fixed a crash when changing the technology price multiplier while research is in progress.&lt;br /&gt;
* Fixed a desync related to manual crafting large recipe counts.&lt;br /&gt;
* Fixed rendering of cliff previews.&lt;br /&gt;
* Fixed train fulfilled fraction was always showing full green background.&lt;br /&gt;
* Fixed a desync when technology prices would grow beyond 18~ quintillion.&lt;br /&gt;
* Fixed a crash when entering large values for train wait times.&lt;br /&gt;
* Fixed that cloning rails in the map editor could lead to corrupt saves in some instances.&lt;br /&gt;
* Fixed offset of circuit connector sprites for inserters&lt;br /&gt;
* Fixed that pressing regenerate map in the map editor would change the map generator settings GUI next time it&#039;s used.&lt;br /&gt;
* Fixed that reset technology effects would advance infinite research in some cases. &lt;br /&gt;
* Fixed loader would not connect to belts in preview in some cases.&lt;br /&gt;
* Fixed bad pumpjack drain logic related to yield.&lt;br /&gt;
* Fixed recipes with ingredients craftable for free could not be crafted.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.94&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added a notification when a technology is researched.&lt;br /&gt;
* Added /enable-research-queue console command to enable the research queue without disabling achievements.&lt;br /&gt;
Changes:&lt;br /&gt;
* The research queue is enabled by default for new games.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* The on-screen keyboard can now input new lines in multi-line text boxes.&lt;br /&gt;
* Fixed another rare crash when using very long belts(over 900 tiles).&lt;br /&gt;
* Fixed vibrations not working after changing controller configuration while the console is asleep.&lt;br /&gt;
* Fixed that selection tool with &amp;quot;cancel-deconstruct&amp;quot;, &amp;quot;cancel-upgrade&amp;quot; or &amp;quot;downgrade&amp;quot; mode would not render selection of entities.&lt;br /&gt;
* Fixed it was possible to create maps with width or height larger than 2000000.&lt;br /&gt;
* Fixed recipe tooltip in assembling machine was doing intermediate crafting logic when showing items missing for crafting.&lt;br /&gt;
* Fixed inserter could take items from wrong side of a belt when the belt shape was changed.&lt;br /&gt;
* Fixed that heat buffer temperatures would not migrate correctly when changing the prototype maximum temperature.&lt;br /&gt;
* Fixed that the research queue would not be enabled by default for the Marathon and Death world marathon presets.&lt;br /&gt;
* Fixed fast replacing train stops would not preserve trains limit.&lt;br /&gt;
* Fixed that crafting machines did not handle item-with-tags type items correctly.&lt;br /&gt;
* Fixed server not showing in LAN server browser if the game is also public and with a different external port because of NAT.&lt;br /&gt;
* Fixed controller vibrations playing in keyboard and mouse mode.&lt;br /&gt;
* Fixed that pumpjacks would not show the correct status when they were stopped due to full fluid output.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.91&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added vibrations to vehicle collisions.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed that notch slider tooltips would not show in some cases.&lt;br /&gt;
* Fixed that any error with an audio stream would crash the game, improved audio stream error handling in general.&lt;br /&gt;
* Fixed a hang in audio streams.&lt;br /&gt;
* Fixed blueprint setup GUI cutting off at the bottom.&lt;br /&gt;
* Fixed cursor sometimes teleporting to nearby entities when selecting entities to be built from the Quick panel, in multiplayer.&lt;br /&gt;
* Fixed multiplayer desync with other platforms.&lt;br /&gt;
* Fixed a player could not obtain achievements if it was in game for longer than 9942h.&lt;br /&gt;
* Fixed that Build control was allowing binding to controller buttons that would not work.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.87&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Added keyboard and mouse support. Change input method in Settings-&amp;gt;Controls to play using keyboard and mouse.&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added stick sensitivity setting.&lt;br /&gt;
* Added ability to quickly swap A and B buttons.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.82&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Reduced the number of crashes for players with very large saves running low on memory.&lt;br /&gt;
* Improved the latency of selecting entities in multiplayer.&lt;br /&gt;
* General bugfixes and improvements&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.80&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* General bugfixes and improvements&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.76&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added vibration intensity setting to the control settings screen.&lt;br /&gt;
* Added absolute vehicle control mode as a setting in the control settings screen.&lt;br /&gt;
* Added option to enable predictive text for the on-screen keyboard. Enabling this also allows entering Chinese and Korean text and Japanese kanji characters.&lt;br /&gt;
Changes:&lt;br /&gt;
* When in free cursor mode with a GUI open, Left Stick will also move the cursor.&lt;br /&gt;
* When in free cursor mode with Quick panel open, Left Stick will navigate the Quick panel normally.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed the cursor in the world map moving twice as fast in free cursor mode.&lt;br /&gt;
* Fixed GUI navigation getting stuck on AND/OR buttons in the locomotive GUI.&lt;br /&gt;
* Fixed GUI navigation navigating to empty technology slots in research queue.&lt;br /&gt;
* Fixed GUI navigation sometimes getting stuck when navigating large technology trees.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.74&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added option in Settings-&amp;gt;Other to set an email and password to the account, so it can be used on other platforms or consoles.&lt;br /&gt;
* Added Danish localization&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when creating extremely long belts.&lt;br /&gt;
* Fixed crash when a textbox disappears while the on screen keyboard is still open.&lt;br /&gt;
* Fixed crash when exiting the game while a new map is being created.&lt;br /&gt;
* Fixed crash sometimes when transferring all items from character corpse.&lt;br /&gt;
* Fixed another crash when trying to save with a long save file name&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.72&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when exiting the level while Quick Panel is open.&lt;br /&gt;
* Fixed crash when dying while Quick Panel is open.&lt;br /&gt;
* Fixed crash when trying to save with a long save file name&lt;br /&gt;
* Fixed that you could not map controller sticks in the control settings gui.&lt;br /&gt;
* Fixed memory leak related to OpenGL textures, affecting mostly main menu background simulations.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=214939</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=214939"/>
		<updated>2025-07-08T15:45:54Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Removed 2.0 info, added (limited) 2.1 info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of publicized information about the upcoming 2.1 update. As of July 8, 2025, very little information has been shared, including the release date. This page will be updated as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
== Factorio 2.1 ==&lt;br /&gt;
&lt;br /&gt;
* As of November 21, 2024, 2.1 is not actively being worked on in favor of fixing all bugs from 2.0/Space Age&lt;br /&gt;
* New achievements:&lt;br /&gt;
** Lead developer Kovarex plans to add a &amp;quot;bunch of new achievements&amp;quot;, which could make a 100% run &amp;quot;even more convoluted&amp;quot;. [https://forums.factorio.com/viewtopic.php?p=669490#p669490]&lt;br /&gt;
** This may or may not include a special achievement that could only be acquired by getting all other achievements in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Nintendo Switch 2 ==&lt;br /&gt;
&lt;br /&gt;
* The [[Nintendo Switch version]] of the game is available on both the Nintendo Switch and its successor, the Nintendo Switch 2. As of July 8, 2025, both versions are practically identical.&lt;br /&gt;
* Developer twinsen is looking at the possibility bringing the [[Space Age]]{{SA}} expansion to the Switch 2, along with an update to take advantage of its greater hardware capabilities. [https://forums.factorio.com/viewtopic.php?p=659774#p659774]&lt;br /&gt;
** The release date of this theoretical update is currently unknown.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[:Category:Upcoming]] - Pages for specific upcoming features&lt;br /&gt;
* [[Space Age]]{{SA}} - The previous major release&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;br /&gt;
&lt;br /&gt;
{{C|News}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=212377</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=212377"/>
		<updated>2025-03-10T13:31:02Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Items */ Moved landing pad SA function to new line to better distinguish it from non-SA function&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:RoboTrainStation_small.gif|thumb|420x336px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The train  delivers items that are filled into [[active provider chest]]s and then put into the [[requester chest]]s to be loaded onto belts.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed. Click [[:File:RoboTrainStation.gif|here]] for a larger image.]]&lt;br /&gt;
&lt;br /&gt;
A [[logistic network]] is a series of different logistics chests and [[logistic robot]]s all covered by one or more connected [[roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the logistic network the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Belt transport system|belts]] or [[railway]]. However, robots offer much higher mobility, since they can fly over obstacles in a beeline.&lt;br /&gt;
&lt;br /&gt;
The [[player]] character can also act as [[requester chest]] in the logistic network, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[logistic robotics (research)|logistic robotics]], they can configure an amount of items; and [[logistic robot]]s will start to move the specified items from the network to the character&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 220px;&amp;quot; |Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || Central component of the logistic network in which the robots operate. Roboport coverage defines the area of the logistic network. Robots need to periodically return here to recharge.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Logistic robot}} || Moves items between logistic chests.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Construction robot}} || [[Repair pack|Repairs]] broken or replaces destroyed entities. [[blueprint|Builds]], [[deconstruction planner|deconstructs]] and [[upgrade planner|upgrades]] entities on command.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Active provider chest}} || Logistic chest: Pushes stored items into the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Passive provider chest}} || Logistic chest: Places stored items at the logistic network&#039;s disposal.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Storage chest}} || Logistic chest: Stores items currently not requested. Can be filtered to only store one type of item. Supplies stored items to the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Requester chest}} || Logistic chest: Will be filled by [[logistic robot]]s until the configured amount is reached, or the chest becomes full. Can request multiple different types of items. Can be configured to put excess or unwanted items into trash slots, pushing them into the logistic network.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Buffer chest}} || Logistic chest: Functions as both a [[requester chest]] and [[passive provider chest]].&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Cargo landing pad}} || Places stored items at the logistic network&#039;s disposal.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &lt;br /&gt;
{{SA}} Requests items from [[space platform]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Rocket silo}} || {{SA}} If &amp;quot;Automatic requests from space platforms&amp;quot; is set, requests items from the logistic network based on requests from space platforms.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Player}} || rowspan=&amp;quot;3&amp;quot; | Can set logistic requests to function as a requester chest.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Tank}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Spidertron}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Default capacity is 1 item per robot. This can be increased by researching [[Worker robot cargo size (research)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Logistic chests can also be connected to the [[circuit network]] with [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests. Place the passive provider chests at the output [[inserters]] of [[assembling machine]]s and requester chests at the input (let them request the needed items). Place a [[roboport]], which covers these chests with the inner orange area. Place some logistic bots in the roboport. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item with the [[Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
The logistic network makes it possible to create complex items in a relatively small factory area, but its throughput is limited by how many robot charge points (roboports) exist in the network.&lt;br /&gt;
&lt;br /&gt;
[[File:Roboport_network_gui.png|thumb|right|200px|Supply area 50×50 tiles (orange); Construction area 110×110 tiles (green)]]&lt;br /&gt;
The basic thing needed for item transportation is [[roboport]]s. The roboport shows the orange logistic coverage and the green construction coverage when held in the cursor or hovered after placing.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the logistic network coverage. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the construction area.&lt;br /&gt;
&lt;br /&gt;
=== Expanding the logistic network ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, so if their logistic areas are touching. Visually this is represented by a dashed yellow line connecting them.&lt;br /&gt;
To prevent roboports from linking, the player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do not fly/migrate from one network to another, unless their home network is destroyed in some way, for example when all roboports are removed or out of power.&lt;br /&gt;
&lt;br /&gt;
== Electricity management ==&lt;br /&gt;
&lt;br /&gt;
[[units|Unit]] reminder: 1 Watt = 1 Joule/Second&lt;br /&gt;
&lt;br /&gt;
=== Roboports ===&lt;br /&gt;
Robots may run out of charge on longer journeys which will reduce their flying speed to 20% of their normal speed. Robots that run out of charge will fly to the closest recharge point that is closer to their final destination than its current position if possible.&lt;br /&gt;
This means that they may depart from the original route, depending on where the chosen charging point is, but they should always make progress, rather than endlessly backtrack to their origin. &lt;br /&gt;
&lt;br /&gt;
Roboports have 4 charging slots each, which charge each bot at 1MW, taking 1.5 seconds to charge 1 robot. Furthermore, a roboport also has a 100MJ internal battery allowing bots to keep working for a limited amount of time under low power. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. Higher quality{{SA}} roboports charge robots more quickly.&lt;br /&gt;
&lt;br /&gt;
When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport (including other robots en route to charge there) is too long, they eventually choose another port.&lt;br /&gt;
This is specified by the ratio of &amp;lt;distance to different roboport in tiles&amp;gt; / &amp;lt;queue size of robots waiting&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Currently, to choose the more distant roboport, the distance must be at most &amp;lt;Number of robots in the queue and on the way&amp;gt; / 2. So, to choose a roboport that is 10 tiles more distant, it has to have 20 less robots waiting in the queue.&lt;br /&gt;
&lt;br /&gt;
=== Construction and logistic bots ===&lt;br /&gt;
Bots store 1.5MJ of energy each. They use 3kW at all times while flying and use an additional 5kJ for every tile travelled. It must be noted that increasing robot speed does not increase range significantly, see [[worker robot speed (research)]]. With no research upgrades, the speed of logistic robots is 3 tiles/s and for construction robots 3.6 tiles/s. Higher quality{{SA}} robots store more energy and thus have longer range and waste less time charging, but take correspondingly longer to charge.&lt;br /&gt;
&lt;br /&gt;
The robots go to recharge when they hit 20% of their energy capacity. That means for 80% of their maximum distance they go straight towards the target, and the other 20% towards a roboport to charge.&lt;br /&gt;
&lt;br /&gt;
The maximum travel distance can be calculated using the following formula: &amp;lt;code&amp;gt;1500 ÷ (3 ÷ speed + 5)&amp;lt;/code&amp;gt;, speed in tiles/s.&amp;lt;br&amp;gt;&lt;br /&gt;
This results in a maximum distance of 250 tiles for logistics robots and 257 tiles for construction robots without speed upgrades.&lt;br /&gt;
&lt;br /&gt;
For infinite research levels, the bot speed can be calculated with these formulas:&lt;br /&gt;
&lt;br /&gt;
Construction: &amp;lt;code&amp;gt;speed = 3.6 × (3.4 + 0.65 × (Level-5))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Logistic: &amp;lt;code&amp;gt;speed = 3.0 × (3.4 + 0.65 × (Level-5))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
[[File:player_logistic_gui.png|thumb|300px|right|The logistic GUI next to the player&#039;s inventory. There are two active logistics groups]]&lt;br /&gt;
&lt;br /&gt;
=== Logistics groups ===&lt;br /&gt;
Logistics requests can be separated into groups. By clicking the button next to &amp;quot;no group&amp;quot; one can select an existing group, or create a new one. Logistics groups are enabled separately from one another, and each entity can have multiple groups assigned to it at once.&lt;br /&gt;
&lt;br /&gt;
The following entities can use logistics groups. Editing a request in one entity will edit the request in all others which use that same group.&lt;br /&gt;
&lt;br /&gt;
* The [[player]]&lt;br /&gt;
* [[Tank]] (once [[logistic system (research)|logistic system]] is researched)&lt;br /&gt;
* [[Spidertron]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Buffer chest]]&lt;br /&gt;
* [[Requester chest]]&lt;br /&gt;
* [[Space platform]]{{SA}}&lt;br /&gt;
* [[Cargo landing pad]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the &#039;Logistic Network&#039;-Screen when looking at network storage or opening the logistic networks GUI the with {{Keybinding|L}}.&lt;br /&gt;
&lt;br /&gt;
The logistic network reports the total number of items in provider, buffer and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots.&#039;&#039; When a bot starts its journey to pick up items from a chest, it reserves the items in advance by subtracting the items it wants from the total logistics storage. A bot will always reserve the maximum amount that it can carry, even when the box does not currently have that amount. This means that the number can go negative when a bot embarks on a pickup while the box is almost empty.&lt;br /&gt;
Negative numbers in the logistic network are &#039;&#039;not&#039;&#039; the deficit of the total number of requested items. If there are no bots picking up any items, there are no negative numbers in the network, regardless of requests in requester chests.&lt;br /&gt;
&lt;br /&gt;
For example, with a full [[Worker robot cargo size (research)|worker robot cargo size]] bonus, a bot can carry 4 items. If there is only 1 iron plate in the logistic network, and a robot comes to pick it up, it will reserve the full 4 it can carry and the amount in the network will be displayed as follows:&lt;br /&gt;
&lt;br /&gt;
{{icon|iron plate|-3}}&lt;br /&gt;
&lt;br /&gt;
After the robot has picked up the item, the reservation is removed and the number goes back to 0.&lt;br /&gt;
&lt;br /&gt;
The reason this happens is that a bot can be dispatched to pick up an item when there is only 1 item available. While it is travelling to pick up that item, additional items can be put into the chest, and once the bot gets to the chest, it has already reserved those items in advance and can pick them up immediately.&lt;br /&gt;
&lt;br /&gt;
=== Receiving more items than requested ===&lt;br /&gt;
&lt;br /&gt;
The delivered number of items in the requester chest can be higher than requested. This depends on the researched [[Worker robot cargo size (research)|Worker robot cargo size]]-bonus, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
== Priorities of robots ==&lt;br /&gt;
&lt;br /&gt;
This overview reflects the priorities in which order the chests are filled/emptied.&lt;br /&gt;
&lt;br /&gt;
Logistic robots on the logistic network look for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A requested item is first &#039;&#039;looked up&#039;&#039; in active provider chests and in the player&#039;s trash slots, then in the storage chests and buffer chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests and buffer chests, then the passive provider chests.&lt;br /&gt;
&lt;br /&gt;
* Requests are &#039;&#039;assigned&#039;&#039; first for player logistics, then for requester chests, then for buffer chests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source Priority &lt;br /&gt;
| {{icon|Character logistic trash slots (research)||logistic robotics (research)}}{{icon|active provider chest}} &amp;gt; {{icon|storage chest}}{{icon|buffer chest}} &amp;gt; {{icon|passive provider chest}}&lt;br /&gt;
! Target Priority &lt;br /&gt;
| {{icon|Character logistic slots (research)||logistic robotics (research)}}{{icon|requester chest}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;gt; {{icon|requester chest}} &amp;gt; {{icon|buffer chest}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;gt; {{icon|storage chest}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Requesters with &amp;quot;request from buffer chests&amp;quot; have higher priority than others, the same as a player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Buffer chests will only ever be a target when having requests specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Storage does not &amp;quot;request&amp;quot; items on its own. It receives actively discarded items from a) active providers, b) player trash slots, c) deconstruction, and d) robots that have their orders cancelled while carrying items. Storage is the last priority, and receives only items that have nowhere else to go.&lt;br /&gt;
&lt;br /&gt;
* To place items into storage chests, the bots search for one which has its filter set to the item type, then for a storage chest that already stores items of the same type. If that can&#039;t be found, they choose the first (unfiltered) storage chest with a free slot from the list, which is sorted by the order they were built in. [https://www.reddit.com/r/factorio/comments/5udwkd/hey_devs_this_is_the_one_thing_that_really_bugs/ddwbr94/] This is to avoid having storage chests with different items inside, allowing greater organisation.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
When construction robots want to build a ghost, they look for the chests that is closest to the ghost they want to build. The type of chest does not matter.[https://forums.factorio.com/viewtopic.php?p=569235#p569235]&lt;br /&gt;
&lt;br /&gt;
=== Distance ===&lt;br /&gt;
When looking to pick up requested items from multiple chests of equal priority, bots will always choose the closest one. [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=40329&amp;amp;p=238918#p238901]&lt;br /&gt;
&lt;br /&gt;
This is however only true when an item is being requested, not when an item is sent away via player trash slots or active provider chests. In the case of items being sent into the logistics network, distance does not matter, instead when chests have the same priority, for example two active provider chests, the bots will alternate between the chests in a round-robin fashion.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Logistic network}} {{C|Logistic network{{!}}#Logistic network}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=211925</id>
		<title>Aquilo</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Aquilo&amp;diff=211925"/>
		<updated>2025-02-28T07:31:37Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Trivia */ Added trivia for removed enemies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:aquilo_preview.png|210px|right]]&#039;&#039;&#039;Aquilo&#039;&#039;&#039; is a desolate, freezing ocean [[planet]]. Its surface consists solely of a vast ocean of liquid ammonia, with the occasional floating iceberg.&lt;br /&gt;
&lt;br /&gt;
Progression wise, Aquilo is meant to be visited after establishing factories on all the previous planets. [[Planet discovery Aquilo (research)]] requires [[rocket turret]]s, [[Advanced asteroid processing (research)]], and [[heating tower]]s from Gleba, [[Asteroid reprocessing (research)]] from [[Vulcanus]], and [[Electromagnetic science pack (research)]] from [[Fulgora]].&lt;br /&gt;
&lt;br /&gt;
[[Planet discovery Aquilo (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|visit-aquilo}}&lt;br /&gt;
&lt;br /&gt;
== Exclusive items ==&lt;br /&gt;
The following items are unlocked on Aquilo:&lt;br /&gt;
*{{imagelink|Cryogenic plant|space-age=yes}}&lt;br /&gt;
*{{imagelink|Cryogenic science pack|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fusion generator|space-age=yes}}&lt;br /&gt;
*{{imagelink|Fusion reactor|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun turret|space-age=yes}}&lt;br /&gt;
*{{imagelink|Railgun|space-age=yes}}&lt;br /&gt;
*{{imagelink|Captive biter spawner|space-age=yes}}&lt;br /&gt;
*{{imagelink|Portable fusion reactor|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aquilo Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || None&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 20 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 10&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 01%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 300&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 15&lt;br /&gt;
|-&lt;br /&gt;
| Robot energy usage || 500%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Natural resources ===&lt;br /&gt;
In terms of directly exploitable natural resources, Aquilo has:&lt;br /&gt;
* [[Ammoniacal solution]]{{SA}} (via [[offshore pump]] on the edge of the ammoniacal seas)&lt;br /&gt;
* [[Lithium brine]]{{SA}} (via [[pumpjack]])&lt;br /&gt;
* [[Fluorine]]{{SA}} (via pumpjack)&lt;br /&gt;
* [[Crude oil]] (via pumpjack)&lt;br /&gt;
&lt;br /&gt;
With crude oil being the only non-exclusive resource to Aquilo, excluding ice obtained from [[lithium ice formation]].&lt;br /&gt;
&lt;br /&gt;
Stone, iron and copper (and coal if desired) need to be imported from other planets as Aquilo lacks ways to obtain these from the environment.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] can be obtained via [[Ammoniacal solution separation]] and [[Ice melting]]&lt;br /&gt;
* [[Stone]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Iron ore]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Copper ore]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Coal]] is not available and must be shipped in from other planets&lt;br /&gt;
* [[Crude oil]] can be obtained using pumpjacks as normal&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
The starting area on Aquilo is a relatively small patch of snow and ice terrain. Beyond this small platform are the vast ammoniacal seas, which have small dots of icey terrain in them, usually around [[crude_oil|crude oil]], [[fluorine]]{{SA}}, or [[lithium_brine|lithium brine]]{{SA}} resource geysers. Aquilo is notable for having nothing to drill with any kind of miner. All natural resources, spare the [[lithium ice formation]]s, are gathered either by an [[offshore pump]] or [[pumpjack]]. Bases on Aquilo will be reliant on regularly shipping in resources from other planets.&lt;br /&gt;
&lt;br /&gt;
=== Ice terrain ===&lt;br /&gt;
&lt;br /&gt;
On Aquilo, most terrain must be constructed, but [[landfill]] and [[foundation]]{{SA}} are no help. Instead, you must use [[ice platform|ice platforms]]{{SA}}. These platforms are created by first using [[ammoniacal solution separation]]{{SA}} to make [[ice]]{{SA}} and [[ammonia]]{{SA}}, then re-combining those into a platform that can be placed on the ocean like [[landfill]].&lt;br /&gt;
&lt;br /&gt;
Snowy terrain can be built on directly, but on any kind of ice terrain or [[ice platform]], most buildings will require an insulating floor of [[concrete]] tiles or derivatives before they can be placed. [[Stone_brick|Stone Bricks]] can not be used to pave ice.&lt;br /&gt;
&lt;br /&gt;
=== Freezing ===&lt;br /&gt;
Aquilo is brutally cold. The harsh ambient temperatures drain the energy from any airborne [[construction robot|construction robots]] and [[logistic robot|logistic robots]], making them consume 5 times more power than normal. Most buildings will freeze and stop working unless heated by a [[heat pipe]] or heat generator. Heat can be generated by the [[nuclear reactor]] or [[heating tower]]{{SA}}. &lt;br /&gt;
&lt;br /&gt;
Once a building is adjacent to a heat source above 30°C, it will consume heat energy to maintain its state, reducing the energy (and temperature) in the heat source. Different entities consume different amounts of heat to prevent freezing.&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
* [[Underground belt]]s and [[pipe]]s are substantially larger heat drains than their above-ground versions &lt;br /&gt;
* Heat pipes do not lose heat to the environment; they only lose heat to entities that need to be kept warm. &lt;br /&gt;
* All [[burner devices|burner]] entities and heat-producing machines are immune to freezing.&lt;br /&gt;
&lt;br /&gt;
For details on heat throughput, see the [[heat pipe]] page.&lt;br /&gt;
&lt;br /&gt;
A building is adjacent to a heat source when it is one tile away from the heat source either orthogonally or diagonally. All of the pipes would be heated in the below example:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Just using a one-row table here for display purposes, trying to use wide stretchy preformatted box or block quotes as insets was ugly --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Ice_platform.png|24px|link=Ice_platform]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Ice_platform.png|24px|link=Ice_platform]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Pipe.png|24px|link=Pipe]][[File:Pipe.png|24px|link=pipe]][[File:Heat_pipe.png|24px|link=heat_pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=Pipe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Pipe.png|24px|link=pipe]][[File:Heating_tower.png|72px|link=Heating_tower]][[File:Pipe.png|24px|link=pipe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]][[File:Pipe.png|24px|link=pipe]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[File:Heat_demo.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Entity Heat Consumption&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Kilowatts&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt}} {{Icon|Fast transport belt}} {{Icon|Express transport belt}} {{Icon|Turbo transport belt}}|| 10&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Underground belt}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Fast underground belt}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Express underground belt}} || 150&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Turbo underground belt}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Splitter}} {{Icon|Fast splitter}} {{Icon|Express splitter}} {{Icon|Turbo splitter}} || 40&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pipe}} || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pipe to ground}} || 150&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter}} {{Icon|Fast inserter}} || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Long-handed inserter}} {{Icon|Bulk inserter}} {{Icon|Stack inserter}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Steam engine}} {{Icon|Steam turbine}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket turret}} {{Icon|Railgun turret}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Arithmetic combinator}} {{Icon|Decider combinator}} || 50&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Selector combinator}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine 1}} {{Icon|Assembling machine 2}} {{Icon|Assembling machine 3}} {{Icon|Electric furnace}} {{Icon|Chemical plant}} {{Icon|Lab}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cryogenic plant}} {{Icon|Recycler}} {{Icon|Biochamber}} {{Icon|Electromagnetic plant}} {{Icon|Centrifuge}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Oil refinery}} {{Icon|Artillery turret}} || 200&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Foundry}} {{Icon|Radar}} {{Icon|Roboport}} {{Icon|Rocket silo}} || 300&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Beacon}} ||400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following Entities are immune from freezing. Many may be placed directly on ice tiles (with the exceptions you might expect, mostly).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile !!  Entities !! Category&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}} || {{Icon|Cargo landing pad}} {{Icon|Cargo bay}} || Space Cargo&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Offshore pump}} || Offshore Pumps&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Wooden chest}} {{Icon|Iron chest}} {{Icon|Steel chest}} {{Icon|Active provider chest}} {{Icon|Passive provider chest}} {{Icon|Storage chest}} {{Icon|Buffer chest}} {{Icon|Requester chest}} || Chests&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Small electric pole}} {{Icon|Medium electric pole}} {{Icon|Big electric pole}} {{Icon|Substation}} || Electric Poles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Solar panel}} {{Icon|Accumulator}} {{Icon|Lamp}} {{Icon|Constant combinator}} || Basic Electric Devices&lt;br /&gt;
|- &lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Display panel}} || Player Notification Devices&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Burner inserter}} {{Icon|Boiler}} {{Icon|Stone furnace}} {{Icon|Steel furnace}} || Burner Entities&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Nuclear reactor}} {{Icon|Heat exchanger}} {{Icon|Heating tower}} {{Icon|Heat pipe}} || Heat Generators and Heat Pipes&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Fusion reactor}} {{Icon|Fusion generator}} || Fusion Power&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Tesla turret}} || Tesla Turrets&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Flamethrower turret}}  || Flamethrower Turrets&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Concrete}}     || {{Icon|Wall}} {{Icon|Gate}} || Walls and Gates&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Construction robot}} {{Icon|Logistic robot}} {{Icon|Defender capsule}} {{Icon|Distractor capsule}} {{Icon|Destroyer capsule}} || Bots&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Car}} {{Icon|Tank}} {{Icon|Spidertron}} || Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Locomotive}} {{Icon|Cargo wagon}} {{Icon|Fluid wagon}} {{Icon|Artillery wagon}} || Trains&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Ice platform}} || {{Icon|Straight rail}} {{Icon|Rail ramp}} {{Icon|Rail support}} {{Icon|Train stop}} {{Icon|Rail signal}} {{Icon|Rail chain signal}} || Rail Pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Solar energy ===&lt;br /&gt;
Aquilo is far from its sun, and so [[solar panel]]s on its surface only output at 1% of their rate on Nauvis: 0.6 kW peak production. This makes panels practical for little more than powering the first machines to produce the water needed for real power generation.&lt;br /&gt;
&lt;br /&gt;
The minimum machines needed to produce water is either a single [[chemical plant]] to melt [[ice]] (which can initially be dropped from a space platform), or a single [[assembling machine 2]] to [[barrel|empty barrels of water]] also dropped from the platform. Assembling machine 2s require less power than chemical plants, and the unbarreling recipe is faster than [[ice melting]]. So on the whole, the assembler version will be faster.&lt;br /&gt;
&lt;br /&gt;
Note that it is not necessary to fully power these machines. As long as the available power is greater than their drain, they will be able to function, albeit at reduced speed. [[Efficiency module]]s can speed this process up. With 3 efficiency modules, an assembling machine 2 only needs 35 kW to run at full speed (59 solar panels). To reach just 1/8th of max speed requires only 8.75 kW, which only needs 15 (base [[quality]]) solar panels.&lt;br /&gt;
&lt;br /&gt;
Once even a little water is available, [[heat exchanger]]s heated by either [[heating tower]]s or [[nuclear reactor]]s can feed [[steam turbine]]s for power. This power can be used to process [[ammoniacal solution separation]] to generate ice, which can be melted into water for continuous power generation.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Aquilo]] is connected to 2 other planets, [[Gleba]]{{SA}} and [[Fulgora]]{{SA}}, along with the [[Solar system edge]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Gleba]]{{SA}}|| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]]{{SA}}|| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Solar system edge]]{{SA}}|| 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Aquilo.png]] &amp;lt;br&amp;gt; Space route from [[Gleba]] to [[Aquilo]]&lt;br /&gt;
| [[File:Asteroid_chart_Fulgora_Aquilo.png]] &amp;lt;br&amp;gt; Space route from [[Fulgora]] to [[Aquilo]]&lt;br /&gt;
| [[File:Asteroid_chart_Aquilo_Solar_System_Edge.png]] &amp;lt;br&amp;gt; Space route from [[Aquilo]] to [[Solar system edge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Asteroid type&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Chunk&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Medium&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Big&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Metallic asteroid chunk.png|32px]] Metallic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Carbonic asteroid chunk.png|32px]] Carbonic&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[File:Oxide asteroid chunk.png|32px]] Oxide&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 60%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 2 &lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| .10&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| 0&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0.25&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
aquilo_landscape.png|Example landscape of Aquilo.&lt;br /&gt;
aquilo_landscape_main_menu.png|Aquilo seen on the expansion&#039;s title screen.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In mythology, Aquilo is the Roman god of the north wind, storms, and winter.&lt;br /&gt;
* During development, Aquilo was home to floating, jellyfish-like enemies, concept art for which were shown in Friday Facts [https://factorio.com/blog/post/fff-367 #367]. However, they were removed due to them making progression &amp;quot;much slower&amp;quot;. [https://www.factorio.com/blog/post/fff-429]&lt;br /&gt;
* Aquilo&#039;s design with ice and liquid ammonia oceans is based on real-world [https://en.wikipedia.org/wiki/Ice%20planet ice planets].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Fulgora]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Galaxy_of_Fame&amp;diff=211781</id>
		<title>Galaxy of Fame</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Galaxy_of_Fame&amp;diff=211781"/>
		<updated>2025-02-22T09:00:21Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Star Position */ 12 new quadrants, quadrants now sectors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Galaxy_of_fame.png|thumb|600px|right|The Galaxy of Fame as it appeared on 17 December 2024]]&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The [https://factorio.com/galaxy Galaxy of Fame] is a feature available upon beating Factorio: Space Age. It is a database of saves that have beaten the expansion, able to be viewed on the Factorio website. It appears as a vast galaxy of stars of all size and colors. Each star belongs to one particular player who has beaten Space Age. Clicking on a star will bring up a snapshot of that player&#039;s save.&lt;br /&gt;
&lt;br /&gt;
After reaching the [[solar system edge]]{{SA}} and viewing the victory screen, the player will be invited to upload a snapshot of their save to the Galaxy of Fame. Only one snapshot can be uploaded per player; uploading a new snapshot will override the previous one. The player can also include a custom name and comment. After uploading, the game will provide a link to the player&#039;s snapshot on the Factorio website.&lt;br /&gt;
&lt;br /&gt;
After winning, the &amp;quot;Galaxy of Fame&amp;quot; button will appear on the main menu. Clicking it will allow the player to upload a new snapshot, or click the link to the existing snapshot.&lt;br /&gt;
&lt;br /&gt;
== Snapshot ==&lt;br /&gt;
&lt;br /&gt;
[[File:Kovarex_gof.png|thumb|600px|right|The Galaxy of Fame snapshot of lead developer [https://www.factorio.com/galaxy/Iron%20I:%20Alpha1-1.A1W3 kovarex].]]&lt;br /&gt;
&lt;br /&gt;
The Galaxy of Fame includes the following information:&lt;br /&gt;
* A custom name &amp;amp; comment (optional)&lt;br /&gt;
* The date of upload&lt;br /&gt;
* Time played&lt;br /&gt;
* Game version&lt;br /&gt;
* Map seed&lt;br /&gt;
* Player count&lt;br /&gt;
* List of mods&lt;br /&gt;
** This includes both the four mandatory mods (Base, Elevated Rails, Quality, and Space Age) and any user-created mods.&lt;br /&gt;
* Map views of the five planets, in the order they were visited&lt;br /&gt;
* Map views of all [[space platform]]s{{SA}}, in the order they were created&lt;br /&gt;
* A full list of the number of all items produced&lt;br /&gt;
* A full list of the amount of energy produced by each [[power production|power source]]&lt;br /&gt;
* A full list of the number of kills, including all [[asteroids|asteroid]] varieties&lt;br /&gt;
&lt;br /&gt;
== Star Position ==&lt;br /&gt;
The position, color, and size of a player&#039;s star is randomized upon upload. Given the vast number of stars in the galaxy, it can be difficult, if not impossible, to locate your own star on the map by searching manually. However, each star&#039;s position is fixed and will always be in the same place.&lt;br /&gt;
&lt;br /&gt;
Each star is placed by a set of coordinates which can be read to reliably locate it on the map. A star&#039;s coordinates can be located within the URL of the snapshot that is provided upon upload. As an example, the following is the coordinates for the snapshot of lead developer Kovarex:&lt;br /&gt;
&lt;br /&gt;
Iron I: Alpha 1-1.A1W3&lt;br /&gt;
&lt;br /&gt;
==== Sector ====&lt;br /&gt;
&lt;br /&gt;
The first word of the URL, named after an item, designates one of sixteen sectors within the galaxy, laid out on a grid pattern. The four central sectors, containing the majority of stars, are named Iron, Quantum, Sulfur, and Calcite, and are marked in &#039;&#039;&#039;bold&#039;&#039;&#039; in the chart below.&lt;br /&gt;
The sectors as they are currently known, are laid out like this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Copper || Ammonia || Fluorine || Carbon&lt;br /&gt;
|-&lt;br /&gt;
| Bioflux || &#039;&#039;&#039;Quantum&#039;&#039;&#039; || &#039;&#039;&#039;Iron&#039;&#039;&#039; || Stone&lt;br /&gt;
|-&lt;br /&gt;
| Lithium || &#039;&#039;&#039;Sulfur&#039;&#039;&#039; || &#039;&#039;&#039;Calcite&#039;&#039;&#039; || Electrolyte&lt;br /&gt;
|-&lt;br /&gt;
| Uranium || Tungsten || Holmium || Yumako&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Quadrant ====&lt;br /&gt;
&lt;br /&gt;
The numeral after the sector name designates one of four numbered quadrants within a sector. The table below shows the layout the quadrants within the Iron sector as an example. Each sector has its quadrants split up in the same pattern, so the quadrant to the immediate left of &amp;quot;Iron III&amp;quot; would be &amp;quot;Quantum IV&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Iron III || Iron IV&lt;br /&gt;
|-&lt;br /&gt;
| Iron I || Iron II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Region ====&lt;br /&gt;
&lt;br /&gt;
The second word, named after a letter of the Greek alphabet, designates a region within a quadrant. Each quadrant contains 9 regions. Their position within the quadrants are structured as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Eta || Theta || Iota&lt;br /&gt;
|-&lt;br /&gt;
| Delta || Epsilon || Zeta&lt;br /&gt;
|-&lt;br /&gt;
| Alpha || Beta || Gamma&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The two numbers after the region name designate the star&#039;s location within the region. Each number can go between 1 and 7. The first number increases from left to right, while the second increases from bottom to top. The two of them together position the star within a region. For example, a number of 1-1 designates a position within the bottom left of its region; 1-7 in the top left, and so on.&lt;br /&gt;
&lt;br /&gt;
==== Exact position ====&lt;br /&gt;
&lt;br /&gt;
Following the dot, the final pair of letter-number sets designates the exact position within a region. Letters go from A to G (the first letter) and T to Z (the second), and increase from left to right. The first letter will only be advanced by one when the second letter advances through all 26 letters. For example, A1Z1 comes before B1Y1. Numbers once again go between 1 and 7 and increase from bottom to top. The same rule from letters applies to numbers.&lt;br /&gt;
&lt;br /&gt;
As a final example, a coordinate of Quantum 2: Gamma 5-1 A7Z1 will give a position as follows:&lt;br /&gt;
* Quantum sector&lt;br /&gt;
* Bottom right of Quantum 2 quadrant&lt;br /&gt;
* Bottom middle of Gamma region&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.10|&lt;br /&gt;
* Galaxy of fame. Offered when the game is finished.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=211675</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=211675"/>
		<updated>2025-02-20T18:50:25Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Devices */ Reformatted train stop abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: need signal icons D, P, V. Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
* The ingredients of the set recipe &lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
* A control recipe, when the building is working&lt;br /&gt;
|| All crafting machines can enable on a condition and set their recipe based on a signal &lt;br /&gt;
||&lt;br /&gt;
|-  &lt;br /&gt;
| {{Icon|Stone furnace}} {{Icon|Steel furnace}} {{Icon|Electric furnace}} {{Icon|Biochamber|space-age=yes}} || [[Furnace]]s, [[Biochamber]] || Burner crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, but not fuel, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** Optionally, can include the current fuel&lt;br /&gt;
* The ingredients of the set recipe&lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
* A control signal, when the building is working&lt;br /&gt;
|| All burner crafting machines can enable on a condition and set their recipe based on a signal&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Chests}} || [[Chests]] || All chests can send their contents to the circuit network. Logistic chests automatically send their contents to the [[logistic network]]. || Logistics chests can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = Signal &#039;&#039;V&#039;&#039;&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = Signal &#039;&#039;D&#039;&#039;&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} || [[Requester chest]] || Can send its contents to the circuit network. Does &#039;&#039;not&#039;&#039; send its content to the [[logistic network]]. || Its requested items can be set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Can be enabled/disabled via a circuit network condition. When disabled, the chest will no longer request any of its items.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|16px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]][[File:Signal-Blue.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || &lt;br /&gt;
Train stops can output:&lt;br /&gt;
* The contents, except fuel, of a stopped train&lt;br /&gt;
** Any fluid amounts are rounded down to the nearest full number, except when the fluid is &amp;lt; 1, then it is rounded to 1.&lt;br /&gt;
* The unique Train ID of a stopped train, defaulting to [[File:Signal-T.png|16px]]&lt;br /&gt;
* The number of trains en-route to the current stop, including the currently stopped train, defaulting to [[File:Signal-C.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
* Send the signal to the train, to use in wait conditions&lt;br /&gt;
* Enable the stop on a condition&lt;br /&gt;
** Disabled stops act as if their train limit = 0. Trains attempting to go here will enter the &amp;quot;Destination Full&amp;quot; state.&lt;br /&gt;
* Set the stop&#039;s train limit to the value of a control signal, defaulting to [[File:Signal-L.png|16px]]&lt;br /&gt;
* Set the stop&#039;s priority to the value of a control signal, defaulting to &amp;quot;P&amp;quot;&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] || Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 20 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 20 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:virtual_signals_v2.png|thumb|Some of the Virtual Signals available for use in the circuit network in the base game]]&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
There are 177 virtual signals available (or 241 in [[Space Age]]{{SA}}) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines &amp;amp; arrows, information icons, every [[enemies|enemy]] variant, environmental features, and the signal for the planet [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Additionally, if the &amp;quot;Show parameters in selection lists&amp;quot; option is enabled under game Settings &amp;gt; Interface &amp;gt; Interaction, the Unsorted tab receives 10 special purple &amp;quot;parameter&amp;quot; icons which can be used for blueprint [[Blueprint#Parameterisation|parameterisation]].&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precendence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper&amp;quot; and &amp;quot;iron&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is NOT implicitly excluded. So if you e.g. have &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; then you will also get &#039;&#039;X&#039;&#039; multiplied with itself in the output.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If you have a [[decider combinator|decider]] condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower{{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.34|&lt;br /&gt;
* Extended the virtual signals, and unified/changed graphics of some of the existing ones.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Added selector combinator. It allows to select one of the signals, or the signal count from an input.&lt;br /&gt;
* Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network.&lt;br /&gt;
* Added editable description to combinator entities.&lt;br /&gt;
* Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.&lt;br /&gt;
* Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.&lt;br /&gt;
* Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=211674</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=211674"/>
		<updated>2025-02-20T18:16:55Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Devices */ Updated to 2.0.35&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: need signal icons D, P, V. Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
* The ingredients of the set recipe &lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
* A control recipe, when the building is working&lt;br /&gt;
|| All crafting machines can enable on a condition and set their recipe based on a signal &lt;br /&gt;
||&lt;br /&gt;
|-  &lt;br /&gt;
| {{Icon|Stone furnace}} {{Icon|Steel furnace}} {{Icon|Electric furnace}} {{Icon|Biochamber|space-age=yes}} || [[Furnace]]s, [[Biochamber]] || Burner crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, but not fuel, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** Optionally, can include the current fuel&lt;br /&gt;
* The ingredients of the set recipe&lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
* A control signal, when the building is working&lt;br /&gt;
|| All burner crafting machines can enable on a condition and set their recipe based on a signal&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Chests}} || [[Chests]] || All chests can send their contents to the circuit network. Logistic chests automatically send their contents to the [[logistic network]]. || Logistics chests can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = Signal &#039;&#039;V&#039;&#039;&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = Signal &#039;&#039;D&#039;&#039;&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} || [[Requester chest]] || Can send its contents to the circuit network. Does &#039;&#039;not&#039;&#039; send its content to the [[logistic network]]. || Its requested items can be set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Can be enabled/disabled via a circuit network condition. When disabled, the chest will no longer request any of its items.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|16px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]][[File:Signal-Blue.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || Train stops can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. The amount of trains going to the train stop can be read by the circuit network.&amp;lt;br&amp;gt;When reading the content of a stopped train, fluid amounts are rounded down to the nearest integer, except when the fluid amount is &amp;lt; 1, then it is is rounded to 1. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Train Count (en route) = [[File:Signal-C.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Stopped Train ID = [[File:Signal-T.png|16px]]&lt;br /&gt;
|| Train stops can send the contents of the circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself. The maximum amount of trains that can go to the train stop (&amp;quot;train limit&amp;quot;) can be set by the circuit network, as well as the stop priority.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Set Limit = [[File:Signal-L.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Set Priority = Signal &#039;&#039;P&#039;&#039;&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] || Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 20 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 20 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:virtual_signals_v2.png|thumb|Some of the Virtual Signals available for use in the circuit network in the base game]]&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
There are 177 virtual signals available (or 241 in [[Space Age]]{{SA}}) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines &amp;amp; arrows, information icons, every [[enemies|enemy]] variant, environmental features, and the signal for the planet [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Additionally, if the &amp;quot;Show parameters in selection lists&amp;quot; option is enabled under game Settings &amp;gt; Interface &amp;gt; Interaction, the Unsorted tab receives 10 special purple &amp;quot;parameter&amp;quot; icons which can be used for blueprint [[Blueprint#Parameterisation|parameterisation]].&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precendence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper&amp;quot; and &amp;quot;iron&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is NOT implicitly excluded. So if you e.g. have &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; then you will also get &#039;&#039;X&#039;&#039; multiplied with itself in the output.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If you have a [[decider combinator|decider]] condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower{{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.34|&lt;br /&gt;
* Extended the virtual signals, and unified/changed graphics of some of the existing ones.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Added selector combinator. It allows to select one of the signals, or the signal count from an input.&lt;br /&gt;
* Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network.&lt;br /&gt;
* Added editable description to combinator entities.&lt;br /&gt;
* Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.&lt;br /&gt;
* Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.&lt;br /&gt;
* Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=210839</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=210839"/>
		<updated>2025-02-06T20:35:48Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Updated to 2.0.34&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: need signal icons D, P, V. Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Biochamber|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output their contents, output the ingredients of a set recipe, set a given signal when working, and send a given signal when a recipe completes || All crafting machines can enable on a condition and set the recipe based on a signal &lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Chests}} || [[Chests]] || All chests can send their contents to the circuit network. Logistic chests automatically send their contents to the [[logistic network]]. || Logistics chests can be enabled on a condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = Signal &#039;&#039;V&#039;&#039;&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = Signal &#039;&#039;D&#039;&#039;&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} || [[Requester chest]] || Can send its contents to the circuit network. Does &#039;&#039;not&#039;&#039; send its content to the [[logistic network]]. || Its requested items can be set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Can be enabled/disabled via a circuit network condition. When disabled, the chest will no longer request any of its items.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|16px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]][[File:Signal-Blue.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || Train stops can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. The amount of trains going to the train stop can be read by the circuit network.&amp;lt;br&amp;gt;When reading the content of a stopped train, fluid amounts are rounded down to the nearest integer, except when the fluid amount is &amp;lt; 1, then it is is rounded to 1. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Train Count (en route) = [[File:Signal-C.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Stopped Train ID = [[File:Signal-T.png|16px]]&lt;br /&gt;
|| Train stops can send the contents of the circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself. The maximum amount of trains that can go to the train stop (&amp;quot;train limit&amp;quot;) can be set by the circuit network, as well as the stop priority.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Set Limit = [[File:Signal-L.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Set Priority = Signal &#039;&#039;P&#039;&#039;&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] || Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 20 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 20 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:virtual_signals_v2.png|thumb|Some of the Virtual Signals available for use in the circuit network in the base game]]&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
There are 177 virtual signals available (or 241 in [[Space Age]]{{SA}}) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines &amp;amp; arrows, information icons, every [[enemies|enemy]] variant, environmental features, and the signal for the planet [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Additionally, if the &amp;quot;Show parameters in selection lists&amp;quot; option is enabled under game Settings &amp;gt; Interface &amp;gt; Interaction, the Unsorted tab receives 10 special purple &amp;quot;parameter&amp;quot; icons which can be used for blueprint [[Blueprint#Parameterisation|parameterisation]].&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precendence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper&amp;quot; and &amp;quot;iron&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is NOT implicitly excluded. So if you e.g. have &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; then you will also get &#039;&#039;X&#039;&#039; multiplied with itself in the output.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If you have a [[decider combinator|decider]] condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower{{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.34|&lt;br /&gt;
* Extended the virtual signals, and unified/changed graphics of some of the existing ones.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Added selector combinator. It allows to select one of the signals, or the signal count from an input.&lt;br /&gt;
* Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network.&lt;br /&gt;
* Added editable description to combinator entities.&lt;br /&gt;
* Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.&lt;br /&gt;
* Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.&lt;br /&gt;
* Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Logic_signals.png&amp;diff=210838</id>
		<title>File:Logic signals.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Logic_signals.png&amp;diff=210838"/>
		<updated>2025-02-06T20:32:08Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Yorven uploaded a new version of File:Logic signals.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Screenshot}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Shortcut_bar&amp;diff=210749</id>
		<title>Shortcut bar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Shortcut_bar&amp;diff=210749"/>
		<updated>2025-02-05T01:26:37Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added PC quick panel comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;shortcut bar&#039;&#039;&#039; is a group of icons for accessing regularly used features with a simple mouse click. It is always visible at the bottom of the screen, appearing to the right of the [[quickbar]]. Icons can be hidden and their order can be changed.&lt;br /&gt;
&lt;br /&gt;
On the [[Nintendo Switch version|Nintendo Switch]], or when using a controller on PC, this GUI is replaced by the [[quick panel]].&lt;br /&gt;
&lt;br /&gt;
== Available icons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Shortcut bar.png]]&lt;br /&gt;
&lt;br /&gt;
The shortcut bar provides icons for:&lt;br /&gt;
&lt;br /&gt;
* Toggling &#039;ALT mode&#039; (the displaying of additional information about built entities such as recipes in assembler machines.)&lt;br /&gt;
* Initiating Undo, Redo, Cut, Copy and Paste blueprint operations.&lt;br /&gt;
* Getting a blank [[blueprint]], [[blueprint book]], [[deconstruction planner]] or [[upgrade planner]].&lt;br /&gt;
* Importing a blueprint string.&lt;br /&gt;
* Toggling [[personal roboport]]s and [[exoskeleton]]s.&lt;br /&gt;
* Making [[copper wire|copper]], [[green wire|green]], or [[red wire]] for the [[circuit network]]&lt;br /&gt;
* Making a [[discharge defense remote]], [[artillery targeting remote]], or [[spidertron remote]]&lt;br /&gt;
&lt;br /&gt;
Extra icons can be added to the shortcut bar by mods. The number of visible icons rows can be changed with the &amp;quot;Shortcut bar rows&amp;quot; option in the interface settings. With more visible icons rows, more icons than the default 12 icons can be visible at once.&lt;br /&gt;
&lt;br /&gt;
=== Configuring the icons ===&lt;br /&gt;
&lt;br /&gt;
Clicking the button in the top right of the shortcut bar pops out the configuration pane. Here it is possible to choose which icons appear and in which order:&lt;br /&gt;
&lt;br /&gt;
[[File:ShortcutBar-ConfigMenu-v2.gif]]&lt;br /&gt;
&lt;br /&gt;
Individual icons can be turned on or off by clicking their tick-box. The order of the icons can be changed by dragging the ridged area on the right-hand side of the bar for that icon.&lt;br /&gt;
&lt;br /&gt;
=== Initial availability of icons ===&lt;br /&gt;
&lt;br /&gt;
The &#039;ALT mode&#039; icon is always available. The other icons are unavailable until the player has researched [[Construction robotics (research)|Construction robotics]] in any game. When this research has been completed the other icons will appear in that and all future games.&lt;br /&gt;
&lt;br /&gt;
Alternatively the player can enable the full set of icons at any time by using the following [[console]] command:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/unlock-shortcut-bar&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using this command will not disable achievements.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.18|&lt;br /&gt;
* Updated shortcut icons and increased their size to 56px.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Red wire, green wire, discharge defense, artillery remote, spidertron remote moved to quickbar.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Quickbar]]&lt;br /&gt;
&lt;br /&gt;
{{C|GUI}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quickbar&amp;diff=210748</id>
		<title>Quickbar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quickbar&amp;diff=210748"/>
		<updated>2025-02-05T01:26:05Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added PC quick panel comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Quickbar-example.png|thumb|right|450px|An example of a quickbar layout. Two visible bars containing various items plus an [[upgrade planner]] and two [[blueprint book]]s.]]&lt;br /&gt;
The &#039;&#039;&#039;quickbar&#039;&#039;&#039; is a user interface component for creating shortcut links to items, [[blueprint]]s, [[blueprint book]]s, [[deconstruction planner]]s and [[upgrade planner]]s. Once created they can be quickly selected at any time without needing to open the inventory. The quickbar is always visible at the bottom of the screen. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player&#039;s hand if available in the inventory. It can also be configured to provide a [[ghost]] of any item the player is not currently carrying. The quickbar also allows blueprints and books to be pinned directly from the blueprint library, providing quick access to these blueprints without cluttering the inventory.&lt;br /&gt;
&lt;br /&gt;
On the [[Nintendo Switch version|Nintendo Switch]], or when using a controller on PC, this GUI is replaced by the [[quick panel]].&lt;br /&gt;
&lt;br /&gt;
== A shortcut to items, not an inventory  ==&lt;br /&gt;
&lt;br /&gt;
The quickbar replaces the toolbelt found in previous versions of the game. The toolbelt also functioned as inventory space; the quickbar does not. It contains links to items regardless of whether they are in the player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
== Ten quickbars available ==&lt;br /&gt;
&lt;br /&gt;
In total the player has 10 different quickbars available for use, providing space to shortcut up to 100 different items. To see all the quickbars, the number against any visible bar can be clicked.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickbar-View10Bars.gif]]&lt;br /&gt;
&lt;br /&gt;
== Basic Usage ==&lt;br /&gt;
[[File:Quickbar-ConfigureVisibleNumber.png|thumb|right|331x33px|Configuring the number of visible quickbars.]]&lt;br /&gt;
=== Setting the number of visible quickbars ===&lt;br /&gt;
&lt;br /&gt;
The game defaults to showing two quickbars. This can be changed to between one and four visible at a time, configured with the &#039;&#039;&#039;Active quickbars&#039;&#039;&#039; option in &#039;&#039;&#039;Settings-&amp;gt;Interface&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There is no research connected to the quickbar; the player can access all quickbars from the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
=== What can be placed on a quickbar ===&lt;br /&gt;
&lt;br /&gt;
* Any type of item, including modded items. Items can be added regardless of whether they are currently being carried.&lt;br /&gt;
* Any [[blueprint]], [[blueprint book]], [[deconstruction planner]] or [[upgrade planner]] in the player&#039;s inventory or the blueprint library.&lt;br /&gt;
&lt;br /&gt;
=== Adding and removing items ===&lt;br /&gt;
&lt;br /&gt;
* Clicking {{Keybinding|lmb}} on an empty slot opens the [[Items|item selection]] window, allowing the selection of the item to be linked in that slot.&lt;br /&gt;
* With an item in the hand, clicking {{Keybinding|lmb}} or {{Keybinding|mmb}} on an empty slot creates a link to that item.&lt;br /&gt;
* Existing links can be removed by clicking {{Keybinding|mmb}} on the slot.&lt;br /&gt;
** On macOS the default binding is instead {{Keybinding|cmd|rmb}}.&lt;br /&gt;
* A slot must be cleared before a new item can be placed in it.&lt;br /&gt;
&lt;br /&gt;
=== Accessing items ===&lt;br /&gt;
&lt;br /&gt;
* Clicking {{Keybinding|lmb}} on a filled slot will, when that item is carried in the inventory, place one [[stack]] in the hand.&lt;br /&gt;
[[File:Quickbar-InventoryItemvsGhostItem.png|frame|right|The player is carrying 300 [[Express transport belt|express belts]] but no [[Fast transport belt|fast belts]].]]&lt;br /&gt;
* Clicking {{Keybinding|rmb}} will place half a stack in the hand.&lt;br /&gt;
* If a slot is clicked while another item is in the hand, the held item will change to the newly clicked item.&lt;br /&gt;
* If a given item is not available in the inventory the game can optionally give an entity ghost. This feature can be enabled by selecting &#039;&#039;&#039;Pick ghost item if no items are available&#039;&#039;&#039; in &#039;&#039;&#039;Settings-&amp;gt;Interface&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Inventory counts ===&lt;br /&gt;
&lt;br /&gt;
Items that the player is carrying in their inventory will show a number underneath indicating the total amount carried. Items not present in the inventory will have no number and appear dimmed.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule is the [[artillery targeting remote]], which will show you how many artillery turrets, that have shells, are in range of your current position.&lt;br /&gt;
&lt;br /&gt;
== Accessing multiple quickbars ==&lt;br /&gt;
[[File:Quickbar-SwapBarsExample.png|thumb|right|400px|The player has three visible quickbars and has changed the second bar to bar 5 and the third to bar 4.]]&lt;br /&gt;
=== With the mouse ===&lt;br /&gt;
&lt;br /&gt;
Clicking on the number next to any visible quickbar will bring up a list of all 10 quickbars. Then clicking the number against any other bar will move it into the position originally selected. &lt;br /&gt;
&lt;br /&gt;
=== With the keyboard ===&lt;br /&gt;
&lt;br /&gt;
Three different methods are provided for manipulating the visible quickbars using the keyboard:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Select quickbar&#039;&#039;&#039; shortcuts, defaulting to {{Keybinding|shift|1}} through {{Keybinding|shift|0}}.  &lt;br /&gt;
## Changes the top visible quickbar to the bar selected by the shortcut.&lt;br /&gt;
# &#039;&#039;&#039;Next active quickbar&#039;&#039;&#039; and &#039;&#039;&#039;Previous active quickbar&#039;&#039;&#039; shortcuts. Not bound by default.  &lt;br /&gt;
## &#039;&#039;&#039;Next active quickbar&#039;&#039;&#039; will change the top quickbar to the next highest number. For example if bar 3 is in the top position it will change to bar 4. Bar 10 will change to bar 1.&lt;br /&gt;
## &#039;&#039;&#039;Previous active quickbar&#039;&#039;&#039; does the opposite; bar 3 would change to bar 2. Bar 1 will change to bar 10.&lt;br /&gt;
# &#039;&#039;&#039;Rotate active quickbars&#039;&#039;&#039;, defaulting to {{Keybinding|X}}.&lt;br /&gt;
## Rotates all the visible quickbars down to the next position. The bottom bar goes to the top. It does not change which quickbars are visible, only their relative positions.&lt;br /&gt;
&lt;br /&gt;
== Selecting quickbar items with the keyboard ==&lt;br /&gt;
&lt;br /&gt;
In addition to using the mouse to click on an item slot it is also possible to use keyboard shortcuts. Combined with the &#039;&#039;&#039;Select quickbar&#039;&#039;&#039; shortcuts for accessing specific bars, this provides the ability to select any one of up to 100 different items with at most two successive keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
Two sets of 10 hotkeys are available: one set for accessing items on the top visible bar, the second set for the second visible bar.&lt;br /&gt;
&lt;br /&gt;
=== Shortcut 1-10 (top bar) ===&lt;br /&gt;
&lt;br /&gt;
* The keyboard shortcuts named &#039;&#039;&#039;Shortcut 1&#039;&#039;&#039; to &#039;&#039;&#039;Shortcut 10&#039;&#039;&#039; access the items on the top bar currently visible.&lt;br /&gt;
* The default bindings are {{Keybinding|1}} through {{Keybinding|0}} for items 1 to 10 respectively.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Shortcut 1-10 (second bar) ===&lt;br /&gt;
&lt;br /&gt;
* The keyboard shortcuts named &#039;&#039;&#039;Secondary Shortcut 1&#039;&#039;&#039; to &#039;&#039;&#039;Secondary Shortcut 10&#039;&#039;&#039; access the items on the second bar currently visible.&lt;br /&gt;
* These are not bound by default. An example binding could be {{Keybinding|ctrl|1}} through {{Keybinding|ctrl|0}}.&lt;br /&gt;
&lt;br /&gt;
== Blueprints, blueprint books and planners on the quickbar ==&lt;br /&gt;
&lt;br /&gt;
[[File:Quickbar-BlueprintsPlanners.png|thumb|right|240px|Planners, a blueprint and a blueprint book pinned to the quickbar.]]&lt;br /&gt;
Any blueprint, blueprint book, deconstruction planner or upgrade planner currently in the inventory or the blueprint library can be pinned to a quickbar slot.&lt;br /&gt;
&lt;br /&gt;
The advantage of pinning from the library is that it provides permanent and quick access to the blueprints in question without the player needing to keep copies in their inventory. This saves inventory space for other purposes. There is no visual distinction between blueprints from the blueprint library or the inventory.&lt;br /&gt;
&lt;br /&gt;
If the item in question is deleted or destroyed, the quickbar link for it will be automatically removed. If the item is removed from the inventory or blueprint library, for example by being placed in a chest, the quickbar link will remain but will not function until the blueprint or planner returns to the player&#039;s inventory or blueprint library.&lt;br /&gt;
&lt;br /&gt;
{{Keybinding|rmb}} on a quickbar slot containing a blueprint, blueprint book or planner will open that item&#039;s edit window. If the item is in the blueprint library, this  will directly access the library copy. This can only be noticed by the window title of the blueprint or the blueprint book location mentioning the blueprint library.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/8VZ_TsXVv3U Quickbar Hotkey Demo (Video demonstration/tutorial)]&lt;br /&gt;
* [[Shortcut bar]]&lt;br /&gt;
&lt;br /&gt;
{{C|GUI}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quick_panel&amp;diff=210747</id>
		<title>Quick panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quick_panel&amp;diff=210747"/>
		<updated>2025-02-05T01:25:02Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Updated to 2.0; added comments on PC quick panel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup|Need new Switch-specific 2.0 screenshots}}&lt;br /&gt;
{{Languages}}&lt;br /&gt;
[[File:Quick panel items.png|thumb|right]]&lt;br /&gt;
The &#039;&#039;&#039;Quick panel&#039;&#039;&#039; is a radial menu in the [[Nintendo Switch version]] of the game. It replaces the [[quickbar]], [[shortcut bar]] and buttons above the minimap from the PC version.&lt;br /&gt;
&lt;br /&gt;
It is open while holding {{Keybinding|L}} (left bumper). The different tabs of the quick panel can be selected by pressing {{Keybinding|Right}} and {{Keybinding|Left}} on the D-pad.&lt;br /&gt;
&lt;br /&gt;
Individual buttons in the quick panel are selected by moving the {{Keybinding|Left Stick}} in the direction of the button and then letting go of {{Keybinding|L}}. &lt;br /&gt;
&lt;br /&gt;
Note that the quick panel is also available on the PC version of the game while using a controller. This article will use the Nintendo Switch keybindings for consistency, but these will translate to any other controller the player may be using.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Items&#039;&#039; tab of the quick panel, buttons can be set to be shortcut links to items in the player&#039;s inventory or the [[blueprint library]]. Once created, items can be quickly selected without needing to open the inventory. This is the equivalent of the [[quickbar]] on PC.&lt;br /&gt;
&lt;br /&gt;
Items are added to the quick panel tab by holding the item, selecting an empty button and pressing {{Keybinding|A}}. Selecting a filled button and then closing the quick panel by letting go of {{Keybinding|L}} will place the chosen item in the player&#039;s hand if it&#039;s available in the inventory. Existing item links can be removed by selecting the button and pressing {{Keybinding|ZL|ZR|Y}}.&lt;br /&gt;
&lt;br /&gt;
Pressing {{Keybinding|Up}} and {{Keybinding|Down}} on the D-pad switches between the ten pages of the items tab.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
[[File:Quick panel tools.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Tools&#039;&#039; tab of the quick panel provides access to various tools. Pressing {{Keybinding|Up}} and {{Keybinding|Down}} on the D-pad switches between the two pages of the tools tab.&lt;br /&gt;
&lt;br /&gt;
It is not necessary to press the tool buttons with {{Keybinding|A}}, however it can be used to invoke a tool additional times, e.g. triggering Undo multiple times without closing and reopening the GUI.&lt;br /&gt;
&lt;br /&gt;
=== Available buttons ===&lt;br /&gt;
&lt;br /&gt;
The tools tab in the quick panel provides buttons for:&lt;br /&gt;
&lt;br /&gt;
* Toggling &#039;ALT mode&#039; (the displaying of additional information about built entities such as recipes in assembler machines.)&lt;br /&gt;
* Initiating Undo, Redo, Cut, Copy and Paste blueprint operations.&lt;br /&gt;
* Getting a blank [[blueprint]], [[blueprint book]], [[deconstruction planner]] or [[upgrade planner]].&lt;br /&gt;
* Toggling [[personal roboport]]s and [[exoskeleton]]s.&lt;br /&gt;
* Making [[copper wire|copper]], [[green wire|green]], or [[red wire]] for the [[circuit network]]&lt;br /&gt;
* Making a [[discharge defense remote]], [[artillery targeting remote]], or [[spidertron remote]]&lt;br /&gt;
&lt;br /&gt;
Notably, there is no import string button, it is only available on the PC&#039;s version of the quick panel, or the PC&#039;s [[shortcut bar]]. Blueprints cannot be imported, but they can be transferred from PC using multiplayer.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
&lt;br /&gt;
==== Initial availability of buttons ====&lt;br /&gt;
&lt;br /&gt;
The &#039;ALT mode&#039; button is always available. The other buttons are unavailable until the player has researched [[Construction robotics (research)|Construction robotics]] in any game. When this research has been completed the other buttons will appear in that and all future games.&lt;br /&gt;
&lt;br /&gt;
Alternatively the player can enable the full set of buttons at any time by opening the [[console]] with {{Keybinding|ZL|ZR|-}} and using the following command:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
/unlock-shortcut-bar&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using this command will not disable achievements.&lt;br /&gt;
&lt;br /&gt;
== Panels ==&lt;br /&gt;
&lt;br /&gt;
[[File:Quick panel panels.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:330px;&amp;quot;&amp;gt;&lt;br /&gt;
The &#039;&#039;Panels&#039;&#039; tab of the quick panel provides access to various GUIs. It provides access to:&lt;br /&gt;
&lt;br /&gt;
* the [[blueprint library]], the [[production statistics]], and the bonuses GUI&lt;br /&gt;
* the tips and tricks, the train overview, and Factoriopedia&lt;br /&gt;
* the [[achievements]] GUI, the [[research|technology screen]] and the [[logistic network]]s GUI&lt;br /&gt;
&lt;br /&gt;
It is not necessary to press the buttons in this quick panel tab with {{Keybinding|A}}, they only need to be selected with the {{Keybinding|Left Stick}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Nintendo Switch version]]&lt;br /&gt;
* [[Quickbar]]&lt;br /&gt;
* [[Shortcut bar]]&lt;br /&gt;
&lt;br /&gt;
{{C|GUI}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tank&amp;diff=210325</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tank&amp;diff=210325"/>
		<updated>2025-01-28T02:19:43Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Rewrote logistic requests, added comment about (lack of) radar coverage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About|the armored combat vehicle|the liquid storage container|Storage tank}}&lt;br /&gt;
{{:Infobox:Tank}}&lt;br /&gt;
[[File:colored_tanks.png|thumb|right|250px|Tanks, like cars, match the color of the player driving them.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;tank&#039;&#039;&#039; is a heavy armored fighting [[vehicle]]. It is a mid-game vehicle with three weapons; an integrated [[submachine gun]], a short range [[flamethrower]] and a powerful cannon that uses [[cannon shell]]s. It, along with the [[car]] and [[spidertron]], are the three non-rail vehicles in Factorio. In [[multiplayer]], it is possible for a [[player]] to enter a tank alongside another player. The passenger can take control of the weapons of the tank using a switch in the GUI of the tank, but cannot steer the tank.&lt;br /&gt;
&lt;br /&gt;
Since [[engine unit]]s can only be built in [[assembling machine]]s, tanks (like cars) cannot be built from scratch by hand from their raw materials. If the tank is destroyed, its inventory is destroyed with it, though the player gets ejected and not killed. Tanks will change color based on the color of the player who drove it last.&lt;br /&gt;
&lt;br /&gt;
Tanks can be driven remotely. Coupled with the tank&#039;s equipment grid, the player can remotely manipulate distant outposts without being there as well as to remotely expand the base by attacking enemy [[enemies#nests|nest]]s. However, unlike the spidertron, the tank lacks any map-revealing capabilities, and so is effectively confined to areas where the player has sufficient [[radar]] coverage.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
{{Achievement|run-forrest-run}}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
The tank is a strong fighting vehicle due to its large health pool and the very high damage of its main weapon, the cannon. [[Construction robot]]s can also repair the tank with [[repair pack]]s, and the tank can even bring its own robots to do so using the [[personal roboport]] equipment.&lt;br /&gt;
&lt;br /&gt;
The tank&#039;s weaponry can be augmented by equipment modules like the [[personal laser defense]]. If the player is inside of the tank, the player can deploy thrown items such as [[grenade]]s, [[poison capsule|poisons]], and [[combat robot capsules|follower robots]] from within the tank. The tank particularly shines in battle against [[Enemies#Worms|Worms]], as their high damage projectiles are much less of a problem for an entity with a high health pool. Defensive equipment or capsules/drones can be used to deal with mobile enemies.&lt;br /&gt;
&lt;br /&gt;
The tank lags behind in speed, however, compared to the player and the car. As a result, it may not perform as well in combat against melee enemies or enemies with shorter range than the player, as it has more difficulty dodging enemies. This may result in the tank being destroyed quickly, leaving the player in a tight spot.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
The tank is very robust, and unlike the car can move through and destroy [[tree]]s without taking damage. Even when not moving, simply driving into an entity is enough to damage it. This can also be employed as a weapon against [[enemies]], although certain enemies and structures (nests in particular) will deal high damage to the tank in the process, requiring repair after skirmishes.&lt;br /&gt;
&lt;br /&gt;
The tank is slower than the car and can be rotated in place while standing still, unlike the car.&lt;br /&gt;
&lt;br /&gt;
The speed and, in particular, responsiveness of the tank can be improved somewhat by burning better [[fuel]]: The tank, like all other vehicles, gains top speed and acceleration bonuses when running on solid fuel, rocket fuel and nuclear fuel, as opposed to wood or coal. The bonuses are +5% / +15% / +15% top speed and +20% / +80% / +150% acceleration for solid fuel, rocket fuel and nuclear fuel, respectively; wood and coal both yield the base level of top speed and acceleration.&lt;br /&gt;
&lt;br /&gt;
[[Exoskeleton]]s may also be used on the tank&#039;s equipment grid to affect its top speed as though the tank was the player. However, this does not affect the tank&#039;s acceleration or deceleration. So it will take some time for the tank to accelerate to its top speed, as well as to stop from that speed. Given how destructive the tank can be to buildings, using many exoskeletons in a tank can make it dangerous to one&#039;s own base.&lt;br /&gt;
&lt;br /&gt;
== Speeds ==&lt;br /&gt;
&lt;br /&gt;
===Tank top speed (km/h)===&lt;br /&gt;
&lt;br /&gt;
Top speed with various fuels on different tiles&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!			!! [[Wood]] !! [[Coal]] !! [[Solid fuel]] !! [[Rocket fuel]] !! [[Nuclear fuel]]&lt;br /&gt;
|-&lt;br /&gt;
|Sand			|| 50.1 || 50.1 || 54.8 || 67.1 || 79.1&lt;br /&gt;
|-&lt;br /&gt;
|Grass 			|| 50.9 || 50.9 || 55.8 || 68.3 || 80.5&lt;br /&gt;
|-&lt;br /&gt;
|Red desert		|| 50.9 || 50.9 || 55.8 || 68.3 || 80.5&lt;br /&gt;
|-&lt;br /&gt;
|Dirt			|| 51.4 || 51.4 || 56.8 || 69.6 || 82.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Stone brick|Stone path]]|| 53.4 || 53.4 || 58.5 || 71.6 || 84.4&lt;br /&gt;
|-&lt;br /&gt;
|Shallow water		|| 53.9 || 53.9 || 59.1 || 72.3 || 85.3&lt;br /&gt;
|-&lt;br /&gt;
|[[Concrete]]*		|| 55.0 || 55.0 || 60.3 || 73.8 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|[[Refined concrete]]*	|| 55.0 || 55.0 || 60.3 || 73.8 || 87.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;* The same stats apply to the [[Hazard concrete|hazard]] [[Refined hazard concrete|version]] of these surfaces.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speed in reverse ===&lt;br /&gt;
&lt;br /&gt;
The top speed of the tank in reverse is ~70.6% of the forward top speed.&lt;br /&gt;
&lt;br /&gt;
==Capsules and Bots integration==&lt;br /&gt;
&lt;br /&gt;
The player directly driving the tank cannot fire any weapons equipped on the player. However, the player still has access to their inventory. The player can use inventory items, such as [[capsules]] and [[combat robot capsules|combat robots]]. The player&#039;s [[equipment modules]] are also available, so the player&#039;s [[construction robot]]s run by a [[personal roboport]] can still be deployed from within the tank, which will use [[repair pack]]s from the player to repair the tank. If the tank and the player both have [[personal laser defense]]s, both can be active at the same time.&lt;br /&gt;
&lt;br /&gt;
Upon researching [[logistic system (research)|logistic system]], the tank can utilize the [[logistic network]] to make requests like a player.&lt;br /&gt;
&lt;br /&gt;
== Exclusive Weapons ==&lt;br /&gt;
&lt;br /&gt;
===Flamethrower===&lt;br /&gt;
A powerful short-ranged weapon that consumes [[flamethrower ammo]]. Unlike the hand-held [[flamethrower]] or the [[flamethrower turret]], the tank version does not set entities on fire.&lt;br /&gt;
&lt;br /&gt;
===Cannon===&lt;br /&gt;
The tank&#039;s cannon is one of the few weapons that damages anything in a line between the tank and the target. All cannon shells have the ability to pierce targets, which means that if the shell deals enough damage to kill what it hits, the shell can continue onward and deal damage to another target.&lt;br /&gt;
&lt;br /&gt;
Standard [[cannon shell]]s deal significant damage to a single target and have large piercing potential, while [[explosive cannon shell]]s damage all targets in an area which makes them useful for dealing with large enemy groups. There are [[uranium]] versions of both shell types which deal even more damage.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added an equipment grid.&lt;br /&gt;
* Added logistics requests, made available by the [[Logistic system (research)]].&lt;br /&gt;
* Added latency hiding for cars (and tanks).&lt;br /&gt;
* Can be driven remotely.&lt;br /&gt;
* Spidertrons can be damaged by cars and tanks, can be damaged by walking on fire, and can be slowed with slowdown capsules.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.18.0|&lt;br /&gt;
* Updated sound effects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Decreased tank machine gun damage to match the player held submachine gun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* In multiplayer players can now ride as passengers in cars/tanks.&lt;br /&gt;
* Tanks no longer take minuscule amounts of damage from hitting trees.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added tank flamethrower.&lt;br /&gt;
* Buffed tank:&lt;br /&gt;
** Increased health from 1,000 to 2,000.&lt;br /&gt;
** Added a +100% damage bonus and a +5 tiles range increase to the tank machine gun.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.0|&lt;br /&gt;
* Added support for equipment grids in tanks.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.18|&lt;br /&gt;
* Increased tank machine gun range to 20 tiles.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New icon for tank.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over in a tank in peaceful mode will now anger them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.21|&lt;br /&gt;
* When attacking a player in a tank, the tank will be attacked instead of the player directly.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Tanks can now turn in place.&lt;br /&gt;
* Tank inventory can now be filtered.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds&lt;br /&gt;
* Added muzzle flash for tanks&lt;br /&gt;
* Tank ammo inventory is refilled from the trunk and player inventory when exhausted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Added a small scorch mark when heavy weaponry like the tank cannon fires.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==Development data==&lt;br /&gt;
Weekly blogs concerning the Tank:&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-412&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-56&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-51&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-48&lt;br /&gt;
* https://www.factorio.com/blog/post/fff-44&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Car]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Resistances]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Transport}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=210324</id>
		<title>Logistic network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Logistic_network&amp;diff=210324"/>
		<updated>2025-01-28T02:06:46Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added logistics groups&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:RoboTrainStation_small.gif|thumb|420x336px|right|&#039;&#039;This gif shows how robots can load or unload chests in a train station. The train  delivers items that are filled into [[active provider chest]]s and then put into the [[requester chest]]s to be loaded onto belts.&#039;&#039; Logistics robots are ideal in train stations, since very high item throughput on a short distance is needed. Click [[:File:RoboTrainStation.gif|here]] for a larger image.]]&lt;br /&gt;
&lt;br /&gt;
A [[logistic network]] is a series of different logistics chests and [[logistic robot]]s all covered by one or more connected [[roboport]]s. &lt;br /&gt;
&lt;br /&gt;
Depending on the type and configuration of the chests and area of the logistic network the robots will transport items between these chests as a power-hungry alternative to moving items manually, or by [[Belt transport system|belts]] or [[railway]]. However, robots offer much higher mobility, since they can fly over obstacles in a beeline.&lt;br /&gt;
&lt;br /&gt;
The [[player]] character can also act as [[requester chest]] in the logistic network, allowing them to &#039;request&#039; various items be kept at a set limit within their personal inventory. After [[Research|researching]] [[logistic robotics (research)|logistic robotics]], they can configure an amount of items; and [[logistic robot]]s will start to move the specified items from the network to the character&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 220px;&amp;quot; |Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Roboport}} || Central component of the logistic network in which the robots operate. Roboport coverage defines the area of the logistic network. Robots need to periodically return here to recharge.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Logistic robot}} || Moves items between logistic chests.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Construction robot}} || [[Repair pack|Repairs]] broken or replaces destroyed entities. [[blueprint|Builds]], [[deconstruction planner|deconstructs]] and [[upgrade planner|upgrades]] entities on command.&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Active provider chest}} || Logistic chest: Pushes stored items into the logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Passive provider chest}} || Logistic chest: Places stored items at the logistic network&#039;s disposal.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Storage chest}} || Logistic chest: Stores items currently not requested. Can be filtered to only store one type of item. Supplies stored items to the Logistic network.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Requester chest}} || Logistic chest: Will be filled by [[logistic robot]]s until the configured amount is reached, or the chest becomes full. Can request multiple different types of items.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{Imagelink|Buffer chest}} || Logistic chest: Functions as both a [[requester chest]] and [[passive provider chest]].&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Default capacity is 1 item per robot. This can be increased by researching [[Worker robot cargo size (research)]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Logistic chests can also be connected to the [[circuit network]] with [[red wire]] or [[green wire]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
To start with, just use passive provider- and requester chests. Place the passive provider chests at the output [[inserters]] of [[assembling machine]]s and requester chests at the input (let them request the needed items). Place a [[roboport]], which covers these chests with the inner orange area. Place some logistic bots in the roboport. The robots will fly out of the top hatch and will begin to work. You can now limit the number of produced item with the [[Stack#Stack limitation|stack limitation]]-feature.&lt;br /&gt;
&lt;br /&gt;
The logistic network makes it possible to create complex items in a relatively small factory area, but its throughput is limited by how many robot charge points (roboports) exist in the network.&lt;br /&gt;
&lt;br /&gt;
[[File:Roboport_network_gui.png|thumb|right|200px|Supply area 50×50 tiles (orange); Construction area 110×110 tiles (green)]]&lt;br /&gt;
The basic thing needed for item transportation is [[roboport]]s. The roboport shows the orange logistic coverage and the green construction coverage when held in the cursor or hovered after placing.&lt;br /&gt;
&lt;br /&gt;
* The orange zone is the logistic network coverage. This is also the maximum distance for connecting two roboports.&lt;br /&gt;
* The green zone is the construction area.&lt;br /&gt;
&lt;br /&gt;
=== Expanding the logistic network ===&lt;br /&gt;
&lt;br /&gt;
There can be many separate logistic networks. Two roboports are in the same network only if they are connected, so if their logistic areas are touching. Visually this is represented by a dashed yellow line connecting them.&lt;br /&gt;
To prevent roboports from linking, the player needs to build them far enough away from each other so that the orange zones don&#039;t touch.&lt;br /&gt;
&lt;br /&gt;
Bots do not fly/migrate from one network to another, unless their home network is destroyed in some way, for example when all roboports are removed or out of power.&lt;br /&gt;
&lt;br /&gt;
== Electricity management ==&lt;br /&gt;
&lt;br /&gt;
[[units|Unit]] reminder: 1 Watt = 1 Joule/Second&lt;br /&gt;
&lt;br /&gt;
=== Roboports ===&lt;br /&gt;
Robots may run out of charge on longer journeys which will reduce their flying speed to 20% of their normal speed. Robots that run out of charge will fly to the closest recharge point that is closer to their final destination than its current position if possible.&lt;br /&gt;
This means that they may depart from the original route, depending on where the chosen charging point is, but they should always make progress, rather than endlessly backtrack to their origin. &lt;br /&gt;
&lt;br /&gt;
Roboports have 4 charging slots each, which charge each bot at 1MW, taking 1.5 seconds to charge 1 robot. Furthermore, a roboport also has a 100MJ internal battery allowing bots to keep working for a limited amount of time under low power. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked.&lt;br /&gt;
&lt;br /&gt;
When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport (including other robots en route to charge there) is too long, they eventually choose another port.&lt;br /&gt;
This is specified by the ratio of &amp;lt;distance to different roboport in tiles&amp;gt; / &amp;lt;queue size of robots waiting&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Currently, to choose the more distant roboport, the distance must be at most &amp;lt;Number of robots in the queue and on the way&amp;gt; / 2. So, to choose a roboport that is 10 tiles more distant, it has to have 20 less robots waiting in the queue.&lt;br /&gt;
&lt;br /&gt;
=== Construction and logistic bots ===&lt;br /&gt;
Bots store 1.5MJ of power each. They use 3kW at all times while flying and use an additional 5kJ for every tile travelled. It must be noted that increasing robot speed does not increase range significantly, see [[worker robot speed (research)]]. With no research upgrades, the speed of logistic robots is 3 tiles/s and for construction robots 3.6 tiles/s.&lt;br /&gt;
&lt;br /&gt;
The robots go to recharge when they hit 20% of their energy capacity. That means for 80% of their maximum distance they go straight towards the target, and the other 20% towards a roboport to charge.&lt;br /&gt;
&lt;br /&gt;
The maximum travel distance can be calculated using the following formula: &amp;lt;code&amp;gt;1500 ÷ (3 ÷ speed + 5)&amp;lt;/code&amp;gt;, speed in tiles/s.&amp;lt;br&amp;gt;&lt;br /&gt;
This results in a maximum distance of 250 tiles for logistics robots and 257 tiles for construction robots without speed upgrades.&lt;br /&gt;
&lt;br /&gt;
For infinite research levels, the bot speed can be calculated with these formulas:&lt;br /&gt;
&lt;br /&gt;
Construction: &amp;lt;code&amp;gt;speed = 3.6 × (3.4 + 0.65 × (Level-5))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Logistic: &amp;lt;code&amp;gt;speed = 3.0 × (3.4 + 0.65 × (Level-5))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
[[File:player_logistic_gui.png|thumb|300px|right|The logistic GUI next to the player&#039;s inventory. There are two active logistics groups]]&lt;br /&gt;
&lt;br /&gt;
=== Logistics groups ===&lt;br /&gt;
Logistics requests are able to be separated into groups. By clicking the button next to &amp;quot;no group&amp;quot; one can select an existing group, or create a new one. Logistics groups are enabled separately from one another, and each entity can have multiple groups assigned to it at once.&lt;br /&gt;
&lt;br /&gt;
The following entities are able to use logistics groups. Editing a request in one entity will edit the request in all others which use that same group.&lt;br /&gt;
&lt;br /&gt;
* The [[player]]&lt;br /&gt;
* [[Tank]] (once [[logistic system (research)|logistic system]] is researched)&lt;br /&gt;
* [[Spidertron]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Buffer chest]]&lt;br /&gt;
* [[Requester chest]]&lt;br /&gt;
* [[Space platform]]{{SA}}&lt;br /&gt;
* [[Cargo landing pad]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
=== Negative numbers ===&lt;br /&gt;
It is possible to notice negative numbers on the &#039;Logistic Network&#039;-Screen when looking at network storage or opening the logistic networks GUI the with {{Keybinding|L}}.&lt;br /&gt;
&lt;br /&gt;
The logistic network reports the total number of items in provider, buffer and storage chests, &#039;&#039;minus the amount of items scheduled to be picked up by robots.&#039;&#039; When a bot starts its journey to pick up items from a chest, it reserves the items in advance by subtracting the items it wants from the total logistics storage. A bot will always reserve the maximum amount that it can carry, even when the box does not currently have that amount. This means that the number can go negative when a bot embarks on a pickup while the box is almost empty.&lt;br /&gt;
Negative numbers in the logistic network are &#039;&#039;not&#039;&#039; the deficit of the total number of requested items. If there are no bots picking up any items, there are no negative numbers in the network, regardless of requests in requester chests.&lt;br /&gt;
&lt;br /&gt;
For example, with a full [[Worker robot cargo size (research)|worker robot cargo size]] bonus, a bot can carry 4 items. If there is only 1 iron plate in the logistic network, and a robot comes to pick it up, it will reserve the full 4 it can carry and the amount in the network will be displayed as follows:&lt;br /&gt;
&lt;br /&gt;
{{icon|iron plate|-3}}&lt;br /&gt;
&lt;br /&gt;
After the robot has picked up the item, the reservation is removed and the number goes back to 0.&lt;br /&gt;
&lt;br /&gt;
The reason this happens is that a bot can be dispatched to pick up an item when there is only 1 item available. While it is travelling to pick up that item, additional items can be put into the chest, and once the bot gets to the chest, it has already reserved those items in advance and can pick them up immediately.&lt;br /&gt;
&lt;br /&gt;
=== Receiving more items than requested ===&lt;br /&gt;
&lt;br /&gt;
The delivered number of items in the requester chest can be higher than requested. This depends on the researched [[Worker robot cargo size (research)|Worker robot cargo size]]-bonus, since bots will always take as much as they can carry if an unlimited amount is available.&lt;br /&gt;
&lt;br /&gt;
== Priorities of robots ==&lt;br /&gt;
&lt;br /&gt;
This overview reflects the priorities in which order the chests are filled/emptied.&lt;br /&gt;
&lt;br /&gt;
Logistic robots on the logistic network look for orders by the chests in this order:&lt;br /&gt;
&lt;br /&gt;
* A requested item is first &#039;&#039;looked up&#039;&#039; in active provider chests and in the player&#039;s trash slots, then in the storage chests and buffer chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests and buffer chests, then the passive provider chests.&lt;br /&gt;
&lt;br /&gt;
* Requests are &#039;&#039;assigned&#039;&#039; first for player logistics, then for requester chests, then for buffer chests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source Priority &lt;br /&gt;
| {{icon|Character logistic trash slots (research)||logistic robotics (research)}}{{icon|active provider chest}} &amp;gt; {{icon|storage chest}}{{icon|buffer chest}} &amp;gt; {{icon|passive provider chest}}&lt;br /&gt;
! Target Priority &lt;br /&gt;
| {{icon|Character logistic slots (research)||logistic robotics (research)}}{{icon|requester chest}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &amp;gt; {{icon|requester chest}} &amp;gt; {{icon|buffer chest}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;gt; {{icon|storage chest}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(1)&amp;lt;/sup&amp;gt; Requesters with &amp;quot;request from buffer chests&amp;quot; have higher priority than others, the same as a player.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(2)&amp;lt;/sup&amp;gt; Buffer chests will only ever be a target when having requests specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(3)&amp;lt;/sup&amp;gt; Storage does not &amp;quot;request&amp;quot; items on its own. It receives actively discarded items from a) active providers, b) player trash slots, c) deconstruction, and d) robots that have their orders cancelled while carrying items. Storage is the last priority, and receives only items that have nowhere else to go.&lt;br /&gt;
&lt;br /&gt;
* To place items into storage chests, the bots search for one which has its filter set to the item type, then for a storage chest that already stores items of the same type. If that can&#039;t be found, they choose the first (unfiltered) storage chest with a free slot from the list, which is sorted by the order they were built in. [https://www.reddit.com/r/factorio/comments/5udwkd/hey_devs_this_is_the_one_thing_that_really_bugs/ddwbr94/] This is to avoid having storage chests with different items inside, allowing greater organisation.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
When construction robots want to build a ghost, they look for the chests that is closest to the ghost they want to build. The type of chest does not matter.[https://forums.factorio.com/viewtopic.php?p=569235#p569235]&lt;br /&gt;
&lt;br /&gt;
=== Distance ===&lt;br /&gt;
When looking to pick up requested items from multiple chests of equal priority, bots will always choose the closest one. [https://forums.factorio.com/viewtopic.php?f=6&amp;amp;t=40329&amp;amp;p=238918#p238901]&lt;br /&gt;
&lt;br /&gt;
This is however only true when an item is being requested, not when an item is sent away via player trash slots or active provider chests. In the case of items being sent into the logistics network, distance does not matter, instead when chests have the same priority, for example two active provider chests, the bots will alternate between the chests in a round-robin fashion.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|you-have-got-a-package}}&lt;br /&gt;
{{Achievement|delivery-service}}&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Logistic network}} {{C|Logistic network{{!}}#Logistic network}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Player_logistics_gui.png&amp;diff=210323</id>
		<title>File:Player logistics gui.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Player_logistics_gui.png&amp;diff=210323"/>
		<updated>2025-01-28T01:54:29Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Yorven uploaded a new version of File:Player logistics gui.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Screenshot}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_Age&amp;diff=209544</id>
		<title>Space Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_Age&amp;diff=209544"/>
		<updated>2025-01-19T06:45:22Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added Switch note, removed stub, reorganized slightly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Space Age&#039;&#039;&#039; is a paid expansion pack of &#039;&#039;Factorio&#039;&#039; that was released on October 21st 2024. It contains a set of 3 extra mods.&lt;br /&gt;
&lt;br /&gt;
The mods are:&lt;br /&gt;
&lt;br /&gt;
* Space Age, featuring 4 new planets, space platforms, and a reworked tech tree&lt;br /&gt;
* Quality, allowing drastic improvements to buildings and items as a &amp;quot;vertical&amp;quot; growth&lt;br /&gt;
* Elevated Rails, for improved rail routing and better intersections&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quality&amp;quot; and &amp;quot;Elevated Rails&amp;quot; are both dependencies for &amp;quot;Space Age&amp;quot;, but can be enabled separately.&lt;br /&gt;
&lt;br /&gt;
View the [https://factorio.com/space-age/content official content page]. Watch the [https://www.youtube.com/watch?v=OiczN-8QKDA&amp;amp;ab_channel=Factorio official launch trailer].&lt;br /&gt;
&lt;br /&gt;
The expansion is not available for the [[Nintendo Switch version]] of the game due to space and memory constraints[https://factorio.com/blog/post/fff-434].&lt;br /&gt;
&lt;br /&gt;
== Space Age ==&lt;br /&gt;
The Space Age mod expands the tech tree and adds four new planets for the player to travel to using [[space platform]]s, each with their own new resources, gameplay mechanics, original music, and unique challenges. &lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Vulcanus}}, a molten, waterless planet whose pools of lava can be casted into metal.&lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Fulgora}}, a lightning-prone desert planet where the only resource is piles of scrap left by an alien civilization.&lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Gleba}}, a moist, overgrown world of plants and fungi whose biological products eventually degrade into spoilage.&lt;br /&gt;
&lt;br /&gt;
* {{IconLink|Aquilo}}, a desolate, freezing globe of liquid ammonia where machines freeze without heating.&lt;br /&gt;
&lt;br /&gt;
Space Age adds 31 achievements, 30 intermediate products, 22 buildings, 8 hours of new original music, 5 science packs, 5 weapons, 4 planets, and 2 enemy types. Instead of launching a rocket, the end goal of Space Age is to build a space platform capable of reaching the [[solar system edge]].&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
:{{Main|Quality}}&lt;br /&gt;
&lt;br /&gt;
The Quality mod introduces four higher quality tiers for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using the new [[quality module]]s in the producing structure. When enabled with the Space Age mod, the two highest quality tiers require technology from Fulgora and Aquilo.&lt;br /&gt;
&lt;br /&gt;
In addition, the Quality mod also includes the [[recycler]]{{SA}}, a building capable of turning most items back into their ingredients, albeit at a 75% loss.&lt;br /&gt;
&lt;br /&gt;
== Elevated Rails ==&lt;br /&gt;
&lt;br /&gt;
Adds [[rail ramp]]s{{SA}} and [[rail support]]s{{SA}} to build elevated [[railway|rails]]. Elevated rails act as a second layer of track above the ground, allowing most buildings to be placed underneath. Elevated rails are particularly useful at building more efficient intersections, crossing difficult terrain, or bridging the oceans of [[Nauvis]] or the oil oceans of Fulgora.&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Achievements&amp;diff=209300</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Achievements&amp;diff=209300"/>
		<updated>2025-01-17T01:30:38Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Updated to 2.0.31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; are given to the player when certain events happen or criteria is fulfilled. Some achievements are meant to make the player feel invested in the game. Others are meant to guide the player to use different strategies and optional game mechanics. Achievements are available in both the [http://store.steampowered.com/app/427520/ Steam] and standalone versions. There are 88 achievements available: 57 in the base game, and an additional 31 when using [[Space Age]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Disabling achievements ==&lt;br /&gt;
[[File:achievement_list.png|thumb|200px|right|Achievement list in-game.]]Achievements can only be unlocked in the default game mode, called &#039;&#039;Freeplay&#039;&#039;. Any scenarios, such as the [[tutorial]] or [[scenario system|custom scenarios]] disable achievements. Furthermore, using script or cheat commands in the [[Console#Scripting_and_cheat_commands|console]] disables achievements, however the user will be warned about this the first time they try to run such a command. Within the freeplay game, enabling peaceful mode or no enemies mode disables the following achievements: &lt;br /&gt;
* There is no spoon&lt;br /&gt;
* No time for chitchat&lt;br /&gt;
* Raining bullets&lt;br /&gt;
* Steam all the way&lt;br /&gt;
* Keeping your hands clean&lt;br /&gt;
* It stinks and they don&#039;t like it&lt;br /&gt;
* It stinks and they do like it{{SA}}&lt;br /&gt;
* Get off my lawn{{SA}}&lt;br /&gt;
* Work around the clock{{SA}}&lt;br /&gt;
* Express delivery{{SA}}&lt;br /&gt;
&lt;br /&gt;
Any other changes to map generation or using the [[debug mode]]s does not disable achievements.&lt;br /&gt;
&lt;br /&gt;
A separate instance of achievements will be used when mods are installed and earned achievements will not register with Steam. In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online.&lt;br /&gt;
&lt;br /&gt;
Re-enabling achievements again can be achieved by editing the binary data of a save. ([https://forums.factorio.com/58077 reference])&lt;br /&gt;
&lt;br /&gt;
== List of original achievements ==&lt;br /&gt;
The search function of a browser may be used to find a specific achievement faster. This is usually {{keybinding|Ctrl|F}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- these are in the order like they are in-game --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track}}&lt;br /&gt;
| The locomotive must be placed on [[rail]]s, not just crafted.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|eco-unfriendly}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|tech-maniac}}&lt;br /&gt;
| Completing infinite technologies of any level is not required. All non-infinite levels of technologies that have infinite continuations are still required (for example, it requires only first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement&#039;s condition is checked when any technology (finite or infinite) is researched.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|smoke-me-a-kipper-i-will-be-back-for-breakfast}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Ace Rimmer from the British sci-fi comedy show &#039;&#039;Red Dwarf&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode.&lt;br /&gt;
|The line &amp;quot;He stinks and I don&#039;t like him&amp;quot; was spoken by comedian Jim Norton in the 2002 film Spider-Man.  It became a regular sound drop on the radio program Opie and Anthony, where Norton was third mic.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-construction}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-are-doing-it-right}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automated-cleanup}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|you-have-got-a-package}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|delivery-service}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|trans-factorio-express}}&lt;br /&gt;
|&lt;br /&gt;
| Refers to the &#039;&#039;Trans-Europ Express&#039;&#039;, an international passenger railway company that served west and central Europe from 1957 to 1995.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|watch-your-step}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|golem}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mass-production-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|circuit-veteran-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|computer-age-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-1}}&lt;br /&gt;
|&lt;br /&gt;
| These three achievements refer to the Iron Throne, a large throne in the fantasy novel series &#039;&#039;A Song of Ice and Fire&#039;&#039; made from many swords fused together with dragonfire.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|iron-throne-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solaris}}&lt;br /&gt;
| The electric network may not have any electricity producers besides solar panels connected to it.&lt;br /&gt;
| &#039;&#039;Solaris&#039;&#039; is a 1961 philosophical sci-fi novel written by Stanisław Lem, and a Unix-based computer operating system.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steamrolled}}&lt;br /&gt;
|&lt;br /&gt;
| &#039;Steamroll&#039; generally refers to a multiplayer match in which one team is performing significantly better than the other.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pyromaniac}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|run-forrest-run}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by Jenny Curran in the 1994 drama film &#039;&#039;Forrest Gump&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|minions}}&lt;br /&gt;
| This achievement requires follower robot count level 11 for a total of 100 robots. 6 rocket launches are needed to obtain the space science packs to get to and research level 11. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|lazy-bastard}}&lt;br /&gt;
| In multiplayer, the crafts of all players are counted towards this achievement. The minimum amount of items crafted by hand is 101 if the player uses the stone furnace in the starting inventory to craft the boiler necessary to power a lab for the [[automation (research)]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-all-the-way}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; solar panels breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies or peaceful mode.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|raining-bullets}}&lt;br /&gt;
| Only &#039;&#039;placing&#039;&#039; laser turrets breaks the requirement of this achievement, simply crafting them does not disqualify the player from earning the achievement. Disabled when using no enemies or peaceful mode.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|logistic-network-embargo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-time-for-chitchat}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|there-is-no-spoon}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode.&lt;br /&gt;
| This line was spoken by Spoon Boy in the 1999 sci-fi action film &#039;&#039;The Matrix&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|so-long-and-thanks-for-all-the-fish}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Send a [[raw fish]] into space via [[rocket silo|rocket]].}}&lt;br /&gt;
| The last message left by the dolphins before leaving Earth in &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039;. Also the name of the fourth book in the series.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of achievements added in version 2.0 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|automate-this}}&lt;br /&gt;
| If you hand craft your way up to mk2 assembling machines, placing a mk2 will -not- trigger this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|arachnophilia}}&lt;br /&gt;
|&lt;br /&gt;
| Arachnophilia means &amp;quot;love of spiders&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|steam-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|solar-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|nuclear-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-speed}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-efficiency}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-productivity}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|mining-with-determination}}&lt;br /&gt;
| With map generation settings for patch richness and size set to minimum, mining out the minuscule stone starting patch triggers this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-automation}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-logistics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-chemicals}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-military}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-production}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-utility}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-space}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|pest-control}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|terraformer}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|destroyer-of-worlds}}&lt;br /&gt;
|&lt;br /&gt;
| A variation of a quote from physicist J. Robert Oppenheimer upon his invention of the atomic bomb.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|art-of-siege}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|keeping-your-hands-clean}}&lt;br /&gt;
| This achievement becomes disabled if you manually destroy an enemy structure before destroying one using artillery, or if using no enemies or peaceful mode. &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Space Age DLC achievements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;min-width:350px&amp;quot; | Achievement !! Notes !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|fusion-power}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|reach-for-the-stars}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-fulgora}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-gleba}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-vulcanus}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|visit-aquilo}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|make-it-better}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|crafting-with-quality}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|second-star-to-the-right-and-straight-on-till-morning}}&lt;br /&gt;
| {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
| The directions to the island of Never Land, as told in the various adaptations of the character Peter Pan  &lt;br /&gt;
Also the last order Captain Kirk gives to the Enterprise in &#039;&#039;Star Trek VI: The Undiscovered Country&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|it-stinks-and-they-do-like-it}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode. &lt;br /&gt;
Spores are affected by the pollution map settings, disabling pollution when generating the map will prevent you from earning this achievement.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|get-off-my-lawn}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode.&lt;br /&gt;
| Quote from Gran Torino movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-1}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-2}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|shattered-planet-3}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-metallurgics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-agriculture}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-electromagnetics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-cryogenics}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|research-with-promethium}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|rush-to-space}}&lt;br /&gt;
| This achievement becomes disabled if you finish researching [[Production_science_pack_(research)|production science]] or [[Utility_science_pack_(research)|utility science]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|if-it-bleeds}}&lt;br /&gt;
|&lt;br /&gt;
| Arnold Schwarzenegger quote from Predator (1987) movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|we-need-bigger-guns}}&lt;br /&gt;
|&lt;br /&gt;
| Quote from Split Second movie.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|size-doesnt-matter}}&lt;br /&gt;
|&lt;br /&gt;
| Wink wink.&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
|&lt;br /&gt;
| This line was spoken by a machine dispensing said fish in the British sci-fi comedy show &#039;&#039;Red Dwarf.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|my-modules-are-legendary}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|no-room-for-more}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|work-around-the-clock}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Achievement|express-delivery}}&lt;br /&gt;
| Disabled when using no enemies or peaceful mode. {{spoiler|button-text=Spoiler! Click to view.|message=Travel to or past the Solar System Edge.}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.31|&lt;br /&gt;
* Disabled achievements &amp;quot;It stinks and they don&#039;t like it&amp;quot;, &amp;quot;It stinks and they do like it&amp;quot;, and &amp;quot;Get off my lawn&amp;quot; in peaceful mode and no enemies mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.9|&lt;br /&gt;
* Logistic network embargo achievement now have different condition for base game and [[space age]]{{SA}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added new achievements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Introduced.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Console]]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-125 Friday Facts #125 - Achievements]&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Gleba&amp;diff=209108</id>
		<title>Gleba</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Gleba&amp;diff=209108"/>
		<updated>2025-01-13T18:51:53Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Power production */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:gleba_preview.png|210px|right]]&#039;&#039;&#039;Gleba&#039;&#039;&#039; is a moist, agricultural planet with fungal hills and swampy lowlands.&lt;br /&gt;
&lt;br /&gt;
It is home to the [[pentapods]]{{SA}}, which are spider-like [[enemies]] who are attracted to the scent of biological processing called Spores, similar to the way that [[Nauvis]] creatures negatively respond to [[pollution]]. One of the most prominent traits of Gleba is that nearly everything takes a biological form.&lt;br /&gt;
	&lt;br /&gt;
[[Planet discovery Gleba (research)]] is required to travel to the planet.&lt;br /&gt;
&lt;br /&gt;
=== Exclusive Items ===&lt;br /&gt;
The following items are unlocked on Gleba and can only be crafted on-planet:&lt;br /&gt;
* {{imagelink|Agricultural science pack|space-age=yes}}&lt;br /&gt;
* {{imagelink|Artificial jellynut soil|space-age=yes}}&lt;br /&gt;
* {{imagelink|Artificial yumako soil|space-age=yes}}&lt;br /&gt;
* {{imagelink|Overgrowth jellynut soil|space-age=yes}}&lt;br /&gt;
* {{imagelink|Overgrowth yumako soil|space-age=yes}}&lt;br /&gt;
* {{imagelink|Biochamber|space-age=yes}}&lt;br /&gt;
&lt;br /&gt;
The following items are unlocked on Gleba but can be crafted elsewhere:&lt;br /&gt;
* {{imagelink|Agricultural tower|space-age=yes}} (Buildable only on [[Gleba]] and [[Nauvis]])&lt;br /&gt;
* {{imagelink|Captive biter spawner|space-age=yes}} (spawners can be captured with Gleba&#039;s [[Capture bot rocket]], constructed with [[Aquilo]] research, and exclusively produced and placed on Nauvis).&lt;br /&gt;
* {{imagelink|Heating tower|space-age=yes}}&lt;br /&gt;
* {{imagelink|Biolab|space-age=yes}} (unlocked with Gleba science, but exclusively produced and placed on Nauvis)&lt;br /&gt;
* {{imagelink|Rocket turret|space-age=yes}}&lt;br /&gt;
* {{imagelink|Spidertron}}&lt;br /&gt;
* {{imagelink|Stack inserter|space-age=yes}}&lt;br /&gt;
* {{imagelink|Toolbelt equipment|space-age=yes}}&lt;br /&gt;
* {{imagelink|Productivity module 3}}&lt;br /&gt;
* {{imagelink|Efficiency module 3}}&lt;br /&gt;
&lt;br /&gt;
Note that while stack inserters &#039;&#039;can&#039;&#039; be crafted off of Gleba, the use of fast-[[spoilage mechanics|spoiling]] [[jelly]] as an ingredient makes doing so somewhat impractical, though hardly impossible.&lt;br /&gt;
&lt;br /&gt;
==Surface==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Gleba Surface Properties&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Pollutant Type || Spores&lt;br /&gt;
|-&lt;br /&gt;
| Day Night Cycle || 10 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Magnetic Field|| 10&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Pressure || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Gravity || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&lt;br /&gt;
Gleba&#039;s terrain consists of elevated regions of dry, buildable terrain and marshy lower areas marbled with [[Shallow water]] that cannot directly be built upon without [[landfill]]. The dark highlands biome are where [[stone]] may be found. The orange or turquoise midland biomes are also elevated and lack shallow water. [[Cliff]]s usually represent the transition from lower lying areas to higher ones.&lt;br /&gt;
&lt;br /&gt;
Pentapod enemies can only build nests on shallow water tiles (regardless of biome), so midlands and highlands act as natural barriers to their expansion. Artificial barriers can be created by using landfill on available shallow water.&lt;br /&gt;
&lt;br /&gt;
The blue biomes are marshes that are typically found next to deep water lakes. Outside of their particular flora, these lands contain nothing special.&lt;br /&gt;
&lt;br /&gt;
The red and green biomes are marshlands where [[Jellystem]] and [[Yumako tree]]s can be found, respectively. They also contain [[Stromatolite|copper and iron stromatolites]] in abundance, making them good sources of ore and ore bacteria.&lt;br /&gt;
&lt;br /&gt;
For the purposes of where crops can be planted, each of these two biomes has 3 kinds of tiles.&lt;br /&gt;
&lt;br /&gt;
Fertile soil tiles are those surrounding natural [[Jellystem]]s and [[Yumako tree]]s. These tiles can be planted with seeds and grow trees without any additional intervention. However, there are usually not very many such tiles in a biome.&lt;br /&gt;
&lt;br /&gt;
Around fertile soil tiles are a larger number of wetland tiles. These are shallow water tiles that are not initially plantable, but artificial [[Artificial jellynut soil|jellynut]] and [[Artificial yumako soil|yumako]] soil tiles will make them fertile.&lt;br /&gt;
&lt;br /&gt;
The vast majority of the biome consists of darker red or green tiles (some are shallow water marshes, while others are buildable terrain) of types other than the above. All of these tiles can have overgrowth [[Overgrowth jellynut soil|jellynut]] and [[Overgrowth yumako soil|yumako]] soils placed on them, making virtually the entire biome farmable (though at substantial cost).&lt;br /&gt;
&lt;br /&gt;
On the map view, the lightest colored tiles in these biomes are fertile soils, the slightly darker tiles around them are wetlands, and the rest are  tiles that can have overgrowth soils placed on them.&lt;br /&gt;
&lt;br /&gt;
Note that the overgrowth soils can be placed on the same wetland tiles that artificial soils can be placed on. Overgrowth soils have no special effects on those tiles, and they are far more expensive than artificial soils. As such, care should be taken to avoid using the more expensive soils where the less expensive ones will do fine.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{main|Spoilage mechanics}}&lt;br /&gt;
Most biological products on Gleba are &amp;quot;spoilable&amp;quot;. A spoilable item has an inherent timer attached to it, which begins at the item&#039;s creation. When the timer reaches 0, the item is transformed into [[spoilage]],{{SA}} with a few exceptions. This process is inevitable and cannot be stopped.&lt;br /&gt;
&lt;br /&gt;
The exact time differs per item, ranging anywhere from a few minutes to 2 hours. This means that item throughput is more important than ever on Gleba, and buffering a large stockpile is ineffective, as items can spoil within containers.&lt;br /&gt;
&lt;br /&gt;
The [[Biochamber]], Gleba&#039;s special production building, uses a fuel source, [[nutrients]]. Nutrients also can spoil, and have a short, 5 minute spoil time.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]] is readily available using offshore pumps&lt;br /&gt;
* [[Stone]] can be mined from patches on the surface as normal&lt;br /&gt;
* [[Iron ore]] can be obtained from [[Iron bacteria]], which can be cultivated in a [[Biochamber]] using [[Iron bacteria cultivation]]&lt;br /&gt;
* [[Copper ore]] can be obtained from [[Copper bacteria]], which can be cultivated in a biochamber using [[Copper bacteria cultivation]]&lt;br /&gt;
* [[Coal]] can be obtained via [[Coal synthesis]]&lt;br /&gt;
* [[Crude oil]] is not available. However:&lt;br /&gt;
** [[Plastic bar]]s can be obtained from [[Bioplastic]]&lt;br /&gt;
** [[Sulfur]] can be obtained from [[Biosulfur]]&lt;br /&gt;
** [[Lubricant]] can be obtained from [[Biolubricant]]&lt;br /&gt;
** [[Rocket fuel]] can be obtained from [[Rocket fuel from jelly]]&lt;br /&gt;
** [[Heavy oil]] can be obtained using [[Coal liquefaction]], if the initial heavy oil is shipped in from another planet. This is only really useful for [[flamethrower turret]]s, since all other oil products can be obtained more efficiently using the bio recipes.&lt;br /&gt;
&lt;br /&gt;
=== Power production ===&lt;br /&gt;
&lt;br /&gt;
The heating tower is a burner device can be used to generate electricity via the use of [[heat exchanger]]s and steam turbines. Gleba renewably generates all its resources, which includes rocket fuel. Traditional boilers can also be used.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Gleba]] is connected to 4 other planets: [[Nauvis]], [[Vulcanus]]{{SA}}, [[Fulgora]]{{SA}}, and [[Aquilo]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nauvis]]|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Vulcanus]]{{SA}}|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Fulgora]]{{SA}}|| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]] {{SA}}|| 30,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Asteroid rate graphs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Nauvis_Gleba.png]] &amp;lt;br&amp;gt; Space route from [[Nauvis]] to [[Gleba]]&lt;br /&gt;
| [[File:Asteroid_chart_Vulcanus_Gleba.png]] &amp;lt;br&amp;gt; Space route from [[Vulcanus]] to [[Gleba]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Fulgora.png]] &amp;lt;br&amp;gt; Space route from [[Gleba]] to [[Fulgora]]&lt;br /&gt;
| [[File:Asteroid_chart_Gleba_Aquilo.png]] &amp;lt;br&amp;gt; Space route from [[Gleba]] to [[Aquilo]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Graph legend:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asteroid type&lt;br /&gt;
! Chunk&lt;br /&gt;
! Medium&lt;br /&gt;
! Big&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Metallic asteroid chunk.png|32px]] Metallic&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: blue;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Blue&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Red&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: cyan;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Cyan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Carbonic asteroid chunk.png|32px]] Carbonic&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Orange&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Yellow&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: brown;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Oxide asteroid chunk.png|32px]] Oxide&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Green&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: magenta;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Magenta&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: purple;&amp;quot;&amp;gt;&amp;amp;#9679;&amp;lt;/span&amp;gt; Purple&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Orbit==&lt;br /&gt;
&lt;br /&gt;
===Properties===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar Power || 200%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Types&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Type !! Spawn Ratio&lt;br /&gt;
|-&lt;br /&gt;
| [[Metallic asteroid chunk]] || 2 &lt;br /&gt;
|-&lt;br /&gt;
| [[Carbonic asteroid chunk]] || 5 &lt;br /&gt;
|-&lt;br /&gt;
| [[Oxide asteroid chunk]] || 1 &lt;br /&gt;
|-&lt;br /&gt;
| [[Promethium asteroid chunk]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Asteroid Spawning Sizes&lt;br /&gt;
|-&lt;br /&gt;
! [[Asteroids| Asteroid]] Size !! Spawn %&lt;br /&gt;
|-&lt;br /&gt;
| Chunk|| .30&lt;br /&gt;
|-&lt;br /&gt;
| Medium|| .25&lt;br /&gt;
|-&lt;br /&gt;
| Big || 0&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Chunks spawn at Nauvis at 1.25%&lt;br /&gt;
*Huge Asteroids only spawn past [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
gleba_landscape.png|Example landscape of Gleba.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In biology, a gleba is a fleshy, spore-filled inner mass of some fungus like the puffball.&lt;br /&gt;
* During development, Gleba was once named &#039;&#039;Bacchus&#039;&#039;, after the Roman god of fertility, orchards, and vegetation.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Fulgora]] {{SA}}&lt;br /&gt;
* [[Nauvis]]&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{C|Planets}}&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Galaxy_of_Fame&amp;diff=208581</id>
		<title>Galaxy of Fame</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Galaxy_of_Fame&amp;diff=208581"/>
		<updated>2024-12-31T23:37:20Z</updated>

		<summary type="html">&lt;p&gt;Yorven: link typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Galaxy_of_fame.png|thumb|600px|right|The Galaxy of Fame as it appeared on 17 December 2024]]&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The [https://factorio.com/galaxy Galaxy of Fame] is a feature available upon beating Factorio: Space Age. It is a database of saves that have beaten the expansion, able to be viewed on the Factorio website. It appears as a vast galaxy of stars of all size and colors. Each star belongs to one particular player who has beaten Space Age. Clicking on a star will bring up a snapshot of that player&#039;s save.&lt;br /&gt;
&lt;br /&gt;
After reaching the [[solar system edge]]{{SA}} and viewing the victory screen, the player will be invited to upload a snapshot of their save to the Galaxy of Fame. Only one snapshot can be uploaded per player; uploading a new snapshot will override the previous one. The player can also include a custom name and comment. After uploading, the game will provide a link to the player&#039;s snapshot on the Factorio website.&lt;br /&gt;
&lt;br /&gt;
After winning, the &amp;quot;Galaxy of Fame&amp;quot; button will appear on the main menu. Clicking it will allow the player to upload a new snapshot, or click the link to the existing snapshot.&lt;br /&gt;
&lt;br /&gt;
== Snapshot ==&lt;br /&gt;
&lt;br /&gt;
[[File:Kovarex_gof.png|thumb|600px|right|The Galaxy of Fame snapshot of lead developer [https://www.factorio.com/galaxy/Iron%20I:%20Alpha1-1.A1W3 kovarex].]]&lt;br /&gt;
&lt;br /&gt;
The Galaxy of Fame includes the following information:&lt;br /&gt;
* A custom name &amp;amp; comment (optional)&lt;br /&gt;
* The date of upload&lt;br /&gt;
* Time played&lt;br /&gt;
* Game version&lt;br /&gt;
* Map seed&lt;br /&gt;
* Player count&lt;br /&gt;
* List of mods&lt;br /&gt;
** This includes both the four mandatory mods (Base, Elevated Rails, Quality, and Space Age) and any user-created mods.&lt;br /&gt;
* Map views of the five planets, in the order they were visited&lt;br /&gt;
* Map views of all [[space platform]]s{{SA}}, in the order they were created&lt;br /&gt;
* A full list of the number of all items produced&lt;br /&gt;
* A full list of the amount of energy produced by each [[power production|power source]]&lt;br /&gt;
* A full list of the number of kills, including all [[asteroids|asteroid]] varieties&lt;br /&gt;
&lt;br /&gt;
== Star Position ==&lt;br /&gt;
The position, color, and size of a player&#039;s star is randomized upon upload. Given the vast number of stars in the galaxy, it can be difficult, if not impossible, to locate your own star on the map by searching manually. However, each star&#039;s position is fixed and will always be in the same place.&lt;br /&gt;
&lt;br /&gt;
Each star is placed by a set of coordinates which can be read to reliably locate it on the map. A star&#039;s coordinates can be located within the URL of the snapshot that is provided upon upload. As an example, the following is the coordinates for the snapshot of lead developer Kovarex:&lt;br /&gt;
&lt;br /&gt;
Iron I: Alpha 1-1.A1W3&lt;br /&gt;
&lt;br /&gt;
==== Quadrant ====&lt;br /&gt;
&lt;br /&gt;
The first word of the URL, named after an item, designates a quadrant within the galaxy, located to the top right, top left, bottom left, and bottom right of the galaxy center. They are named, respectively, Iron, Quantum, Sulfur, and Calcite, numbered one to four. The four central quadrants, containing the majority of stars, are Iron 1, Quantum 2, Sulfur 4, and Calcite 3, and are marked in &#039;&#039;&#039;bold&#039;&#039;&#039; in the chart below.&lt;br /&gt;
The names of quadrants as they are currently known, is structured like this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Quantum 3 || Quantum 4 || Iron 3 || Iron 4&lt;br /&gt;
|-&lt;br /&gt;
| Quantum 1 || &#039;&#039;&#039;Quantum 2&#039;&#039;&#039; || &#039;&#039;&#039;Iron 1&#039;&#039;&#039; || Iron 2&lt;br /&gt;
|-&lt;br /&gt;
| Sulfur 3 || &#039;&#039;&#039;Sulfur 4&#039;&#039;&#039; || &#039;&#039;&#039;Calcite 3&#039;&#039;&#039; || Calcite 4&lt;br /&gt;
|-&lt;br /&gt;
| Sulfur 1 || Sulfur 2 || Calcite 1 || Calcite 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sector ====&lt;br /&gt;
&lt;br /&gt;
The second word, named after a letter of the Greek alphabet, designates a sector within a quadrant. Each quadrant contains 9 sectors. Their position within the quadrants are structured as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Eta || Theta || Iota&lt;br /&gt;
|-&lt;br /&gt;
| Delta || Epsilon || Zeta&lt;br /&gt;
|-&lt;br /&gt;
| Alpha || Beta || Gamma&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The two numbers after the sector name designate the star&#039;s location within the sector. Each number can go between 1 and 7. The first number increases from left to right, while the second increases from bottom to top. The two of them together position the star within a neighborhood in the sector. For example, a number of 1-1 designates a position within the bottom left of its sector; 1-7 in the top left, and so on.&lt;br /&gt;
&lt;br /&gt;
==== Exact position ====&lt;br /&gt;
&lt;br /&gt;
Following the dot, the final pair of letter-number sets designates the exact position within a neighborhood. Letters go from A to G (the first letter) and T to Z (the second), and increase from left to right. The first letter will only be advanced by one when the second letter advances through all 26 letters. For example, A1Z1 comes before B1Y1. Numbers once again go between 1 and 7 and increase from bottom to top. The same rule from letters applies to numbers.&lt;br /&gt;
&lt;br /&gt;
As a final example, a coordinate of Quantum 2: Gamma 5-1 A7Z1 will give a position as follows:&lt;br /&gt;
* Bottom right of Quantum 2 quadrant&lt;br /&gt;
* Bottom middle of Gamma sector&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.10|&lt;br /&gt;
* Galaxy of fame. Offered when the game is finished.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Rocket_turret&amp;diff=208534</id>
		<title>Rocket turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Rocket_turret&amp;diff=208534"/>
		<updated>2024-12-28T19:49:39Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added capture rocket behaviour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Rocket turret}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;rocket turret&#039;&#039;&#039; is a powerful defensive building capable of firing [[rocket]]s and [[explosive rocket]]s at high range. It is unlocked with [[agricultural science pack]]s{{SA}} which can be crafted on [[Gleba]]{{SA}}. The rocket turret has a minimum range, so it is best paired with other turrets that can pick off enemies who get too close. Its high range and damage make it particularly effective against large [[asteroids]]{{SA}} in space and stompers on Gleba. To maximize the turrets effectiveness the player should ensure the turret is facing the general direction you wish for it to fire once placed, as its rotational speed is fairly slow. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Rocket turrets can fire all kinds of rocket ammo, including [[atomic bomb]]s and [[capture bot rocket]]s{{SA}}. However, when firing atomic bombs, rocket turrets do &#039;&#039;not&#039;&#039; get the usual range increase that the hand-held rocket launcher or Spidertrons get. This means the turret will be very close to or inside of the blast radius.&lt;br /&gt;
* When firing capture bot rockets, a rocket turret will exclusively target biter and spitter [[spawners]], overriding any target priorities it may have.&lt;br /&gt;
** If a rocket turret empty on ammo is targeting a non-spawner enemy when it is loaded with capture rockets, then its first shot will fire on that enemy, wasting the rocket.  &lt;br /&gt;
* When having a line of rocket turrets, weak spots are covered by other rocket turrets.  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Rocket]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Capture_bot_rocket&amp;diff=208533</id>
		<title>Capture bot rocket</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Capture_bot_rocket&amp;diff=208533"/>
		<updated>2024-12-28T19:31:10Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Updated behaviour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Capture bot rocket}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;capture bot rocket&#039;&#039;&#039; is a special type of ammunition for the [[rocket launcher]], [[rocket turret]]{{SA}}, and [[spidertron]], used to slowly transform a [[Spawners|biter or spitter spawner]] into a [[captive biter spawner]]. &lt;br /&gt;
When loaded with capture bot rockets, rocket turrets and spidertrons will exclusively target spawners and will not fire at any other enemies, even if the turret&#039;s target priorities are set to non-spawner enemies.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Weapons}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Selector_combinator&amp;diff=208201</id>
		<title>Selector combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Selector_combinator&amp;diff=208201"/>
		<updated>2024-12-23T21:17:12Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Function */ Changed &amp;quot;non-item&amp;quot; to &amp;quot;virtual signals&amp;quot;, added too heavy for rockets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Selector combinator}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;selector combinator&#039;&#039;&#039; is part of the [[circuit network]] and one of four types of combinators available in the game (the other three being the [[constant combinator]], [[arithmetic combinator]] and [[decider combinator]]). It has four different modes of operation (or seven with [[Space Age]]{{SA}} enabled) to filter out various signals from an input wire.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The selector combinator can select a signal to output from one of the following modes of operation:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Select input&#039;&#039;&#039; &lt;br /&gt;
** In this mode, the combinator sorts its input signals by value and outputs one of them at the same value.&lt;br /&gt;
** &#039;&#039;&#039;Sort descending&#039;&#039;&#039; (default): The signal with the highest value is selected.&lt;br /&gt;
** &#039;&#039;&#039;Sort ascending&#039;&#039;&#039;: The signal with the lowest non-zero value is selected.&lt;br /&gt;
** &#039;&#039;&#039;Index&#039;&#039;&#039;: Determines which position among the sorted values is selected, starting at 0, i.e. first (0), second (1), third (2)&lt;br /&gt;
*** If multiple signals are provided and index is out of bounds, then &#039;&#039;&#039;no signal&#039;&#039;&#039; is passed through. The valid bounds is 0 through 1 less the total quantity of input signals.&lt;br /&gt;
*** If a single input signal is provided, it is &#039;&#039;&#039;always&#039;&#039;&#039; passed through even if the index is out of bounds.&lt;br /&gt;
* &#039;&#039;&#039;Count inputs&#039;&#039;&#039;&lt;br /&gt;
** The combinator will count and output the number of unique inputs on the selected signal.&lt;br /&gt;
** The value of the input signals is not considered.&lt;br /&gt;
* &#039;&#039;&#039;Random input&#039;&#039;&#039;&lt;br /&gt;
** The combinator will pass through a random input signal every certain number of [[time#Ticks|game ticks]]&lt;br /&gt;
** By default, the combinator will update this every 1 tick, or 60 times per second.&lt;br /&gt;
** If there is only one input signal, it will be output after this threshold is met. If the input is removed before that happens, nothing will be output.&lt;br /&gt;
* &#039;&#039;&#039;Stack size&#039;&#039;&#039;&lt;br /&gt;
** The combinator will output the stack sizes of the input items&lt;br /&gt;
** The combinator will not output any fluid or [[Circuit network#Virtual signals|virtual signals]]&lt;br /&gt;
** The value of the input items is not considered&lt;br /&gt;
* &#039;&#039;&#039;Rocket capacity&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will output the rocket capacity of the input signals&lt;br /&gt;
** The combinator will not output any fluids, virtual signals, or items too heavy for a rocket (the [[atomic bomb]] and [[rocket silo]].)&lt;br /&gt;
** The value of the input items is not considered&lt;br /&gt;
* &#039;&#039;&#039;Quality filter&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will pass through any input signals that meet a conditional against a certain [[quality]]{{SA}} grade&lt;br /&gt;
** The combinator can compare an input&#039;s quality that is greater than, less than, equal to, greater or equal to, less or equal to, or not equal to, any one quality grade. &lt;br /&gt;
** If comparing against &#039;&#039;any&#039;&#039; quality grade, the only valid comparison is &#039;&#039;equal to&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quality transfer&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will take the selected &#039;&#039;target signal&#039;&#039; from its inputs and output it with a particular quality grade.&lt;br /&gt;
** If &#039;&#039;direct slection&#039;&#039; is selected, the combinator will attach the specified quality grade to the target signal, but only if that target signal is among the inputs&lt;br /&gt;
** If &#039;&#039;select from input&#039;&#039; is selected, the combinator will search for the selected item within its inputs and apply the quality of selected input to the target signal, but only if both the selected input and the target signal are among the inputs.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Decider combinator]]&lt;br /&gt;
*[[Constant combinator]]&lt;br /&gt;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Tutorial:Combinator tutorial|Combinator tutorial]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
*[[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Selector_combinator&amp;diff=208167</id>
		<title>Selector combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Selector_combinator&amp;diff=208167"/>
		<updated>2024-12-22T23:48:09Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Function */ Added new interaction to random output&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Selector combinator}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;selector combinator&#039;&#039;&#039; is part of the [[circuit network]] and one of four types of combinators available in the game (the other three being the [[constant combinator]], [[arithmetic combinator]] and [[decider combinator]]). It has four different modes of operation (or seven with [[Space Age]]{{SA}} enabled) to filter out various signals from an input wire.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The selector combinator can select a signal to output from one of the following modes of operation:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Select input&#039;&#039;&#039; &lt;br /&gt;
** Passes through the largest or smallest value input signal to the output depending on the order and index signal&lt;br /&gt;
** If “descending” is selected, the combinator will pass through the signal with the largest value. If “ascending” is selected, the combinator will pass through the smallest signal.&lt;br /&gt;
** By default, the “index” value is set to a constant of 0. Setting this to 1 will make the combinator pass through the second-largest or second-smallest input. Increasing the index further will cause it to pass through the third largest/smallest, and so on.&lt;br /&gt;
** If the combinator only has one input signal, changing the index value will make no difference.&lt;br /&gt;
* &#039;&#039;&#039;Count inputs&#039;&#039;&#039;&lt;br /&gt;
** The combinator will count and output the number of unique inputs on the selected signal.&lt;br /&gt;
** The value of the input signals is not considered.&lt;br /&gt;
* &#039;&#039;&#039;Random input&#039;&#039;&#039;&lt;br /&gt;
** The combinator will pass through a random input signal every certain number of [[time#Ticks|game ticks]]&lt;br /&gt;
** By default, the combinator will update this every 1 tick, or 60 times per second.&lt;br /&gt;
** If there is only one input signal, it will be output after this threshold is met. If the input is removed before that happens, nothing will be output.&lt;br /&gt;
* &#039;&#039;&#039;Stack size&#039;&#039;&#039;&lt;br /&gt;
** The combinator will output the stack sizes of the input items&lt;br /&gt;
** The combinator will not output any fluid or non-item signals&lt;br /&gt;
** The value of the input items is not considered&lt;br /&gt;
* &#039;&#039;&#039;Rocket capacity&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will output the rocket capacity of the input signals&lt;br /&gt;
** The combinator will not output any fluid or non-item signals&lt;br /&gt;
** The value of the input items is not considered&lt;br /&gt;
* &#039;&#039;&#039;Quality filter&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will pass through any input signals that meet a conditional against a certain [[quality]]{{SA}} grade&lt;br /&gt;
** The combinator can compare an input&#039;s quality that is greater than, less than, equal to, greater or equal to, less or equal to, or not equal to, any one quality grade. &lt;br /&gt;
** If comparing against &#039;&#039;any&#039;&#039; quality grade, the only valid comparison is &#039;&#039;equal to&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quality transfer&#039;&#039;&#039;{{SA}}&lt;br /&gt;
** The combinator will take the selected &#039;&#039;target signal&#039;&#039; from its inputs and output it with a particular quality grade.&lt;br /&gt;
** If &#039;&#039;direct slection&#039;&#039; is selected, the combinator will attach the specified quality grade to the target signal, but only if that target signal is among the inputs&lt;br /&gt;
** If &#039;&#039;select from input&#039;&#039; is selected, the combinator will search for the selected item within its inputs and apply the quality of selected input to the target signal, but only if both the selected input and the target signal are among the inputs.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Decider combinator]]&lt;br /&gt;
*[[Constant combinator]]&lt;br /&gt;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Tutorial:Combinator tutorial|Combinator tutorial]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
*[[Tutorial:Circuit network cookbook|Circuit network cookbook]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Circuit network}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Galaxy_of_Fame&amp;diff=208064</id>
		<title>Galaxy of Fame</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Galaxy_of_Fame&amp;diff=208064"/>
		<updated>2024-12-18T21:30:05Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Star Position */ Added clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Galaxy_of_fame.png|thumb|600px|right|The Galaxy of Fame as it appeared on 17 December 2024]]&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The [https://factorio.com/galaxy| Galaxy of Fame] is a feature available upon beating Factorio: Space Age. It is a database of saves that have beaten the expansion, able to be viewed on the Factorio website. It appears as a vast galaxy of stars of all size and colors. Each star belongs to one particular player who has beaten Space Age. Clicking on a star will bring up a snapshot of that player&#039;s save.&lt;br /&gt;
&lt;br /&gt;
After reaching the [[solar system edge]]{{SA}} and viewing the victory screen, the player will be invited to upload a snapshot of their save to the Galaxy of Fame. Only one snapshot can be uploaded per player; uploading a new snapshot will override the previous one. The player can also include a custom name and comment. After uploading, the game will provide a link to the player&#039;s snapshot on the Factorio website.&lt;br /&gt;
&lt;br /&gt;
After winning, the &amp;quot;Galaxy of Fame&amp;quot; button will appear on the main menu. Clicking it will allow the player to upload a new snapshot, or click the link to the existing snapshot.&lt;br /&gt;
&lt;br /&gt;
== Snapshot ==&lt;br /&gt;
&lt;br /&gt;
[[File:Kovarex_gof.png|thumb|600px|right|The Galaxy of Fame snapshot of lead developer [https://www.factorio.com/galaxy/Iron%20I:%20Alpha1-1.A1W3 kovarex].]]&lt;br /&gt;
&lt;br /&gt;
The Galaxy of Fame includes the following information:&lt;br /&gt;
* A custom name &amp;amp; comment (optional)&lt;br /&gt;
* The date of upload&lt;br /&gt;
* Time played&lt;br /&gt;
* Game version&lt;br /&gt;
* Map seed&lt;br /&gt;
* Player count&lt;br /&gt;
* List of mods&lt;br /&gt;
** This includes both the four mandatory mods (Base, Elevated Rails, Quality, and Space Age) and any user-created mods.&lt;br /&gt;
* Map views of the five planets, in the order they were visited&lt;br /&gt;
* Map views of all [[space platform]]s{{SA}}, in the order they were created&lt;br /&gt;
* A full list of the number of all items produced&lt;br /&gt;
* A full list of the amount of energy produced by each [[power production|power source]]&lt;br /&gt;
* A full list of the number of kills, including all [[asteroids|asteroid]] varieties&lt;br /&gt;
&lt;br /&gt;
== Star Position ==&lt;br /&gt;
The position, color, and size of a player&#039;s star is randomized upon upload. Given the vast number of stars in the galaxy, it can be difficult, if not impossible, to locate your own star on the map by searching manually. However, each star&#039;s position is fixed and will always be in the same place.&lt;br /&gt;
&lt;br /&gt;
Each star is placed by a set of coordinates which can be read to reliably locate it on the map. A star&#039;s coordinates can be located within the URL of the snapshot that is provided upon upload. As an example, the following is the coordinates for the snapshot of lead developer Kovarex:&lt;br /&gt;
&lt;br /&gt;
Iron I: Alpha 1-1.A1W3&lt;br /&gt;
&lt;br /&gt;
==== Quadrant ====&lt;br /&gt;
&lt;br /&gt;
The first word of the URL, named after an item, designates a quadrant within the galaxy, located to the top right, top left, bottom left, and bottom right of the galaxy center. They are named, respectively, Iron, Quantum, Sulfur, and Calcite, numbered one to four. The four central quadrants, containing the majority of stars, are Iron 1, Quantum 2, Sulfur 4, and Calcite 3, and are marked in &#039;&#039;&#039;bold&#039;&#039;&#039; in the chart below.&lt;br /&gt;
The names of quadrants as they are currently known, is structured like this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Quantum 3 || Quantum 4 || Iron 3 || Iron 4&lt;br /&gt;
|-&lt;br /&gt;
| Quantum 1 || &#039;&#039;&#039;Quantum 2&#039;&#039;&#039; || &#039;&#039;&#039;Iron 1&#039;&#039;&#039; || Iron 2&lt;br /&gt;
|-&lt;br /&gt;
| Sulfur 3 || &#039;&#039;&#039;Sulfur 4&#039;&#039;&#039; || &#039;&#039;&#039;Calcite 3&#039;&#039;&#039; || Calcite 4&lt;br /&gt;
|-&lt;br /&gt;
| Sulfur 1 || Sulfur 2 || Calcite 1 || Calcite 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sector ====&lt;br /&gt;
&lt;br /&gt;
The second word, named after a letter of the Greek alphabet, designates a sector within a quadrant. Each quadrant contains 9 sectors. Their position within the quadrants are structured as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Eta || Theta || Iota&lt;br /&gt;
|-&lt;br /&gt;
| Delta || Epsilon || Zeta&lt;br /&gt;
|-&lt;br /&gt;
| Alpha || Beta || Gamma&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The two numbers after the sector name designate the star&#039;s location within the sector. Each number can go between 1 and 7. The first number increases from left to right, while the second increases from bottom to top. The two of them together position the star within a neighborhood in the sector. For example, a number of 1-1 designates a position within the bottom left of its sector; 1-7 in the top left, and so on.&lt;br /&gt;
&lt;br /&gt;
==== Exact position ====&lt;br /&gt;
&lt;br /&gt;
Following the dot, the final pair of letter-number sets designates the exact position within a neighborhood. Letters go from A to G (the first letter) and T to Z (the second), and increase from left to right. The first letter will only be advanced by one when the second letter advances through all 26 letters. For example, A1Z1 comes before B1Y1. Numbers once again go between 1 and 7 and increase from bottom to top. The same rule from letters applies to numbers.&lt;br /&gt;
&lt;br /&gt;
As a final example, a coordinate of Quantum 2: Gamma 5-1 A7Z1 will give a position as follows:&lt;br /&gt;
* Bottom right of Quantum 2 quadrant&lt;br /&gt;
* Bottom middle of Gamma sector&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.10|&lt;br /&gt;
* Galaxy of fame. Offered when the game is finished.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Yorven&amp;diff=208046</id>
		<title>User:Yorven</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Yorven&amp;diff=208046"/>
		<updated>2024-12-18T03:11:08Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Moved draft to own page; replaced with bio&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, Yorven here. I&#039;ve been playing since 0.18 and have a habit of over-complicating everything.&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Solar_system_edge&amp;diff=208045</id>
		<title>Solar system edge</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Solar_system_edge&amp;diff=208045"/>
		<updated>2024-12-18T03:09:33Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added galaxy of fame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:factorio_sa_ending.png|thumb|300px|right|Reaching the end of Space Age.]]&#039;&#039;&#039;Solar system edge&#039;&#039;&#039; is a location in space the player must reach in order to win [[Space Age]]. It is the second-furthest location that a [[player|player&#039;s]] [[space platform]] can reach, with the furthest being the [[shattered planet]].&lt;br /&gt;
&lt;br /&gt;
Reaching the solar system edge for the first time will show the victory screen and invite the player to upload a snapshot of their save to the [[Galaxy of Fame]].&lt;br /&gt;
&lt;br /&gt;
== Exclusive items ==&lt;br /&gt;
The following items are unlocked on Solar System edge:&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
En route to Solar system edge, the space platform will start encountering huge asteroids. These are resistant to anything but the most powerful weapons.&lt;br /&gt;
&lt;br /&gt;
==Space routes==&lt;br /&gt;
[[Solar system edge]] is connected to 2 other &amp;quot;planets&amp;quot;, [[Aquilo]]{{SA}} and [[Shattered planet]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Planet Distance&lt;br /&gt;
|-&lt;br /&gt;
! Planet !! Distance (km)&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquilo]]{{SA}}|| 100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Shattered planet]]{{SA}}|| 4,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Aquilo]] {{SA}}&lt;br /&gt;
* [[Fulgora]] {{SA}}&lt;br /&gt;
* [[Gleba]] {{SA}}&lt;br /&gt;
* [[Vulcanus]] {{SA}}&lt;br /&gt;
* [[Space platform]] {{SA}}&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Galaxy_of_Fame&amp;diff=208044</id>
		<title>Galaxy of Fame</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Galaxy_of_Fame&amp;diff=208044"/>
		<updated>2024-12-18T03:06:37Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Galaxy_of_fame.png|thumb|600px|right|The Galaxy of Fame as it appeared on 17 December 2024]]&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The [https://factorio.com/galaxy| Galaxy of Fame] is a feature available upon beating Factorio: Space Age. It is a database of saves that have beaten the expansion, able to be viewed on the Factorio website. It appears as a vast galaxy of stars of all size and colors. Each star belongs to one particular player who has beaten Space Age. Clicking on a star will bring up a snapshot of that player&#039;s save.&lt;br /&gt;
&lt;br /&gt;
After reaching the [[solar system edge]]{{SA}} and viewing the victory screen, the player will be invited to upload a snapshot of their save to the Galaxy of Fame. Only one snapshot can be uploaded per player; uploading a new snapshot will override the previous one. The player can also include a custom name and comment. After uploading, the game will provide a link to the player&#039;s snapshot on the Factorio website.&lt;br /&gt;
&lt;br /&gt;
After winning, the &amp;quot;Galaxy of Fame&amp;quot; button will appear on the main menu. Clicking it will allow the player to upload a new snapshot, or click the link to the existing snapshot.&lt;br /&gt;
&lt;br /&gt;
== Snapshot ==&lt;br /&gt;
&lt;br /&gt;
[[File:Kovarex_gof.png|thumb|600px|right|The Galaxy of Fame snapshot of lead developer [https://www.factorio.com/galaxy/Iron%20I:%20Alpha1-1.A1W3 kovarex].]]&lt;br /&gt;
&lt;br /&gt;
The Galaxy of Fame includes the following information:&lt;br /&gt;
* A custom name &amp;amp; comment (optional)&lt;br /&gt;
* The date of upload&lt;br /&gt;
* Time played&lt;br /&gt;
* Game version&lt;br /&gt;
* Map seed&lt;br /&gt;
* Player count&lt;br /&gt;
* List of mods&lt;br /&gt;
** This includes both the four mandatory mods (Base, Elevated Rails, Quality, and Space Age) and any user-created mods.&lt;br /&gt;
* Map views of the five planets, in the order they were visited&lt;br /&gt;
* Map views of all [[space platform]]s{{SA}}, in the order they were created&lt;br /&gt;
* A full list of the number of all items produced&lt;br /&gt;
* A full list of the amount of energy produced by each [[power production|power source]]&lt;br /&gt;
* A full list of the number of kills, including all [[asteroids|asteroid]] varieties&lt;br /&gt;
&lt;br /&gt;
== Star Position ==&lt;br /&gt;
The position, color, and size of a player&#039;s star is randomized. Given the vast number of stars in the galaxy, it can be difficult, if not impossible, to locate your own on the map by searching manually.&lt;br /&gt;
&lt;br /&gt;
The coordinates for each star is located within the URL to the snapshot that is provided upon upload. As an example, the following is the coordinates for the snapshot of lead developer Kovarex:&lt;br /&gt;
&lt;br /&gt;
Iron I: Alpha 1-1.A1W3&lt;br /&gt;
&lt;br /&gt;
==== Quadrant ====&lt;br /&gt;
&lt;br /&gt;
The first word of the URL, named after an item, designates a quadrant within the galaxy, located to the top right, top left, bottom left, and bottom right of the galaxy center. They are named, respectively, Iron, Quantum, Sulfur, and Calcite. The number after the quadrant name designates how far it is from the galaxy center. The four closest quadrants, containing the majority of stars, are Iron 1, Quantum 2, Sulfur 4, and Calcite 3.&lt;br /&gt;
The names of quadrants as they are currently known, is structured like this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Quantum 3 || Quantum 4 || Iron 3 || Iron 4&lt;br /&gt;
|-&lt;br /&gt;
| Quantum 1 || Quantum 2 || Iron 1 || Iron 2&lt;br /&gt;
|-&lt;br /&gt;
| Sulfur 3 || Sulfur 4 || Calcite 3 || Calcite 4&lt;br /&gt;
|-&lt;br /&gt;
| Sulfur 1 || Sulfur 2 || Calcite 1 || Calcite 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sector ====&lt;br /&gt;
&lt;br /&gt;
The second word, named after a letter of the Greek alphabet, designates a sector within a quadrant. Each quadrant contains 9 sectors. Their position within the quadrants are structured as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Eta || Theta || Iota&lt;br /&gt;
|-&lt;br /&gt;
| Delta || Epsilon || Zeta&lt;br /&gt;
|-&lt;br /&gt;
| Alpha || Beta || Gamma&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The two numbers after the sector name designate the star&#039;s location within the sector. Each number can go between 1 and 7. The first number increases from left to right, while the second increases from bottom to top. The two of them together position the star within a neighborhood in the sector. For example, a number of 1-1 designates a position within the bottom left of its sector; 1-7 in the top left, and so on.&lt;br /&gt;
&lt;br /&gt;
==== Exact position ====&lt;br /&gt;
&lt;br /&gt;
Following the dot, the final pair of letter-number sets designates the exact position within a neighborhood. Letters go from A to G (the first letter) and T to Z (the second), and increase from left to right. The first letter will only be advanced by one when the second letter advances through all 26 letters. For example, A1Z1 comes before B1Y1. Numbers once again go between 1 and 7 and increase from bottom to top. The same rule from letters applies to numbers.&lt;br /&gt;
&lt;br /&gt;
As a final example, a coordinate of Quantum 2: Gamma 5-1 A7Z1 will give a position as follows:&lt;br /&gt;
* Bottom right of Quantum 2 quadrant&lt;br /&gt;
* Bottom middle of Gamma sector&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.10|&lt;br /&gt;
* Galaxy of fame. Offered when the game is finished.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Kovarex_gof.png&amp;diff=208043</id>
		<title>File:Kovarex gof.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Kovarex_gof.png&amp;diff=208043"/>
		<updated>2024-12-18T02:52:43Z</updated>

		<summary type="html">&lt;p&gt;Yorven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Galaxy_of_fame.png&amp;diff=208042</id>
		<title>File:Galaxy of fame.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Galaxy_of_fame.png&amp;diff=208042"/>
		<updated>2024-12-18T02:52:24Z</updated>

		<summary type="html">&lt;p&gt;Yorven: galaxy of fame on 17 Dec 2024&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
galaxy of fame on 17 Dec 2024&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Boiler&amp;diff=207958</id>
		<title>Boiler</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Boiler&amp;diff=207958"/>
		<updated>2024-12-14T22:47:38Z</updated>

		<summary type="html">&lt;p&gt;Yorven: fixed red link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Boiler}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;boiler&#039;&#039;&#039; uses [[fuel]] to convert [[water]] into [[steam]] at 165°C suitable for use in a [[steam engine]]. It has two water connectors on opposite ends and passes water through to adjacent equipment such as other boilers. The boiler features a single output for the steam it produces. It only consumes fuel as it creates steam. Boilers used in conjunction with [[offshore pump]]s and steam engines are a vital part of early power generation.&lt;br /&gt;
&lt;br /&gt;
For each unit of water, 10 units of steam are produced. Inserting one [[coal]] (4 MJ) into a boiler then using the resulting steam in a steam engine will supply 4 MJ of energy to an electrical system. It costs 30 kJ to heat 1 unit of water to steam at 165°C, so one boiler will produce 60 steam per second.&lt;br /&gt;
&lt;br /&gt;
[[Inserter]]s can insert fuel into boilers. However, using powered inserters to move fuel into a boiler can be problematic should fuel become unavailable: if no power is being produced, then powered inserters fueling a boiler cannot operate. Using at least one [[burner inserter]], which uses fuel and not electricity, ensures that at least one inserter is available to restart a single boiler. Inserters can also remove fuel from boilers, allowing inserters to move fuel down a chain of boilers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.0|&lt;br /&gt;
* Decreased water use by 10x, changing the water:steam ratio from 1:1 to 1:10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.10|&lt;br /&gt;
* Steam became a separate resource, boilers now produce steam rather than high temperature water that is displayed as steam&lt;br /&gt;
** This distinction is meaningful for circuit network accounting of steam and the [[coal liquefaction]] recipe}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* New graphics.&lt;br /&gt;
* Changed boiler dimensions to 3×2.&lt;br /&gt;
* &#039;Steam&#039; is produced on a separate connector rather than heating water passed through.&lt;br /&gt;
** At this time, steam is actually water that is renamed when over 100 degrees.&lt;br /&gt;
* Significantly increased energy consumption/production.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New fire graphics for boilers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Enabled the [[inserter]] to take [[fuel]] out of boilers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Flickering light added to [[furnace]]s and boilers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.6.1|&lt;br /&gt;
* Boilers show their fuel inventory in the entity info.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.5.1|&lt;br /&gt;
* Boilers are now fast-replaceable with pipes.&lt;br /&gt;
* New boiler graphics.&lt;br /&gt;
}}&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 system]]&lt;br /&gt;
* [[Fluid system]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Energy}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Nintendo_Switch_version&amp;diff=207760</id>
		<title>Nintendo Switch version</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Nintendo_Switch_version&amp;diff=207760"/>
		<updated>2024-12-11T19:53:06Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Removed 1.1 disclaimer; moved SA note to limitations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
The &#039;&#039;&#039;Nintendo Switch version&#039;&#039;&#039; of Factorio was released on October 28, 2022. It is mostly identical to the PC version, the only large difference is the missing mod support.&amp;lt;br&amp;gt;&lt;br /&gt;
Save files are compatible between platforms. Cross-platform multiplayer is possible as long as the game versions match. When using &#039;&#039;Steam&#039;&#039; on PC, the &amp;quot;console&amp;quot; beta branch can be selected to match game version.&lt;br /&gt;
&lt;br /&gt;
Both the Nintendo Switch version of the game and the PC version support using a controller to play the game.&lt;br /&gt;
&lt;br /&gt;
== Controller support ==&lt;br /&gt;
&lt;br /&gt;
=== Free Cursor ===&lt;br /&gt;
[[File:FreeCursorInRange.jpg|thumb|Character is close enough to chop down tree]]&lt;br /&gt;
When using keyboard and mouse to control the game, the cursor is, obviously, controlled by the mouse. When using a controller, like on the Switch, there are two different cursor modes: &amp;quot;free cursor&amp;quot; and &amp;quot;auto cursor&amp;quot;. To toggle between them, press the &#039;&#039;&#039;right stick&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:FreeCursorOutOfRange.jpg|thumb|Character is not close enough to chop down tree]]&lt;br /&gt;
With free cursor, there is a mouse-like cursor (either a cross hair or an item selected from the character inventory), controlled by the right stick. It behaves much like a mouse cursor - its position is relative to the physical screen, and pretty much does not ever change, even when the character moves, the player changes views, the view is zoomed in or out, etc. Using the console touch-screen will immediately move the cursor to the touched spot.&lt;br /&gt;
&lt;br /&gt;
With auto cursor, there is NOT a visible cursor on the screen and the system will automatically select some object near the character as the active structure, or the selected item from the character inventory will appear near the character. Auto cursor mode is similar to conventional console games, where operations are centered on the character itself. The right joy stick can be used to change placement of an item or influence which structure is selected, but it isn&#039;t possible to reliably select a specific structure without moving right next to it. In an area with lots of structures, the selected structure will be the one in the direction the character is looking - this is where using the right joystick to look around can be helpful.&lt;br /&gt;
&lt;br /&gt;
There are two things players should remember when using free cursor. First, it is often not necessary to move the character to perform actions. The second is the action range limit - all actions on external structures have a distance limit, how far away from the character the cursor can be, when performing the action. Some actions, such as chopping down a tree, have a very short range. If the structure&#039;s selection frame is &#039;&#039;&#039;yellow&#039;&#039;&#039; then it is in range, &#039;&#039;&#039;red&#039;&#039;&#039; is out of range. In auto cursor mode, a structure that is out of range will never be selected.&lt;br /&gt;
&lt;br /&gt;
In combat, free cursor can be used to target a specific enemy, or enemies in a specific area, and is especially useful for selecting targets for long ranged weapons (such as the [[tank]] gun or a [[rocket launcher]]). &lt;br /&gt;
&lt;br /&gt;
Auto cursor will fire at the enemy closest to the character, which may be more useful in some combat situations.&lt;br /&gt;
&lt;br /&gt;
=== [[Quick panel]] ===&lt;br /&gt;
There are some elements from the keyboard and mouse GUI that have been moved into a single popup panel for controller support.&lt;br /&gt;
&lt;br /&gt;
The quick panel is displayed when the {{Keybinding|L}} (left bumper) is &#039;&#039;&#039;held down&#039;&#039;&#039; and disappears when it is released.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
* There is no mod support.[https://factorio.com/blog/post/factorio-on-nintendo-switch]&lt;br /&gt;
* The [[Space Age]]{{SA}} expansion is not available due to space and memory constraints.[https://factorio.com/blog/post/fff-434]&lt;br /&gt;
* Nintendo Switch Online is required for online play, but not required for LAN games.[https://factorio.com/blog/post/factorio-on-nintendo-switch]&lt;br /&gt;
* Games hosted on a [[Multiplayer#Dedicated/Headless_server|dedicated server]] are not shown in the browse multiplayer game GUIs.&lt;br /&gt;
* There is no save transfer feature, but saves can be transferred using multiplayer.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
* There is no blueprint transfer feature, but blueprints can be transferred using multiplayer.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
* Maps over 100MB or with a very large number of entities (typically downloaded from the PC version) can not be loaded.[https://factorio.com/blog/post/factorio-switch-release]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
[[File:RefineryAltView.jpg|thumb|Alt mode view of an oil refinery shows the recipe (advanced oil processing)]]&lt;br /&gt;
There is a mode which, on keyboards, is toggled by pressing {{Keybinding|ALT}}, so naturally it is called &amp;quot;Alt mode&amp;quot;. In this mode, the view will show additional information about certain structures including the current recipe for any [[assembling machine]] or [[chemical plant]] and the contents of any containers.&lt;br /&gt;
&lt;br /&gt;
On controllers, alt mode is toggled using {{Keybinding|Up}}.&lt;br /&gt;
&lt;br /&gt;
When using an machine with fluid inputs and/or outputs, the &amp;quot;Alt mode&amp;quot; will show an icon on each input or output to show what product is used as an input or produced as an output on each connection. These may be hard to see on the Switch built-in console display when zoomed out. For most recipes, there is either only one connection, or both connections take the same input. The connection layout of the oil refinery is shown in the image on the right.&lt;br /&gt;
&lt;br /&gt;
While most commands are mapped on controllers by default, some of the less common commands are not mapped by default. The player may want to map the [[Controls#Tools|Blueprint commands]] instead of using the [[quick panel]] to access them.&lt;br /&gt;
&lt;br /&gt;
== Related Factorio blog posts ==&lt;br /&gt;
* [https://factorio.com/blog/post/factorio-switch-release Factorio for Nintendo Switch is now available!]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-370 FFF #370 - The journey to Nintendo Switch]&lt;br /&gt;
* [https://www.factorio.com/blog/post/factorio-on-nintendo-switch Factorio is coming to Nintendo Switch™]&lt;br /&gt;
&lt;br /&gt;
== Store page ==&lt;br /&gt;
* [https://www.nintendo.com/store/products/factorio-switch/ Nintendo eShop]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
The Nintendo Switch version of the game has its own changelog in addition to the [[version history|changes from the PC version]].&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.109&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed a crash when trying to hand-craft recipes that have fluid ingredients.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.108&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed a potential desync when calling LuaGui::is_valid_sprite_path() with a sprite path starting with &amp;quot;file.&amp;quot;.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.107&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed first tutorial level advancing to a wrong story step after drill is set in quickbar.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.106&lt;br /&gt;
&lt;br /&gt;
Gui:&lt;br /&gt;
* Added Paste button to exchange string import GUIs&lt;br /&gt;
* Scrolling is smoother when using scrollbars with a controller.&lt;br /&gt;
* Controller button hints GUI will try to move out of the way of chat messages.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when trying to exit the application while the controller support applet is active(after changing console play modes)&lt;br /&gt;
* Fixed freeze when changing console play modes while the on-screen keyboard is active.&lt;br /&gt;
* Fixed crash when finishing a mini-tutorial after changing the input method from keyboard and mouse to controller while in the mini-tutorial.&lt;br /&gt;
* Fixed strange entity selection behavior after finishing a mini-tutorial after changing the input method from controller to keyboard and mouse while in the mini-tutorial.&lt;br /&gt;
* Fixed that LuaForce::chart_all() wouldn&#039;t chart surfaces that had never had any charting.&lt;br /&gt;
* Fixed LuaEntity::circuit_connection_definitions could return copper wires from ghost entities.&lt;br /&gt;
* Fixed a desync related to changing in-progress infinite research levels.&lt;br /&gt;
* Fixed copying train stop settings could cause some trains to arrive.&lt;br /&gt;
* Fixed a save corruption issue related to large amounts of overlapping small electric poles.&lt;br /&gt;
* Fixed entity status icons being visible in simulations.&lt;br /&gt;
* Fixed a crash when giving NaN values to some lua APIs.&lt;br /&gt;
* Fixed a desync when changing the force of a requester chest with filters set from the circuit network.&lt;br /&gt;
* Fixed a rendering issue with pumpjack arrows when holding some items.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.104&lt;br /&gt;
&lt;br /&gt;
Gui:&lt;br /&gt;
* Trying to close a window will first close any opened drop-down. This improves navigating drop-downs with controllers.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed intro sound being choppy sometimes.&lt;br /&gt;
* Fixed controller relative driving mode steering left and right repeatedly in multiplayer.&lt;br /&gt;
* Fixed controller relative driving mode causing jittery movement when driving backwards.&lt;br /&gt;
* Fixed crash when placing linked chest in multiplayer with hotkey suggestions enabled.&lt;br /&gt;
* Fixed that migration_applied was always false in the on_configuration_changed event.&lt;br /&gt;
* Fixed that item health bars didn&#039;t render correctly at some scales.&lt;br /&gt;
* Fixed a crash when the server has disconnected while setting quickbar slots.&lt;br /&gt;
* Fixed that the delete save confirm could delete the wrong save if a different one was selected while it was showing.&lt;br /&gt;
* Fixed that the custom camera widget wouldn&#039;t render entity status icons correctly.&lt;br /&gt;
* Fixed that LuaGameScript::auto_save() wouldn&#039;t work if the root saves folder didn&#039;t already exist.&lt;br /&gt;
* Fixed that selecting a group in the chat icon selector GUI would occasionally select a random result.&lt;br /&gt;
* Fixed tank not consuming fuel when turning while braking.&lt;br /&gt;
* Fixed train could not advance from destination full state when a train stop placed from blueprint was built before a rail next to it.&lt;br /&gt;
* Fixed partial item transfer not preserving inventory hand location.&lt;br /&gt;
* Fixed transport belt would keep saying &amp;quot;Disabled by control behavior&amp;quot; after circuit wires were removed.&lt;br /&gt;
* Fixed a crash when searching in certain icon selector GUIs.&lt;br /&gt;
* Fixed that empty locale would cause things to not show in GUIs.&lt;br /&gt;
* Fixed that LuaFluidBox::get_fluid_system_contents() did not behave correctly when the fluid box was not part of a fluid system.&lt;br /&gt;
Debug:&lt;br /&gt;
* Added show_generated_chunks debug option which shows uncharted yet generated chunks on the map.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.101&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed a crash when entering bad number values in some input fields.&lt;br /&gt;
* Fixed a crash when removing an item that is being used to hand craft a recipe while also changing the recipe to take fluid ingredients.&lt;br /&gt;
* Fixed a crash when defining a recipe that takes zero fluid as the first ingredient.&lt;br /&gt;
* Fixed cloning a furnace would not preserve previous recipe id.&lt;br /&gt;
* Fixed that selecting a locale would sometimes reset the setting back to &amp;quot;Default&amp;quot;&lt;br /&gt;
* Fixed that choose-elem-button equipment tooltips were missing the equipment name and description.&lt;br /&gt;
* Fixed being unable to focus search in the train overview GUI with Control + F when a mod attaches a relative GUI element to it.&lt;br /&gt;
* Fixed a crash when item stack of item-on-ground becomes empty because of scripted stack transfer.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.100&lt;br /&gt;
&lt;br /&gt;
Optimizations:&lt;br /&gt;
* Optimized saving time slightly.&lt;br /&gt;
* Reduced memory usage slightly.&lt;br /&gt;
Changes:&lt;br /&gt;
* Technology researched message does not play chat notification sound.&lt;br /&gt;
* Pressing &amp;quot;Regenerate map&amp;quot; in the map editor will open the map generator.&lt;br /&gt;
* &amp;quot;Regenerate map&amp;quot; is no longer available in map editor for scenarios that don&#039;t use the map generator.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when playing &amp;quot;Rocket rush&amp;quot; scenario.&lt;br /&gt;
* Fixed crashes when putting super large numbers in number input fields.&lt;br /&gt;
* Fixed a desync when putting super large numbers in the map editor brush size fields.&lt;br /&gt;
* Fixed a crash when changing the technology price multiplier while research is in progress.&lt;br /&gt;
* Fixed a desync related to manual crafting large recipe counts.&lt;br /&gt;
* Fixed rendering of cliff previews.&lt;br /&gt;
* Fixed train fulfilled fraction was always showing full green background.&lt;br /&gt;
* Fixed a desync when technology prices would grow beyond 18~ quintillion.&lt;br /&gt;
* Fixed a crash when entering large values for train wait times.&lt;br /&gt;
* Fixed that cloning rails in the map editor could lead to corrupt saves in some instances.&lt;br /&gt;
* Fixed offset of circuit connector sprites for inserters&lt;br /&gt;
* Fixed that pressing regenerate map in the map editor would change the map generator settings GUI next time it&#039;s used.&lt;br /&gt;
* Fixed that reset technology effects would advance infinite research in some cases. &lt;br /&gt;
* Fixed loader would not connect to belts in preview in some cases.&lt;br /&gt;
* Fixed bad pumpjack drain logic related to yield.&lt;br /&gt;
* Fixed recipes with ingredients craftable for free could not be crafted.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.94&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added a notification when a technology is researched.&lt;br /&gt;
* Added /enable-research-queue console command to enable the research queue without disabling achievements.&lt;br /&gt;
Changes:&lt;br /&gt;
* The research queue is enabled by default for new games.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* The on-screen keyboard can now input new lines in multi-line text boxes.&lt;br /&gt;
* Fixed another rare crash when using very long belts(over 900 tiles).&lt;br /&gt;
* Fixed vibrations not working after changing controller configuration while the console is asleep.&lt;br /&gt;
* Fixed that selection tool with &amp;quot;cancel-deconstruct&amp;quot;, &amp;quot;cancel-upgrade&amp;quot; or &amp;quot;downgrade&amp;quot; mode would not render selection of entities.&lt;br /&gt;
* Fixed it was possible to create maps with width or height larger than 2000000.&lt;br /&gt;
* Fixed recipe tooltip in assembling machine was doing intermediate crafting logic when showing items missing for crafting.&lt;br /&gt;
* Fixed inserter could take items from wrong side of a belt when the belt shape was changed.&lt;br /&gt;
* Fixed that heat buffer temperatures would not migrate correctly when changing the prototype maximum temperature.&lt;br /&gt;
* Fixed that the research queue would not be enabled by default for the Marathon and Death world marathon presets.&lt;br /&gt;
* Fixed fast replacing train stops would not preserve trains limit.&lt;br /&gt;
* Fixed that crafting machines did not handle item-with-tags type items correctly.&lt;br /&gt;
* Fixed server not showing in LAN server browser if the game is also public and with a different external port because of NAT.&lt;br /&gt;
* Fixed controller vibrations playing in keyboard and mouse mode.&lt;br /&gt;
* Fixed that pumpjacks would not show the correct status when they were stopped due to full fluid output.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.91&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added vibrations to vehicle collisions.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed that notch slider tooltips would not show in some cases.&lt;br /&gt;
* Fixed that any error with an audio stream would crash the game, improved audio stream error handling in general.&lt;br /&gt;
* Fixed a hang in audio streams.&lt;br /&gt;
* Fixed blueprint setup GUI cutting off at the bottom.&lt;br /&gt;
* Fixed cursor sometimes teleporting to nearby entities when selecting entities to be built from the Quick panel, in multiplayer.&lt;br /&gt;
* Fixed multiplayer desync with other platforms.&lt;br /&gt;
* Fixed a player could not obtain achievements if it was in game for longer than 9942h.&lt;br /&gt;
* Fixed that Build control was allowing binding to controller buttons that would not work.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.87&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
* Added keyboard and mouse support. Change input method in Settings-&amp;gt;Controls to play using keyboard and mouse.&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added stick sensitivity setting.&lt;br /&gt;
* Added ability to quickly swap A and B buttons.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.82&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Reduced the number of crashes for players with very large saves running low on memory.&lt;br /&gt;
* Improved the latency of selecting entities in multiplayer.&lt;br /&gt;
* General bugfixes and improvements&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.80&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* General bugfixes and improvements&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.76&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added vibration intensity setting to the control settings screen.&lt;br /&gt;
* Added absolute vehicle control mode as a setting in the control settings screen.&lt;br /&gt;
* Added option to enable predictive text for the on-screen keyboard. Enabling this also allows entering Chinese and Korean text and Japanese kanji characters.&lt;br /&gt;
Changes:&lt;br /&gt;
* When in free cursor mode with a GUI open, Left Stick will also move the cursor.&lt;br /&gt;
* When in free cursor mode with Quick panel open, Left Stick will navigate the Quick panel normally.&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed the cursor in the world map moving twice as fast in free cursor mode.&lt;br /&gt;
* Fixed GUI navigation getting stuck on AND/OR buttons in the locomotive GUI.&lt;br /&gt;
* Fixed GUI navigation navigating to empty technology slots in research queue.&lt;br /&gt;
* Fixed GUI navigation sometimes getting stuck when navigating large technology trees.&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.74&lt;br /&gt;
&lt;br /&gt;
Minor Features:&lt;br /&gt;
* Added option in Settings-&amp;gt;Other to set an email and password to the account, so it can be used on other platforms or consoles.&lt;br /&gt;
* Added Danish localization&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when creating extremely long belts.&lt;br /&gt;
* Fixed crash when a textbox disappears while the on screen keyboard is still open.&lt;br /&gt;
* Fixed crash when exiting the game while a new map is being created.&lt;br /&gt;
* Fixed crash sometimes when transferring all items from character corpse.&lt;br /&gt;
* Fixed another crash when trying to save with a long save file name&lt;br /&gt;
---------------------------------------------------------------------------------------------------&lt;br /&gt;
Version: 1.1.72&lt;br /&gt;
&lt;br /&gt;
Bugfixes:&lt;br /&gt;
* Fixed crash when exiting the level while Quick Panel is open.&lt;br /&gt;
* Fixed crash when dying while Quick Panel is open.&lt;br /&gt;
* Fixed crash when trying to save with a long save file name&lt;br /&gt;
* Fixed that you could not map controller sticks in the control settings gui.&lt;br /&gt;
* Fixed memory leak related to OpenGL textures, affecting mostly main menu background simulations.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:Yorven&amp;diff=207702</id>
		<title>User:Yorven</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:Yorven&amp;diff=207702"/>
		<updated>2024-12-10T23:32:38Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Galaxy of Fame draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, Yorven here. This is a draft for a page on the Galaxy of Fame. Is this an appropriate topic for the wiki, given it isn&#039;t really an in-game feature and is contained to the website? The images are temps.&lt;br /&gt;
&lt;br /&gt;
[[File:Railway_from_trailer_2020.png|thumb|right|430px|The Galaxy of Fame as it appeared on [X] December, 2024]]&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The [https://factorio.com/galaxy| Galaxy of Fame] is a feature available upon beating Factorio:[[Space Age]]. It is a database of saves that have beaten the expansion, able to be viewed on the Factorio website. It appears as a vast galaxy of stars of all size and colors. Each star belongs to one particular player who has beaten Space Age. Clicking on a star will bring up a snapshot of that player&#039;s save.&lt;br /&gt;
&lt;br /&gt;
After reaching the [[solar system edge]]{{SA}} and viewing the victory screen, the player will be invited to upload a snapshot of their save to the Galaxy of Fame. Only one snapshot can be uploaded per player; uploading a new snapshot will override the previous one. The player can also include a custom name and comment. After uploading, the game will provide a link to the player&#039;s snapshot on the Factorio website.&lt;br /&gt;
&lt;br /&gt;
After winning, the &amp;quot;Galaxy of Fame&amp;quot; button will appear on the main menu. Clicking it will allow the player to upload a new snapshot, or click the link to the existing snapshot.&lt;br /&gt;
&lt;br /&gt;
== Snapshot ==&lt;br /&gt;
&lt;br /&gt;
[[File:Elevated intersection example.png|thumb|350px|The Galaxy of Fame snapshot of lead developer Kovarex.]]&lt;br /&gt;
&lt;br /&gt;
The Galaxy of Fame includes the following information:&lt;br /&gt;
* A custom name &amp;amp; comment (optional)&lt;br /&gt;
* The date of upload&lt;br /&gt;
* Time played&lt;br /&gt;
* Game version&lt;br /&gt;
* Map seed&lt;br /&gt;
* Player count&lt;br /&gt;
* List of mods&lt;br /&gt;
** This includes both the four mandatory mods (Base, Elevated Rails, Quality, and Space Age) and any user-created mods.&lt;br /&gt;
* Map views of the five planets, in the order they were visited&lt;br /&gt;
* Map views of all [[space platform]]s{{SA}}, in the order they were created&lt;br /&gt;
* A full list of the number of all items produced&lt;br /&gt;
* A full list of the amount of energy produced by each [[power production|power source]]&lt;br /&gt;
* A full list of the number of kills, including all [[asteroids|asteroid]] varieties&lt;br /&gt;
&lt;br /&gt;
== Star Position ==&lt;br /&gt;
The position, color, and size of a player&#039;s star is randomized. Given the vast number of stars in the galaxy, it can be difficult, if not impossible, to locate your own on the map by searching manually.&lt;br /&gt;
&lt;br /&gt;
The coordinates for each star is located within the URL to the snapshot that is provided upon upload. As an example, the following is the coordinates for the snapshot of lead developer Kovarex:&lt;br /&gt;
&lt;br /&gt;
Iron I: Alpha 1-1.A1W3&lt;br /&gt;
&lt;br /&gt;
==== Quadrant ====&lt;br /&gt;
&lt;br /&gt;
The first word of the URL, named after an item, designates a quadrant within the galaxy, located to the top right, top left, bottom left, and bottom right of the galaxy center. They are named, respectively, Iron, Quantum, Sulfur, and Calcite. The number after the quadrant name designates how far it is from the galaxy center. The four closest quadrants, containing the majority of stars, are Iron 1, Quantum 2, Sulfur 4, and Calcite 3.&lt;br /&gt;
The names of quadrants as they are currently known, is structured like this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Quantum 3 || Quantum 4 || Iron 3 || Iron 4&lt;br /&gt;
|-&lt;br /&gt;
| Quantum 1 || Quantum 2 || Iron 1 || Iron 2&lt;br /&gt;
|-&lt;br /&gt;
| Sulfur 3 || Sulfur 4 || Calcite 3 || Calcite 4&lt;br /&gt;
|-&lt;br /&gt;
| Sulfur 1 || Sulfur 2 || Calcite 1 || Calcite 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Sector ====&lt;br /&gt;
&lt;br /&gt;
The second word, named after a letter of the Greek alphabet, designates a sector within a quadrant. Each quadrant contains 9 sectors. Their position within the quadrants are structured as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Eta || Theta || Iota&lt;br /&gt;
|-&lt;br /&gt;
| Delta || Epsilon || Zeta&lt;br /&gt;
|-&lt;br /&gt;
| Alpha || Beta || Gamma&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The two numbers after the sector name designate the star&#039;s location within the sector. Each number can go between 1 and 7. The first number increases from left to right, while the second increases from bottom to top. The two of them together position the star within a neighborhood in the sector. For example, a number of 1-1 designates a position within the bottom left of its sector; 1-7 in the top left, and so on.&lt;br /&gt;
&lt;br /&gt;
==== Exact position ====&lt;br /&gt;
&lt;br /&gt;
Following the dot, the final pair of letter-number sets designates the exact position within a neighborhood. Letters go from A to G (the first letter) and T to Z (the second), and increase from left to right. The first letter will only be advanced by one when the second letter advances through all 26 letters. For example, A1Z1 comes before B1Y1. Numbers once again go between 1 and 7 and increase from bottom to top. The same rule from letters applies to numbers.&lt;br /&gt;
&lt;br /&gt;
As a final example, a coordinate of Quantum 2: Gamma 5-1 A7Z1 will give a position as follows:&lt;br /&gt;
* Bottom right of Quantum 2 quadrant&lt;br /&gt;
* Bottom middle of Gamma sector&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.10|&lt;br /&gt;
* Galaxy of fame. Offered when the game is finished.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Game_modes_and_options&amp;diff=207685</id>
		<title>Game modes and options</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Game_modes_and_options&amp;diff=207685"/>
		<updated>2024-12-10T08:24:59Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added Space Age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:New_game_gui_freeplay.png|thumb|700px|right|In the new game GUI, the desired scenario can be selected on the left. In the top right corner, [[replay system|replays]] can be enabled.]]&lt;br /&gt;
These game modes are available in the Factorio base game:&lt;br /&gt;
* Main game&lt;br /&gt;
** [[Tutorial]] - A series of five levels for new players.&lt;br /&gt;
*** Level 4 and 5 can be played in multiplayer.&lt;br /&gt;
** Freeplay - The intended way of playing Factorio. Your task is to launch a rocket into space.&lt;br /&gt;
*** Can be played in [[multiplayer]].&lt;br /&gt;
** Freeplay (Space Age) - The intended way of playing [[Space Age|Factorio:Space Age]]{{SA}}. Your task is to dispatch an interstellar space platform.&lt;br /&gt;
*** If the expansion is installed, this option replaces the normal Freeplay mode.&lt;br /&gt;
*** Can be played in [[multiplayer]], if all players own the expansion.&lt;br /&gt;
* Game [[Scenario system|scenarios]]&lt;br /&gt;
** Transport belt madness - Test your belt layout skills by connecting chests on a small island.&lt;br /&gt;
** Tight spot - Buy land and machines and sell your final product.&lt;br /&gt;
** [[Wave defense]] - Defend the rocket silo against waves of enemy biters and launch a rocket to win.&lt;br /&gt;
*** Can be played in multiplayer.&lt;br /&gt;
** [[Supply challenge]] - Timed challenge to produce and deliver specified items for each level.&lt;br /&gt;
*** Can be played in multiplayer.&lt;br /&gt;
** PvP - Blow up your friends.&lt;br /&gt;
*** Can &#039;&#039;&#039;only&#039;&#039;&#039; be played in multiplayer.&lt;br /&gt;
** Team production - Compete as small teams to complete short production-based objectives.&lt;br /&gt;
*** Can &#039;&#039;&#039;only&#039;&#039;&#039; be played in multiplayer.&lt;br /&gt;
** Sandbox - A creative mode where the player can have all technologies researched and spawn in items.&lt;br /&gt;
*** Can be played in multiplayer.&lt;br /&gt;
** [[Rocket rush]] - Try to launch a rocket as fast a possible with all technologies already unlocked.&lt;br /&gt;
*** Can be played in multiplayer.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}{{C|Scenario{{!}}#Game modes and options}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Equipment_modules&amp;diff=207677</id>
		<title>Equipment modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Equipment_modules&amp;diff=207677"/>
		<updated>2024-12-09T10:01:16Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added SA tags, corrected toolbelt dimentions, alphabetised, deleted discharge remote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}} &lt;br /&gt;
{{Disambiguation}}&lt;br /&gt;
&lt;br /&gt;
Equipment modules can be added to [[modular armor]], [[power armor]], [[power armor MK2]] and [[mech armor]]{{SA}} and give the player various bonuses.&lt;br /&gt;
&lt;br /&gt;
The only vehicles that can make use of equipment modules are the [[tank]] and the [[spidertron]].&lt;br /&gt;
&lt;br /&gt;
Bonuses given by equipment modules stack and can be combined with each other to suit the wearer&#039;s personal preferences.&lt;br /&gt;
Modules take up a certain amount of space in armor and some consume energy.&lt;br /&gt;
&lt;br /&gt;
Modules will remain in the armor even if it is removed, stored or dropped on the ground. Modules will only function when the armor is equipped and will not recharge or deplete otherwise.&lt;br /&gt;
&lt;br /&gt;
Equipment modules can be used by placing them in the grid that opens by right clicking the armor.&lt;br /&gt;
&lt;br /&gt;
All modules have their own [[technologies|technology]] that must be [[research|researched]] before they can be crafted.&lt;br /&gt;
The following modules are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Item !! Equipment slots taken &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Belt immunity equipment}} || 1x1 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Portable solar panel}}  || 1x1&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Discharge defense}} || 2X2 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Energy shield}} || 2x2 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Energy shield MK2}} || 2x2 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Nightvision}} || 2x2 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal battery}} || 2x2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal battery MK2}} || 2x2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal battery MK3|space-age=yes}} || 2x2 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal laser defense}} || 2x2 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal roboport}} || 2x2&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Personal roboport MK2}} || 2x2 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Exoskeleton}} || 2x3&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Toolbelt equipment|space-age=yes}} || 3x1 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Portable fission reactor}}  || 4x4 &lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Portable fusion reactor|space-age=yes}} || 4x4&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Railway&amp;diff=207670</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Railway&amp;diff=207670"/>
		<updated>2024-12-09T05:25:38Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Rewrote parameterised interrupts, removed cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Railway_from_trailer_2020.png|thumb|right|430px|Railway in the [https://youtu.be/J8SBp4SyvLc official game trailer.]]]&lt;br /&gt;
:&#039;&#039;For the research see [[Railway (research)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Railway&#039;&#039;&#039; 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 resources 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 the upkeep of a larger train network takes time and experience. Rails can be built on the ground, or can be - with the [[Space Age]] expansion - elevated with the help of a [[rail ramp]] and [[rail support]]s so that trains can travel over obstacles.&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 are placed on a two-tile grid, so a rail cannot be moved 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|ENTER}} 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 a 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. 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_sm.gif|frame|An example of a safe railway crossing.&amp;lt;br /&amp;gt;[https://wiki.factorio.com/images/Fff-140-controlled-gates.gif Click here] for the full-sized version of the image.]]&lt;br /&gt;
=== Crossing tracks ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful when crossing train 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}} || {{Imagelink|Cargo wagon}} || {{Imagelink|Fluid wagon}} || {{Imagelink|Artillery 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 in automatic mode.&lt;br /&gt;
&lt;br /&gt;
The locomotives&#039; inventory is only used for [[fuel]]. To transport items or fluids [[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 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 is placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key.&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;
&lt;br /&gt;
Train stations are the only place where trains can be loaded or unloaded when they are in automatic mode. Cargo wagons can be filled or emptied by up to twelve adjacent [[inserters]] (six on each side). Inserters can also be used to insert fuel into locomotives. [[Pump]]s are used to transfer fluid into and out of fluid wagons, only three pumps can attach to one fluid wagon at once.&lt;br /&gt;
&lt;br /&gt;
Train stations are usually created by placing a [[train stop]]. Train stops must be on the right-hand side of the track. However, it is also possible to create a temporary train station by opening a locomotive&#039;s GUI and using {{Keybinding|ctrl|lmb}} near a rail in the minimap in the GUI or by entering a locomotive and using {{Keybinding|ctrl|lmb}} near a rail on the world map. This will create a station without requiring a train stop. The temporary train station has a default wait condition of 5 seconds and is removed from the schedule once the train leaves the station.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Imagelink|Rail signal}} || {{Imagelink|Rail chain signal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other. Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Note that driving a train manually ignores all signals, so it is possible for automatic trains to crash into the player if the player ignores red/yellow signals. Always beware of automatic trains and give them the right of way.&lt;br /&gt;
&lt;br /&gt;
The [[Tutorial:Train signals|train signals tutorial]] contains an in-depth explanation of rail signals, blocks and deadlocks.&lt;br /&gt;
&lt;br /&gt;
=== Basic signaling rules ===&lt;br /&gt;
* There can only be 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&lt;br /&gt;
* [[Rail chain signal]]s separate a new block and reflect the state of the next signal(s): see above, blue - at least one of the paths is blocked, but not all&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;
== Automated transport ==&lt;br /&gt;
[[File:locomotive_gui.png|thumb|300px|The wait condition tab in the locomotive&#039;s GUI.]]&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, 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 set up a rail system with at least two train stops, which are placed on 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, and 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 its 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 left locomotive&#039;s GUI. The train will route to stops in the given order, if it&#039;s at the end it will continue with the first. Stations can be added by clicking &amp;quot;Add station&amp;quot; in the GUI. A pop-up appears with a list of all stop names. If one is selected, another button appears which allows selecting a wait condition from a pop-up list. Furthermore, the map in the right part of the GUI can be used to add stations to the schedule by using {{keybinding|shift|lmb}} on a station or using {{keybinding|ctrl|lmb}} near a rail in the map to create a temporary train station. These actions can also be performed on the world map when the player is sitting inside the train.&lt;br /&gt;
&lt;br /&gt;
Wait conditions are used to tell the train when to leave the station. There are 15 types of wait conditions:&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;Empty cargo&#039;&#039;&#039; – All inventories of the train are empty. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Fluid count&#039;&#039;&#039; – The train (all fluid wagons summed) contains a specific amount of a certain fluid.&lt;br /&gt;
* &#039;&#039;&#039;Fuel (all locomotives)&#039;&#039;&#039; - All locomotives in the train collectively contain a specific amount of fuel&lt;br /&gt;
* &#039;&#039;&#039;Fuel (any locomotive)&#039;&#039;&#039; - Any one locomotive contains a specific amount of fuel&lt;br /&gt;
* &#039;&#039;&#039;Full cargo&#039;&#039;&#039; - All inventories of the train are full. Does not include fuel inventories&lt;br /&gt;
* &#039;&#039;&#039;Full fuel&#039;&#039;&#039; - All fuel inventories are full. Does not include cargo or fluid inventories&lt;br /&gt;
* &#039;&#039;&#039;Has cargo&#039;&#039;&#039; - Cargo or fluid inventories contain items. &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;
* &#039;&#039;&#039;Item count&#039;&#039;&#039; – The train (all cargoes summed) contains a specific amount of a certain item. Does not include fuel inventories.&lt;br /&gt;
* &#039;&#039;&#039;Passenger present&#039;&#039;&#039; - At least one [[player]] is inside any part of the train.&lt;br /&gt;
* &#039;&#039;&#039;Passenger not present&#039;&#039;&#039; - No players are inside any part of the train.&lt;br /&gt;
* &#039;&#039;&#039;Station is full&#039;&#039;&#039; - A specified stop is full, according to its set train limit. If the stop has no train limit set, this condition will &#039;&#039;not&#039;&#039; be met.&lt;br /&gt;
* &#039;&#039;&#039;Station is not full&#039;&#039;&#039; - A specified stop is not full, according to its set train limit. If the stop has no train limit set, this condition &#039;&#039;will&#039;&#039; be met.&lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is also possible to set no wait condition, this causes the train to simply pass by the station without stopping.&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 more than one term is added, it is possible to change the connection of those using the logical operators AND and OR. 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;
[[File:Traingroup gui.png|thumb|300px|The train group GUI. There are 2 trains in &amp;quot;Group A&amp;quot; and 1 train in &amp;quot;Group B&amp;quot;]]&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 no 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;
=== Train Groups ===&lt;br /&gt;
Trains are able to be assigned to a group. Selecting the small edit icon next to &amp;quot;no group assigned&amp;quot; will bring up the existing groups in the current world. One can select a group for the train to join, or create a new one. Editing the schedule of one train will change the schedules of all trains in the same group.&lt;br /&gt;
&lt;br /&gt;
=== Schedule Interrupts ===&lt;br /&gt;
[[File:Interrupt gui.png|thumb|300px|The Edit Interrupt GUI.]]&lt;br /&gt;
&lt;br /&gt;
Schedule interrupts allow a locomotive to override its current schedule when a certain condition is met. Selecting &amp;quot;Add interrupt&amp;quot; in the locomotive&#039;s GUI will bring up a list of existing interrupts in the current world. One can be selected from the list, or typing in a name will create a new one. Creating one will add it to the locomotive and all locomotives in the current locomotive group.&lt;br /&gt;
&lt;br /&gt;
To work, an interrupt requires two parts: a condition and a target station. When a condition is met, the interrupt will activate and insert the target station as a temporary stop in the locomotive&#039;s schedule. The locomotive will route to the target station and wait there until the specified wait condition is met, at which point it will leave and resume its original schedule. &lt;br /&gt;
&lt;br /&gt;
An interrupt can be triggered on many of the same conditions as waiting at a stop, along with some new conditions:&lt;br /&gt;
* &#039;&#039;&#039;At specified station&#039;&#039;&#039; -  The train is waiting at a specific stop&lt;br /&gt;
* &#039;&#039;&#039;Destination full or no path&#039;&#039;&#039; - The train&#039;s next stop is full, according to its train limit; or the train cannot physically reach its next station&lt;br /&gt;
* &#039;&#039;&#039;Not at specified station&#039;&#039;&#039;&#039; - The train is stopped somewhere other than the specific stop&lt;br /&gt;
&lt;br /&gt;
Multiple trains can have the same interrupt regardless if they are in the same locomotive group or not. Editing an interrupt will change it for all trains which have the interrupt in their system.&lt;br /&gt;
&lt;br /&gt;
Interrupts can be reordered within the locomotive&#039;s GUI like normal stops. If a train has multiple interrupt conditions true at the same time, it will prioritize interrupts that are higher on the list. This is important if one wishes a train to behave a certain way when working with a particular suite of interrupts.&lt;br /&gt;
&lt;br /&gt;
=== Wildcard Interrupts ===&lt;br /&gt;
[[File:interrupt_wildcards.png|thumb|left|300px|The four wildcard signals: Item, Fuel, Fluid, &amp;amp; Signal.]]&lt;br /&gt;
Within interrupts, trains have access to four special &amp;quot;wildcard&amp;quot; signals located within the Unsorted tab, which are special [[Circuit network#Logic signals|logic signals]] that can only be used within interrupts. Wildcard signals come in four types: item, fuel, fluid, and signal. When used as a condition to trigger an interrupt, each one looks at a specific inventory within the train and will replace itself with the signal of the first item it finds. For example, if an interrupt is set to trigger if an item parameter is over 50, and 51 [[iron gear wheel]]s are placed into a cargo wagon, the interrupt will trigger as if the condition was looking for over 50 iron gears. Item, fuel, and fluid wildcards each look at a specific inventory: [[cargo wagon|cargo]] and [[artillery wagon]]s, [[fluid wagon]]s, and [[locomotive]]s, respectively.&lt;br /&gt;
&lt;br /&gt;
When used solely as a condition, wildcards act otherwise identically to the [[circuit network#Anything|anything]] logic signal. What makes them special is their function when used in both the condition and the target.&lt;br /&gt;
&lt;br /&gt;
Wildcards will also replace themselves with any [[rich text]] icons within the names of [[train stop]]s. Instead of selecting a target stop from the list, instead click on the &amp;quot;icon&amp;quot; button next to the green confirm button and select the same type of wildcard as used in the condition. Then, type the name of the station. If the stop has a matching icon in its name, then the train will match the item it contains with that icon, and select that stop as the destination.&lt;br /&gt;
&lt;br /&gt;
The final wildcard, Signal parameter, checks against any signals passed to the train while parked at a train stop. When combined with a signal parameter for a target station, this can make the train go to a stop which has an icon in its name matching the signal it received from the station. When combined with matching the target station based on its contents, this can be utilized to create a generic train system which can select its destination based on the item it receives.&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#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 (from the forward-facing locomotive&#039;s perspective).  If the train is traveling south, the stop must be on the west 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;
== Elevated Rails ==&lt;br /&gt;
[[File:Elevated intersection example.png|thumb|350px|A simple bridge using elevated rails.]]&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Elevated rails come in a separate mod which can be enabled independently of Space Age. They come as two new buildings: [[rail ramp]] and [[rail support]]. Ramps and supports are the only items in the game able to be built in the oceans of [[Nauvis]]. When playing with Space Age itself, elevated rails become an important part of the game, as they are critical to bridging the oil oceans of [[Fulgora]]{{SA}} and the lava rivers of [[Vulcanus]]{{SA}}. &lt;br /&gt;
&lt;br /&gt;
Elevated rails can be built using the [[rail planner]]. Pressing {{Key|G}} will switch levels, and attempt to build a ramp up or down, if the player has one in their inventory. While holding {{Key|SHIFT}} and targeting a section of rail on the opposite level, the rail planner will automatically place any ramps and/or supports necessary to reach that destination. A rail support must be placed every 16 straight tiles. Disassembling a support or ramp will automatically disassemble any rails which rely on that support.&lt;br /&gt;
&lt;br /&gt;
Players and [[enemies]] cannot walk on elevated rail. A player can enter and exit the train if it is elevated as normal, and will be teleported to the ground. If the player attempts to exit while over water or lava, nothing will happen. Both types of rail signals can be placed on elevated rail, but not train stops. &lt;br /&gt;
&lt;br /&gt;
Certain buildings are too tall to be placed underneath elevated rails:&lt;br /&gt;
* [[Big electric pole]]&lt;br /&gt;
* [[Cargo landing pad]]&lt;br /&gt;
* [[Oil refinery]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Rocket silo]]&lt;br /&gt;
* [[Agricultural tower]]{{SA}}&lt;br /&gt;
* [[Cargo bay]]{{SA}}&lt;br /&gt;
* [[Lightning rod]]{{SA}}&lt;br /&gt;
* [[Lightning collector]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|getting-on-track}}&lt;br /&gt;
{{Achievement|trans-factorio-express}}&lt;br /&gt;
{{Achievement|watch-your-step}}&lt;br /&gt;
{{Achievement|getting-on-track-like-a-pro}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Tutorial:Train signals]]&lt;br /&gt;
* [[Railway/Train path finding]]&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Cargo wagon]]&lt;br /&gt;
* [[Fluid wagon]]&lt;br /&gt;
* [[Artillery wagon]]&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Railway}} {{C|Railway{{!}}#Railway}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Interrupt_wildcards.png&amp;diff=207669</id>
		<title>File:Interrupt wildcards.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Interrupt_wildcards.png&amp;diff=207669"/>
		<updated>2024-12-09T03:08:36Z</updated>

		<summary type="html">&lt;p&gt;Yorven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=207668</id>
		<title>Tutorial:Combinator tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=207668"/>
		<updated>2024-12-09T02:51:33Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Virtual signals */ Updated image and virtual signal count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This is an &#039;&#039;&#039;advanced&#039;&#039;&#039; tutorial. Beginners should refer to the [[Tutorial:Circuit network cookbook]] for examples and the [[Circuit network]] page for an overview over the circuit network. This tutorial assumes a basic understanding of circuits and covers more advanced topics like SR latches, memory cells and clocks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Combinator logic is achieved by cross-connecting outputs to inputs in such a way to achieve the desired logic. While advanced logic requires a multitude of combinators, some very useful basic logic can be achieved using only a handful of combinators. Combinator logic works because Factorio only updates at &#039;&#039;&#039;60 times per second&#039;&#039;&#039;. Logically, each update tick is separated into two steps. In the first step, all combinators first read the input from the connected network(s), perform their computations. This produces an output value for every combinator. The tick update concludes with the second step, where the values of each network will be updated as the sum of all connected values.&lt;br /&gt;
&lt;br /&gt;
When logic values are computed by combinators, the outputs are not recognized by the circuit network until the following step. So when a [[decider combinator]] is used to detect a certain input condition, its output value will not take effect on the circuit network until the next step. &#039;&#039;&#039;This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Circuit wires act like a wire bus in electronics; they carry information in the connected wires, meaning that if there are similar signals on a wire it will add them automatically. If the signal is different, it will be carried in that wire as well, but as a different signal.&lt;br /&gt;
&lt;br /&gt;
When cross-connecting combinators, it is good practice to use the unused color to cross-connect, this will split the input and output networks and prevent unwanted inputs from accidentally connecting to a larger circuit network. Combinators will sum the red and green inputs prior to calculation, so either color can be used when wiring the output back to the input. In most cases however, it is more useful to use the opposing color of the wire so that it will not interfere with the resulting output and input.&lt;br /&gt;
&lt;br /&gt;
When trying to understand combinators, your best friend is the in-game editor. You can pause the game and, with the &amp;quot;Tick once&amp;quot; keybinding, inspect nodes and networks as they go through different states.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
&lt;br /&gt;
[[File:Virtual_signals_v2.png|thumb|right|Some of the virtual signals available for use in the circuit network]]&lt;br /&gt;
&lt;br /&gt;
In addition to the standard item signals, Factorio&#039;s circuit network also includes a set of signals that do not represent any particular game item. Instead, these virtual signals serve as user-definable channels for the circuit network; they hold whatever meaning the user wants them to. There are currently 102 virtual signals that can be sent over the circuit network (or 172 in [[Space Age]]{{SA}}), split between the Signals, Enemies, Environment, and Unsorted tabs. They include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* The 36 alphanumeric characters (A-Z, 0-9)&lt;br /&gt;
* 9 colors: red, green, blue, yellow, magenta, cyan, white, grey, and black&lt;br /&gt;
* 25 icons: several crosses, lines, and arrows&lt;br /&gt;
* All [[enemies|enemy]] varieties&lt;br /&gt;
* All environmental objects (trees, rocks, the player, and cliffs)&lt;br /&gt;
* The two wires, and spidertron, discharge, and artillery remotes&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
&lt;br /&gt;
There are three additional virtual signals known as &#039;&#039;logic signals&#039;&#039;. Unlike other signals, they cannot be sent over the circuit network; instead, they apply additional logic to combinators that modify their behavior. Specifically, these logic symbols act as wildcards, which are special signals that represent &#039;&#039;&#039;zero or more&#039;&#039;&#039; arbitrary signals instead of representing a single discrete signal.  Factorio&#039;s circuit network implements three types of wildcards.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything wildcard&amp;lt;/span&amp;gt; [[File:Signal_everything.png|left|20px]] ====&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Everything&#039;&#039; wildcard is used with decider combinators. Its exact behavior depends on whether it is used as an input or an output:&lt;br /&gt;
* &#039;&#039;&#039;Input&#039;&#039;&#039;: Returns true if &#039;&#039;all&#039;&#039; input signals pass the condition, or if there are &#039;&#039;no&#039;&#039; input signals, otherwise it returns false.&lt;br /&gt;
* &#039;&#039;&#039;Output&#039;&#039;&#039;: Returns &#039;&#039;all&#039;&#039; non-zero input signals.&lt;br /&gt;
&lt;br /&gt;
When used as an input, the &#039;&#039;everything&#039;&#039; wildcard can be thought of as a logical AND, or a [[:Wikipedia:universal quantification|universal quantifier]]. When used as an output, it acts as an &#039;echo&#039; or &#039;dump&#039; of input signals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Can be used as an output as long as the input is not an &#039;&#039;each&#039;&#039; wildcard.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything wildcard&amp;lt;/span&amp;gt; [[File:Signal_anything.png|left|20px]] ====&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Anything&#039;&#039; wildcard is also used with decider combinators.&lt;br /&gt;
&lt;br /&gt;
Given &#039;&#039;&#039;at least one&#039;&#039;&#039; input signal, it returns true if &#039;&#039;any&#039;&#039; input signal passes the condition. If no signal passes the condition, or there are no input signals, then it returns false. From this behavior, the &#039;&#039;anything&#039;&#039; wildcard can be thought of as a logical OR, or an [[:Wikipedia:existential quantification|existential quantifier]].&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return one of the signals that matched.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each wildcard&amp;lt;/span&amp;gt; [[File:Signal_each.png|left|20px]] ====&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Each&#039;&#039; wildcard is used with both decider combinators and [[arithmetic combinator]]s, and behaves somewhat uniquely compared to the previous two. Generally speaking, it performs a combinator action on each signal &#039;&#039;&#039;individually&#039;&#039;&#039;, with the exact action depending on how it is used, and the type of combinator it is used in. It can be used as an input, and it can be used as an output, but &#039;&#039;only when it is used as input as well&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In a &#039;&#039;&#039;decider combinator&#039;&#039;&#039;, when used as an input, the &#039;&#039;each&#039;&#039; wildcard individually compares each input signal against the combinator condition, returning each signal that passes the condition. The manner that the &#039;&#039;each&#039;&#039; wildcard returns signals when used as input depends on whether or not it is also used as output:&lt;br /&gt;
* &#039;&#039;&#039;Input only&#039;&#039;&#039;: Sums each input signal that passed the condition, and depending on output settings returns either a count of the passed signals or a summation of their values as the desired output signal.&lt;br /&gt;
* &#039;&#039;&#039;Input and Output&#039;&#039;&#039;: Returns each signal that passed the condition, their values depending on the output settings.&lt;br /&gt;
&lt;br /&gt;
In an &#039;&#039;&#039;arithmetic combinator&#039;&#039;&#039;, the designated arithmetic operation is applied individually to each input signal, and similar to the decider combinator, the signal that is returned depends on whether or not the &#039;&#039;each&#039;&#039; wildcard is used as output:&lt;br /&gt;
* &#039;&#039;&#039;Input only&#039;&#039;&#039;: The result of each operation on the input signals is summed and returned as the desired output signal.&lt;br /&gt;
* &#039;&#039;&#039;Input and Output&#039;&#039;&#039;: Each input signal is returned with the result of the specified operation applied to it.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Each&#039;&#039; wildcard is therefore notably more complex than the other two wildcards, but offers a good deal of power in exchange for its complexity.&lt;br /&gt;
&lt;br /&gt;
== Input insulator &amp;amp; gate ==&lt;br /&gt;
An arithmetic combinator set to (In: Each + 0, Out: Each) can be used to swap wire colors and as an insulator to prevent downstream logic from backfeeding into the circuit network&#039;s inputs.&lt;br /&gt;
&lt;br /&gt;
A decider combinator set to (Out: Everything, Input-&amp;gt; Output) will also function as an insulator as long as the set logic condition is true. This can also selectively pass or &#039;gate&#039; inputs only when desired. This could be used to sequentially poll remote train stations for their chest contents, and include only desired stations.&lt;br /&gt;
&lt;br /&gt;
== Set/Reset latching switch ==&lt;br /&gt;
You want something to SET a trigger at some quantity, but then STAY on until that quantity hits some other value, the RESET value. You&#039;ll need one decider combinator and one arithmetic combinator. (Two decider combinators and a [[constant combinator]] can also be used for more complex multi-channel conditions.)&lt;br /&gt;
&lt;br /&gt;
Setup the first decider combinator to the desired set conditional and to output a 1. Then connect the output to the input of an arithmetic combinator, and configure it to multiply by the bias value, which is the difference between the set and reset values, and wire the arithmetic output to the input of the decider. The arithmetic output channel must be set the same as the decider&#039;s input channel.&amp;lt;br&amp;gt;&lt;br /&gt;
Whenever the set conditional is reached, the decider will output a &#039;1&#039;, and the bias of the arithmetic combinator will be applied. This will &#039;hold&#039; the output true until the value goes back below the reset point.&lt;br /&gt;
&lt;br /&gt;
In this specific example, the pump runs when light oil reaches 20000, and turns off when it reaches 5000:&lt;br /&gt;
&lt;br /&gt;
[[File:SR_latch.png|600px]]&lt;br /&gt;
&lt;br /&gt;
A similar backup steam power example with detailed configuration and explanation can be found here:&amp;lt;br&amp;gt;[[Tutorial:Circuit_network_cookbook#RS_latch_-_single_decider_version|RS latch - single decider version]]&lt;br /&gt;
&lt;br /&gt;
== Basic memory ==&lt;br /&gt;
A decider combinator can be used to store values, either for a counter or for more advanced logic (see below). The decider combinator is configured with&lt;br /&gt;
* input and output connected to the same network (typically each other),&lt;br /&gt;
* condition set to a signal &amp;gt; 0 for positive values or ≠ 0 to store both positive and negative values,&lt;br /&gt;
* output set to the input count of a specific input signal or [*].&lt;br /&gt;
As long as all inputs on the network are zero, it will hold the previously set value.&lt;br /&gt;
&lt;br /&gt;
Remember the two step update process from above? If the network has value [X]=5, the combinator will read this value from the network as its input, determine that it is &amp;gt; 0. It will then set the output to the input, which is [X]=5. In the next step, the value of the network will be computed, which is the sum of all the connected outputs, which is [X]=5, again.&lt;br /&gt;
&lt;br /&gt;
A non-zero input held over time, e. g. the output of a constant combinator, will create a basic runaway clock. The stored value will be incremented by the sum of all connected input values every cycle. So e. g. with a constant combinator that produces [A]=1 connected to the memory, the network will store the value 1 in the first tick, 2 in the second, etc., incrementing 60 times per second.&lt;br /&gt;
{{BlueprintString|bp-string=0eNqlU11rwzAM/C96TkuStWvqh8F+xyghH2orSOygyGWh5L/PjkcJJetW9hKQLd2d7pwrlI3FjkkLqCtQZXQP6uMKPZ100fgzGToEBSTYQgS6aH1VY0U18qoybUm6EMMwRkC6xk9QyRj9CuCJpNCyjJCOhwhQCwlh0DMVQ65tWyI7iodAEXSmd7NGe36Ht9sk620EA6jVNsvWW8fk5oRNk5d4Li7khlznkRpB/sGAC7FYd3JjDh2rd5jQrHcwiWcmHAKLxsor6T1U4j8nRtTzpah2G7te4sqSTKWfHr2Nd3unjxJYWPtu6Zo4qAmECxZ8w+burqab7iNxL/mfLcEL8iBn0qfgTUgIVOyLtit4kqvgzU0aK539B3Y35JP5+ZFNm5N2YKCELY7P2J/MvF6II53CTJ9Lzz3h6c2r2T8WgZPfhwCyZLPbp7vsdR+/xJtx/AJNbzZ8}}&lt;br /&gt;
&lt;br /&gt;
Again, how does this work in detail? The network will start without any values set. As soon as the constant combinator becomes active, it will produce [A]=1, and the decider combinator will produce 0 because no value is set yet. Step 2: The network will be set to the sum of all output, so [A]=1. In the next update tick, the constant combinator produces [A]=1 again, but now the decider sees [A]=1, so it would also output [A]=1. Step 2: The network is set to the sum, which is [A]=2. And so on.&lt;br /&gt;
&lt;br /&gt;
Typically a constant combinator producing 1 will be used, but of course it could output other values, including negative values.&lt;br /&gt;
A negative values would decrease the stored value in the example below.&lt;br /&gt;
If the decider combinator uses &amp;gt; 0 as the condition, only positive values will be allowed, so the value will stop decreasing if 0 is reached.&lt;br /&gt;
If the condition is ≠ 0, negative values will also be allowed.&lt;br /&gt;
&lt;br /&gt;
A single pulse of an input will cause a single increment by the pulsed value, creating a counter. In the following blueprint, place one item on the belt. Every time it is scanned by the connected belt, a pulse is generated that increments the stored value.&lt;br /&gt;
{{BlueprintString|bp-string=0eNqllMGO4jAMQP/F5zAqpaXQw/7IahWljQFLbVIlLtoK5d83aXdZEJ3DMBeQU+fFenZyg6YbcXBkGOobUGuNh/rnDTydjerSGk8DQg3E2IMAo/oUsVPGD9bxpsGOIQggo/E31NvwSwAaJiZcSHMwSTP2DbqY8BlDwGB93GZNOjWiqqL8KAVMUG/KQ/ZRhiBeaPl7tG2kCdDksF1S8hX27gvs/XOlT+xCQNTKznaywYu6knVpX0uuHYklGtV0KDX59A/1SXUexf2zQ6XlRRktEySWGK2yGx8y/q0vqb3VEZKF+VCz1ODTedv0c3aI5rEtpKEu/7NSGFsY1lwX7/l4cV2ssMs7W2NLGt2mtX1DRnGUtcI/fmo7X7f9F5tkabo7OZHzLF9m/UqOx7hyL2rJ2OAV3cQXMmdY/HpW6eJkKegH5eZya/gRd9qRh/Eb7GGKtY6G5cnZXpKJsKXx4Sut3T24Xml1HlstIP/uZOzfuoXVcf1OV2/N2Ux7moR9eormZ6t+eOUERNF+GZXDtqiOeXXYH7NdVoTwB9igtjA=}}&lt;br /&gt;
&lt;br /&gt;
A stored value is cleared if the condition is no longer met, which makes the decider clear its output. This only works if the value is also not output elsewhere in the network. A stored value can also be reset to zero if a negative pulse equal to the input occurs. The latter can also happen while other inputs are still connected.&lt;br /&gt;
&lt;br /&gt;
== Basic clocks ==&lt;br /&gt;
[[File:Timer.png|thumb|right|377px|A basic clock. 30 ticks is the ceiling for Signal 1; which is continuously added.]]&lt;br /&gt;
Clocks are constructed by having the output of a combinator tied back to its own input, such that every cycle advances its own count. Either the arithmetic combinator or the decider combinator can be used.&lt;br /&gt;
&lt;br /&gt;
An arithmetic combinator tied to itself is fun to watch and will happily run-away, but requires additional control logic to reset.&lt;br /&gt;
&lt;br /&gt;
With a single decider combinator, a self-resetting clock can be built. Wire output to input and configure with Less Than (&amp;lt;) with a specific number, and Input -&amp;gt; Output. When a constant combinator is then connected to the input, every cycle it will count up by the output of the constant combinator until the number is reached. The decider will then clear its output, only the constant combinator will contribute to the value in the network, which resets the clock.&lt;br /&gt;
&lt;br /&gt;
This means that the clock sequence will not include zero. It will begin at the value set in the constant combinator. Furthermore, it will include the number value that causes the conditional to become false. An arithmetic combinator can modify the clock sequence, but remember that its outputs will occur one cycle later than the clock cycle values.&lt;br /&gt;
&lt;br /&gt;
A clock that only counts once can be built using the following setup. The clock can get reset by enabling and disabling the constant combinator that outputs [R].&lt;br /&gt;
&lt;br /&gt;
[[File:Onetime_Clock.png|thumb|none|360px|One-time clock. Runs until T=Z+1. Reset via R&amp;gt;0.]]&lt;br /&gt;
{{BlueprintString|bp-string=0eNq1VdtugzAM/Rc/p1Wh9BZtPzHtaVOFKLidJUhQSKpVFf8+B6oK9QrT9oJI4hzb5xzDETa5w9KQsiCPQKlWFcjPI1S0U0nu9+yhRJBAFgsQoJLCrzJMKUMzSnWxIZVYbaAWQCrDb5BBLZ4C+EQ2UfY2QlivBaCyZAnbeprFIVau2KDhFI8qEVDqiq9q5dMz3GI2E3AAOZqtgvGM02RkMG0D5sLXYo3O4w1+JXtiAL51go35LGugKr+7JVPZ+Kq1PRnreOdcVBsxevctVegx+l/68Je4mzIxTTcSXjhGO1u6oalTXR64A6dsvDW6iEkxBshtkldYN+dKtTw03QX+YTDrEk68ijiSTOrINstGnJ1BVJeBfMKoYT+YgINr75QLacOHHrmh7WI8WN0t5RbNHac/Ecb5UQmWk47d13e4vElS0I+G6VAawjMNy9V/0vDWpaFLAr9Xsc/W+msAJT2dEf1y6K/5CP9x6E/8tJqBnFwM8+sfD7M1bsgsB31nedoR4PZH4MGoX3tcDFDeO8n/LGTn5yRgz05txVsG0WIVLpbz1WQ6ier6B+n0TYg=}}&lt;br /&gt;
&lt;br /&gt;
== Pulse generators ==&lt;br /&gt;
&lt;br /&gt;
Connecting an additional (=) decider combinator to the output of a basic clock will create a pulse generator, and will pulse a single output every time the clock cycles through the set condition. Any output value can be used, either directly from the clock sequence (input-&amp;gt;output), a 1, or some value on a separate logic channel on the circuit network, such as set by a constant combinator. or by the circuit network.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PulseGen.png|500px]]&lt;br /&gt;
*&#039;&#039;The value 1 can be written as any positive integer, so long as it is within the cap or ceiling of your timer.&#039;&#039;&lt;br /&gt;
*&#039;&#039;As an example from the above timer, this light will pulse every 1st tick after the timer reaches 30 ticks, making it pulse 1/30th of a second, as Factorio updates at 60 times per second.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Edge detectors ==&lt;br /&gt;
&lt;br /&gt;
The computation delay of combinators can be used to generate a one-tick pulse when a signal changes, e. g. from 0 to 1.&lt;br /&gt;
&lt;br /&gt;
Connect an output of a combinator with red to the input, and with green to the output of an arithmetic combinator that multiplies by -1. When the red circuit changes a signal from 0 to 1, the arithmetic combinator gets input 1, but the output is still 0. So the green wire has value 1 for this one tick. In the next tick, the arithmetic combinator updates, so the output switches to -1. The green wire now has two inputs that cancel each other out. The same happens if the red input signal changes from 1 to 0, but in this case the green wire becomes -1 for one tick.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re only interested in generating a pulse if the signal changes from 0 to 1, a decider combinator set to &amp;gt;0 can be used to filter out the negative pulses. This mechanic can e. g. be used to count the numbers of trains that enter a station.&lt;br /&gt;
&lt;br /&gt;
== Counter ==&lt;br /&gt;
A counter is used to count the number of input events, and output the sum of that count. Any pulsing input into a decider combinator configured input -&amp;gt; output and wired between output and input will create a counter, but this input must be zero at all other times or else the combinator will run away like a clock. A pulse generator is normally used to accomplish this. Combining several gating decider isolators set with sequential conditionals, a clock, and a pulse generator to the input of a counter will allow remote polling and counting of each isolator&#039;s contents.&lt;br /&gt;
&lt;br /&gt;
== Memory cells ==&lt;br /&gt;
&lt;br /&gt;
=== Simple latch ===&lt;br /&gt;
&lt;br /&gt;
When looping the combinator to itself, use a different color of wire from your main inputs or outputs. &lt;br /&gt;
&lt;br /&gt;
[[File:SimpleLatchv2.png|415px]]&lt;br /&gt;
&lt;br /&gt;
Truth Table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Output 1!!Input 1!!Input 2!! Output 1 (t+1)&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 0 || 1 &#039;&#039;(2)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1 || 1 &#039;&#039;(2)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&#039;&#039;Output 1 is the green wire loop seen in the picture, it carries the value to latch.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Input 1 is Set, while Input 2 is Reset.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Positive cell ===&lt;br /&gt;
&lt;br /&gt;
Cell for storing a positive value, with reset support:&lt;br /&gt;
&lt;br /&gt;
[[File:AdvancedMemoryCell.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Connect the desired value as signal I on the right side to set the memory cell and connect a negative value as signal I to reset the cell.&lt;br /&gt;
&lt;br /&gt;
* The output of the memory cell is 2 mutually exclusive signals.&lt;br /&gt;
** In case input signal I &amp;gt; 0 then signal I is passed to the other side.&lt;br /&gt;
** In case input signal I is interrupted, then signal M is passed instead as a memory of previous input value.&lt;br /&gt;
* When input signal I is interrupted, it takes 2 ticks to switch to memory signal M.&lt;br /&gt;
* In case input I signal lasts only one tick then memory cell starts to cycle between the 2 previous values, tick by tick. Indefinitely.&lt;br /&gt;
* Switching is seamless, e.g. there are no ticks with empty signal.&lt;br /&gt;
&lt;br /&gt;
=== Positives and negatives cell ===&lt;br /&gt;
&lt;br /&gt;
This cell can store negatives or positives. Reset is done on a dedicated line. Additionally, a 1-tick burst is handled properly. [https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=60330&amp;amp;p=362377#p362377 Forum post].&lt;br /&gt;
&lt;br /&gt;
* The output M (memory) is the last non-zero input I (Input).&lt;br /&gt;
* A non zero R (reset) signal sets the output to zero.&lt;br /&gt;
* 1-tick bursts of R or I are handled properly.&lt;br /&gt;
* Negatives are handled properly.&lt;br /&gt;
&lt;br /&gt;
[[File:Memory_cell_with_negatives.png|500px]]&lt;br /&gt;
&lt;br /&gt;
== Multiplier and Dictionaries/Arrays ==&lt;br /&gt;
[[File:combinatorMultiplierDetailed.png|left|500px]]&lt;br /&gt;
* Multiplying two signals together is simple and requires only a single combinator, however multiplying a set of signals is more complicated.&lt;br /&gt;
* A proof is shown below for the equation and why it works.&lt;br /&gt;
* A dictionary is a system that allows a value on a specific signal to be accessed. For example, A can contain many signals (either from a constant combinator or memory cell) and B can contain 1 of a specific signal (such as blue signal). What remains is the blue-signal value from A. This is because all the other signals are multiplied by 0.&lt;br /&gt;
* Arrays are similar to dictionaries, but instead of using a signal as a key, we use a number. Constant combinators are placed mapping each signal to a unique number (such as 1 yellow belt, 2 red belt, 3 blue belt, 4 burner inserter, etc). Then, use a combinator of &amp;quot;each = index OUTPUT 1 of each&amp;quot; and plug that in as the input to a dictionary.{{clear}}&lt;br /&gt;
[[File:combinatorMultiplierMath.png|left|500px]]&lt;br /&gt;
&lt;br /&gt;
    ((A+B)^2 - (A-B)^2)/4 = AB&lt;br /&gt;
    (A+B)^2 - (A-B)^2 = 4AB&lt;br /&gt;
    (A^2 + 2AB + B^2) - (A^2 - 2AB + B^2) = 4AB&lt;br /&gt;
    4AB = 4AB&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=14556 Combinators 101 (Tutorial)]&lt;br /&gt;
* [[Tutorial:Circuit network cookbook]]&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=207667</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=207667"/>
		<updated>2024-12-09T01:22:05Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Virtual signals */ Updated to 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: need signal icons D, P, V. Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Biochamber|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output their contents, output the ingredients of a set recipe, set a given signal when working, and send a given signal when a recipe completes || All crafting machines can enable on a condition and set the recipe based on a signal &lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Chests}} || [[Chests]] || All chests can send their contents to the circuit network. Logistic chests automatically send their contents to the [[logistic network]]. Logistics chests can be enabled on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = Signal &#039;&#039;V&#039;&#039;&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = Signal &#039;&#039;D&#039;&#039;&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} || [[Requester chest]] || Can send its contents to the circuit network. Does &#039;&#039;not&#039;&#039; send its content to the [[logistic network]]. || Its requested items can be set by the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|16px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]][[File:Signal-Blue.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || Train stops can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. The amount of trains going to the train stop can be read by the circuit network.&amp;lt;br&amp;gt;When reading the content of a stopped train, fluid amounts are rounded down to the nearest integer, except when the fluid amount is &amp;lt; 1, then it is is rounded to 1. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Train Count (en route) = [[File:Signal-C.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Stopped Train ID = [[File:Signal-T.png|16px]]&lt;br /&gt;
|| Train stops can send the contents of the circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself. The maximum amount of trains that can go to the train stop (&amp;quot;train limit&amp;quot;) can be set by the circuit network, as well as the stop priority.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Set Limit = [[File:Signal-L.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Set Priority = Signal &#039;&#039;P&#039;&#039;&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] || Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 20 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 20 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:virtual_signals_v2.png|thumb|Some of the Virtual Signals available for use in the circuit network in the base game]]&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
There are 102 virtual signals available (or 172 in [[Space Age]]{{SA}}) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to the digits zero through nine, the letters A through Z, nine base colors, every [[enemies|enemy]] variant, environmental features, and the signal for the planet [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Additionally, if the &amp;quot;Show parameters in selection lists&amp;quot; option is enabled under game Settings &amp;gt; Interface &amp;gt; Interaction, the Unsorted tab receives 10 special purple &amp;quot;parameter&amp;quot; icons which can be used for blueprint [[Blueprint#Parameterisation|parameterisation]].&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precendence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper&amp;quot; and &amp;quot;iron&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is NOT implicitly excluded. So if you e.g. have &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; then you will also get &#039;&#039;X&#039;&#039; multiplied with itself in the output.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If you have a [[decider combinator|decider]] condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower{{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=207666</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=207666"/>
		<updated>2024-12-09T01:16:24Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Parameterisation */ Image formatting, added &amp;quot;show parameters&amp;quot; setting comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blueprints&#039;&#039;&#039; are items that contain building layouts. Blueprints are used to &#039;copy &amp;amp; paste&#039; parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a [[ghost]] of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to [[construction robot]]s for automated completion.&lt;br /&gt;
&lt;br /&gt;
Blueprints can be stored in a [[blueprint book]] or [[blueprint library]] to prevent them occupying inventory space or for organization or sharing purposes.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-construction}}&lt;br /&gt;
{{Achievement|you-are-doing-it-right}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted by clicking the ( [[File:Blueprint_button.png|20px]] ) button in the [[shortcut bar]]. The blank blueprint can now be used to &#039;copy&#039; a set of buildings. For example, copying this small gun turret defense setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-01.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create a blueprint ===&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select the blueprint item out of the toolbar or the inventory.&lt;br /&gt;
With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed (which can be cancelled by pressing {{key|Q}}).&lt;br /&gt;
&lt;br /&gt;
All player-placed entities which will be included in the blueprint will be highlighted with a green square.&lt;br /&gt;
Once everything you intend to &#039;copy&#039; is inside the drag box, release the mouse button and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Blueprint icon setup ===&lt;br /&gt;
&lt;br /&gt;
On the top left of the &amp;quot;Setup new blueprint&amp;quot; menu there are four icon slots. These are displayed on the blueprint&#039;s icon and can be used to quickly identify a blueprint. When creating a new blueprint, the game automatically selects some of the icons representing the entities in the blueprint. &lt;br /&gt;
&lt;br /&gt;
These default icons can be changed by simply clicking on the icons to choose the desired ones.&lt;br /&gt;
&lt;br /&gt;
On the left the &#039;Total&#039; number of components included in the blueprint is shown.&lt;br /&gt;
&lt;br /&gt;
The purple &amp;quot;Parameterise&amp;quot; button in the top right is used to configure the settings of any buildings or [[circuit network]] entity within the blueprint. More on this feature below.&lt;br /&gt;
&lt;br /&gt;
The green &amp;quot;Create blueprint&amp;quot; button creates the blueprint. Additionally, blueprint creation can be cancelled by clicking the X in the top right corner. Canceling the blueprint does not consume the blueprint item. The created blueprint will replace the empty blueprint in the player&#039;s cursor.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Placing the blueprint ===&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from the tool belt or inventory. The process of placing a blueprint is very similar to that of using [[copy and paste]] functionality.&lt;br /&gt;
&lt;br /&gt;
When you select a blueprint, the whole building setup of the blueprint will be shown at your mouse cursor. In this case the Blueprint was renamed to &amp;quot;Example blueprint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The blueprint can be rotated using the {{keybinding|R}} key. {{keybinding|H}} will flip it horizontally; {{keybinding|V}} will flip it vertically. Note that blueprints which contain [[rail signal]]s, [[rail chain signal|chain signals]], or [[train stop]]s cannot be flipped, only rotated.&lt;br /&gt;
&lt;br /&gt;
Placing a blueprint creates [[ghost]] entities. If these are within the green (or orange) 110×110 tiles area of a [[roboport]], or within range of a [[personal roboport]] installed in [[modular armor]] or [[spidertron]], construction robots may be able to build them using available materials.&lt;br /&gt;
&lt;br /&gt;
Holding {{keybinding|Shift}} will activate &amp;quot;Force Building&amp;quot; mode. This will mark all trees and rocks underneath the blueprint for deconstruction, as well as place ghosts for [[landfill]] if building over water. If playing in [[Space Age]]{{SA}}, it will instead place [[ice platform]]{{SA}} or [[foundation]]{{SA}}, depending on what is appropriate for the current planet. &lt;br /&gt;
&lt;br /&gt;
Holding {{keybinding|Control|Shift}} will activate &amp;quot;Super Force Building&amp;quot; mode. This acts the same as force building, but will also mark &#039;&#039;&#039;all&#039;&#039;&#039; other buildings for deconstruction. If building over [[transport belt]]s, the game will attempt to place ghosts for [[underground belt]]s of the same tier, if possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings.&lt;br /&gt;
[[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings.&lt;br /&gt;
&lt;br /&gt;
The required items need to be in the network in an [[active provider chest]], a [[passive provider chest]], a [[buffer chest]] or a [[storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
Blueprints can be placed from map view as long as the area has been explored.&lt;br /&gt;
&lt;br /&gt;
[[File:Factorio_Blueprint_MapView.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Viewing and clearing a blueprint ===&lt;br /&gt;
&lt;br /&gt;
Right clicking on a blueprint allows you to view, edit and clear it.&lt;br /&gt;
By clearing it, it will become blank so it can be set again.&lt;br /&gt;
&lt;br /&gt;
=== Parameterisation ===&lt;br /&gt;
Nearly everything in the game that can be configured can also be parameterised within a blueprint. Settings which would have had to be changed manually one at a time can be set automatically with a single selection during blueprint construction. This allows for more generic blueprints which can be specifically configured for a particular need.&lt;br /&gt;
Some settings which can be parameterised include, but are not limited to:&lt;br /&gt;
* Recipes in buildings&lt;br /&gt;
* Output control signals for the [[circuit network]]&lt;br /&gt;
* Icons, their values, and constants within [[combinators]] and their descriptions&lt;br /&gt;
* [[Rich text]] tags within the names of [[train stop]]s, among other buildings&lt;br /&gt;
&lt;br /&gt;
The following example will demonstrate parameterisation with a constant combinator:&lt;br /&gt;
[[File:Parameter begin.png|300px]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
In the above image, we have an [[iron plate]] signal with a value of 5, a [[copper plate]] signal with a value of 10, and a virtual signal &amp;quot;A&amp;quot; with a value of 1. By clicking the purple paramterisation button in the top right of the blueprint setup screen, we get the parameterisation GUI:&lt;br /&gt;
&lt;br /&gt;
[[File:Parameter gui2.png]]&lt;br /&gt;
&lt;br /&gt;
There is a separate parameter for each unique signal and their values. Hovering the mouse over each value will tell you the origin of each signal. The above image shows that the iron plate signal has a value of 5 in a constant combinator. This is very useful if the blueprint contains multiple buildings with many different parameters. If there are two different signals with the same value, or multiple sources of the same signal, that value or signal is treated as a single parameter.&lt;br /&gt;
&lt;br /&gt;
There are several ways we can play with the values of the combinator. In order to be able to be modified, the &amp;quot;Parameter&amp;quot; button next to a signal or value must be ticked. Further, these parameters can be reordered by clicking and dragging the bars on the far right. Reordering does play an important part in more advanced uses.&lt;br /&gt;
[[File:Parameter formulas.png]]&lt;br /&gt;
&lt;br /&gt;
In the above image, the iron and copper icons have been replaced with special parameter icons. These signals can be chosen upon building the blueprint. Whatever signals are chosen will inherit the original signal values of 5 and 10, respectively. Each parameter can be given a name, which will show up when building the blueprint. This is optional, but recommended.&lt;br /&gt;
&lt;br /&gt;
Clicking &amp;quot;Ingredient of&amp;quot; will allow us to select a parameter icon of an above parameter icon. This is why the order of the parameters is important. In our example, if Parameter 0 is set to, say, [[steel plate]], Parameter 1 will automatically set itself to whatever the ingredient of that item is: in this case, [[iron plate]]. It is important to have enough available parameters for the number of ingredients. If we were to set Parameter 0 to instead [[electronic circuit]], Parameter 1 would do nothing, as there are two ingredients to that item. A parameter will always choose the default recipe of an item as listed in the Factoriopedia. Alternate recipes such as those added in [[Space Age]]{{SA}} will not be considered.&lt;br /&gt;
&lt;br /&gt;
A parameter that is a constant can set as a parameter, and given an optional variable. In the above image, the Iron Value of 5 has been set as a parameter, which will be set separately from the signal itself.&lt;br /&gt;
&lt;br /&gt;
Giving a constant an optional variable allows itself to be used in a formula for a later constant. In the above image, the Copper Value of 10 has been set as a parameter, and given the variable &amp;quot;x&amp;quot;. The variable can be anything, but it&#039;s best to keep it as something simple. Further, our &amp;quot;A Value&amp;quot; value of 1 is selected as a parameter, and the formula box is checked.&lt;br /&gt;
&lt;br /&gt;
There are several formulas available. Hovering the mouse over the formula box will show a list of available formulas given the current blueprint. In this example, the &amp;quot;A Value&amp;quot; constant can be set based on the stack size or rocket capacity of whatever Parameter 0 or 1 comes out to be. We can also use our variable &amp;quot;x&amp;quot; from above. We can type in basic mathematical operators like +, -, *, and /. This example uses the formula &amp;quot;x*2&amp;quot;, meaning the A Value constant will be set to double whatever variable &amp;quot;x&amp;quot; turns out to be. &lt;br /&gt;
&lt;br /&gt;
Once finished configuring it, we press the green button, which saves our settings. The blueprint can now be placed. With our example, doing so will bring up the following box.&lt;br /&gt;
&lt;br /&gt;
[[File:Parameter build.png]]&lt;br /&gt;
&lt;br /&gt;
We are given options to configure both the original iron plate signal, and the value of the copper plate signal. The other signals are determined by what we input in these two boxes. This example goes with a steel plate and a value of 8. Building this will give the following result.&lt;br /&gt;
[[File:Parameter final result.png]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
Our original iron plate signal is now steel plate, with its original value of 5.&lt;br /&gt;
&lt;br /&gt;
Our original copper plate signal is now iron plate with a value of 8, as that is the sole ingredient of steel plates&lt;br /&gt;
&lt;br /&gt;
Our &amp;quot;A&amp;quot; signal has stayed the same, but its value is now 16, which is double the variable &amp;quot;x&amp;quot;, which we set to be 8&lt;br /&gt;
&lt;br /&gt;
Normally, the purple parameter icons are only available in the parameterisation GUI. Alternatively, if the &amp;quot;show parameters in selection lists&amp;quot; option is enabled under game Setting &amp;gt; Interface &amp;gt; Interaction, parameters 0 through 9 become available as [[Circuit network#Virtual signals|virtual signals]] under the &amp;quot;Unsorted&amp;quot; tab to expedite the process of setting up a parameterised blueprint.&lt;br /&gt;
&lt;br /&gt;
== Importing/Exporting blueprints ==&lt;br /&gt;
&lt;br /&gt;
It is possible to export blueprints as a text string and import said text string to create a new blueprint. This makes sharing blueprints between players very easy.&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking the &#039;&#039;&#039;Export to string&#039;&#039;&#039; button ( [[File:ExportToString.png|25px]] ) in the top right of the blueprint edit window will pop up a window containing the &#039;&#039;&#039;Blueprint string&#039;&#039;&#039;. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.&lt;br /&gt;
&lt;br /&gt;
To import a blueprint, the player can click the &#039;&#039;&#039;Import string&#039;&#039;&#039; icon on the [[shortcut bar]] ( [[File:ImportString.png|25px]] ). A dialogue box will appear into which the string can be pasted. This will result in a blueprint appearing on the hand with the same setup as the one that was exported.&lt;br /&gt;
&lt;br /&gt;
The text string itself is a base64 encoded, compressed JSON string which contains all the information of the blueprint. It is therefore possible to decode/decompress the text string, change attributes of the blueprint in the JSON text and finally re-encode/compress it back to the known text string format. This basically allows blueprint editing outside of the game itself.&lt;br /&gt;
&lt;br /&gt;
A complete explanation of the blueprint JSON can be found on the [[blueprint string format]] page.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created, it can be used an unlimited amount of times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings, you can hold {{key|Shift}} to place the objects that aren&#039;t blocked.&lt;br /&gt;
* The above trick will also mark [[rock]]s and [[tree]]s for deconstruction.&lt;br /&gt;
* Buildings marked for [[Deconstruction planner|destruction]] will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2×2 building on the edge of the zone.&lt;br /&gt;
* The maximum of size a blueprint is 10k by 10k [[Map_structure#Tile|tiles]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Blueprint parametrisation. Allows to make more generic bluprints, which are configured upon building.&lt;br /&gt;
* Added super forced building mode. Ctrl + Shift + Build marks for deconstruction player&#039;s colliding entities and replaces ghosts and tiles.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make blueprint&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Trains can be blueprinted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.24|&lt;br /&gt;
* In multiplayer, admins are allowed to modify other players&#039; blueprints in the library, including deleting them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Blueprints can be destroyed by clicking the trash can icon in the GUI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* [[Blueprint library]] introduced: Allows for keeping player&#039;s blueprints between individual game saves and allows sharing blueprints in multiplayer games. Also serves as unlimited inventory space for blueprints.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.15|&lt;br /&gt;
* Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.13|&lt;br /&gt;
* Added [[Types/EntityPrototypeFlags|entity prototype flags]] not-blueprintable and not-deconstructable, so these can be controlled by mod makers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Added tips and tricks for pasting wagon slots and cycling in [[blueprint book]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Rocks can be mined while holding blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* Blueprints with labels will now show the label when holding them in the active hand.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints can now be edited.&lt;br /&gt;
* Added the [[blueprint book]] item, can hold multiple blueprints in one item.&lt;br /&gt;
* Modules are now supported by blueprints.&lt;br /&gt;
* Optimized drawing of connections between [[roboport]]s in blueprints.&lt;br /&gt;
* [[Circuit network#Virtual_signals|Virtual signals]] can be used in blueprint icons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Enabled swapping held blueprints with other blueprints directly.&lt;br /&gt;
* Force building blueprints will mark colliding trees for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Enabled mining trees/ghosts while holding blueprints to be built.&lt;br /&gt;
* Building blueprints over existing ghosts restores the ghost&#039;s life time.&lt;br /&gt;
* Proper blueprint centering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Blueprints can be built over things marked for deconstruction.&lt;br /&gt;
* Blueprints can be force built by shift clicking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.10|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaItemStack.html Lua API] for reading/writing information from blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* The rotation of turrets in blueprints no longer matters when testing for entity collision.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Blueprints can copy [[circuit network]] connections.&lt;br /&gt;
* Miners in blueprints are now ignored if they are non-functional.&lt;br /&gt;
* An [[inserter]]&#039;s logistic conditions are copied when blueprinting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Limit the size of the blueprint preview, so it is usable for very large blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* The [[train stop]] and [[lab]] built from blueprints are now given dedicated names.}}&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;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
* [[Blueprint string format]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=207663</id>
		<title>Circuit network</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=207663"/>
		<updated>2024-12-09T00:30:55Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Logistic network */ Updated to 2.0/SA; reordered alphabetically&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|600px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: need signal icons D, P, V. Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Biochamber|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output their contents, output the ingredients of a set recipe, set a given signal when working, and send a given signal when a recipe completes || All crafting machines can enable on a condition and set the recipe based on a signal &lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Chests}} || [[Chests]] || All chests can send their contents to the circuit network. Logistic chests automatically send their contents to the [[logistic network]]. Logistics chests can be enabled on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = Signal &#039;&#039;V&#039;&#039;&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = Signal &#039;&#039;D&#039;&#039;&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} || [[Requester chest]] || Can send its contents to the circuit network. Does &#039;&#039;not&#039;&#039; send its content to the [[logistic network]]. || Its requested items can be set by the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|16px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|16px]][[File:Signal-Yellow.png|16px]][[File:Signal-Green.png|16px]][[File:Signal-Blue.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || Train stops can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. The amount of trains going to the train stop can be read by the circuit network.&amp;lt;br&amp;gt;When reading the content of a stopped train, fluid amounts are rounded down to the nearest integer, except when the fluid amount is &amp;lt; 1, then it is is rounded to 1. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Train Count (en route) = [[File:Signal-C.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Stopped Train ID = [[File:Signal-T.png|16px]]&lt;br /&gt;
|| Train stops can send the contents of the circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself. The maximum amount of trains that can go to the train stop (&amp;quot;train limit&amp;quot;) can be set by the circuit network, as well as the stop priority.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Set Limit = [[File:Signal-L.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Set Priority = Signal &#039;&#039;P&#039;&#039;&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|16px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|16px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] || Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire or cable connection, place the same color wire over an existing connection. You don&#039;t get the wire/cable back.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 20 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.)  You can use any item channel or any of the [[#Virtual signals|virtual signal]] channels.&lt;br /&gt;
**Note that using two of the 20 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** Connecting: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** Feedback: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** Each:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:Virtual Signals dialog box.png|thumb|Virtual Signals available for use in the circuit network]]&lt;br /&gt;
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
48 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z, a check-mark, dot and info icon, and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]].&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]].&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precendence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper&amp;quot; and &amp;quot;iron&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is NOT implicitly excluded. So if you e.g. have &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; then you will also get &#039;&#039;X&#039;&#039; multiplied with itself in the output.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If you have a [[decider combinator|decider]] condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower{{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=207584</id>
		<title>Blueprint</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Blueprint&amp;diff=207584"/>
		<updated>2024-12-07T00:35:35Z</updated>

		<summary type="html">&lt;p&gt;Yorven: /* Parameterisation */ Added rich text link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Blueprint}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blueprints&#039;&#039;&#039; are items that contain building layouts. Blueprints are used to &#039;copy &amp;amp; paste&#039; parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a [[ghost]] of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to [[construction robot]]s for automated completion.&lt;br /&gt;
&lt;br /&gt;
Blueprints can be stored in a [[blueprint book]] or [[blueprint library]] to prevent them occupying inventory space or for organization or sharing purposes.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|automated-construction}}&lt;br /&gt;
{{Achievement|you-are-doing-it-right}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Blank blueprints can be crafted by clicking the ( [[File:Blueprint_button.png|20px]] ) button in the [[shortcut bar]]. The blank blueprint can now be used to &#039;copy&#039; a set of buildings. For example, copying this small gun turret defense setup:&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-01.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create a blueprint ===&lt;br /&gt;
&lt;br /&gt;
To create a blueprint select the blueprint item out of the toolbar or the inventory.&lt;br /&gt;
With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed (which can be cancelled by pressing {{key|Q}}).&lt;br /&gt;
&lt;br /&gt;
All player-placed entities which will be included in the blueprint will be highlighted with a green square.&lt;br /&gt;
Once everything you intend to &#039;copy&#039; is inside the drag box, release the mouse button and the &#039;Blueprint icon setup&#039; menu will open.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-02.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Blueprint icon setup ===&lt;br /&gt;
&lt;br /&gt;
On the top left of the &amp;quot;Setup new blueprint&amp;quot; menu there are four icon slots. These are displayed on the blueprint&#039;s icon and can be used to quickly identify a blueprint. When creating a new blueprint, the game automatically selects some of the icons representing the entities in the blueprint. &lt;br /&gt;
&lt;br /&gt;
These default icons can be changed by simply clicking on the icons to choose the desired ones.&lt;br /&gt;
&lt;br /&gt;
On the left the &#039;Total&#039; number of components included in the blueprint is shown.&lt;br /&gt;
&lt;br /&gt;
The purple &amp;quot;Parameterise&amp;quot; button in the top right is used to configure the settings of any buildings or [[circuit network]] entity within the blueprint. More on this feature below.&lt;br /&gt;
&lt;br /&gt;
The green &amp;quot;Create blueprint&amp;quot; button creates the blueprint. Additionally, blueprint creation can be cancelled by clicking the X in the top right corner. Canceling the blueprint does not consume the blueprint item. The created blueprint will replace the empty blueprint in the player&#039;s cursor.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-03.png‎]]&lt;br /&gt;
&lt;br /&gt;
=== Placing the blueprint ===&lt;br /&gt;
&lt;br /&gt;
To use/place the created blueprint select it from the tool belt or inventory. The process of placing a blueprint is very similar to that of using [[copy and paste]] functionality.&lt;br /&gt;
&lt;br /&gt;
When you select a blueprint, the whole building setup of the blueprint will be shown at your mouse cursor. In this case the Blueprint was renamed to &amp;quot;Example blueprint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The blueprint can be rotated using the {{keybinding|R}} key. {{keybinding|H}} will flip it horizontally; {{keybinding|V}} will flip it vertically. Note that blueprints which contain [[rail signal]]s, [[rail chain signal|chain signals]], or [[train stop]]s cannot be flipped, only rotated.&lt;br /&gt;
&lt;br /&gt;
Placing a blueprint creates [[ghost]] entities. If these are within the green (or orange) 110×110 tiles area of a [[roboport]], or within range of a [[personal roboport]] installed in [[modular armor]] or [[spidertron]], construction robots may be able to build them using available materials.&lt;br /&gt;
&lt;br /&gt;
Holding {{keybinding|Shift}} will activate &amp;quot;Force Building&amp;quot; mode. This will mark all trees and rocks underneath the blueprint for deconstruction, as well as place ghosts for [[landfill]] if building over water. If playing in [[Space Age]]{{SA}}, it will instead place [[ice platform]]{{SA}} or [[foundation]]{{SA}}, depending on what is appropriate for the current planet. &lt;br /&gt;
&lt;br /&gt;
Holding {{keybinding|Control|Shift}} will activate &amp;quot;Super Force Building&amp;quot; mode. This acts the same as force building, but will also mark &#039;&#039;&#039;all&#039;&#039;&#039; other buildings for deconstruction. If building over [[transport belt]]s, the game will attempt to place ghosts for [[underground belt]]s of the same tier, if possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-04.png‎]]&lt;br /&gt;
&lt;br /&gt;
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings.&lt;br /&gt;
[[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings.&lt;br /&gt;
&lt;br /&gt;
The required items need to be in the network in an [[active provider chest]], a [[passive provider chest]], a [[buffer chest]] or a [[storage chest]].&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint-example-05.png‎]]&lt;br /&gt;
&lt;br /&gt;
Blueprints can be placed from map view as long as the area has been explored.&lt;br /&gt;
&lt;br /&gt;
[[File:Factorio_Blueprint_MapView.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
=== Viewing and clearing a blueprint ===&lt;br /&gt;
&lt;br /&gt;
Right clicking on a blueprint allows you to view, edit and clear it.&lt;br /&gt;
By clearing it, it will become blank so it can be set again.&lt;br /&gt;
&lt;br /&gt;
=== Parameterisation ===&lt;br /&gt;
Nearly everything in the game that can be configured can also be parameterised within a blueprint. Settings which would have had to be changed manually one at a time can be set automatically with a single selection during blueprint construction. This allows for more generic blueprints which can be specifically configured for a particular need.&lt;br /&gt;
Some settings which can be parameterised include, but are not limited to:&lt;br /&gt;
* Recipes in buildings&lt;br /&gt;
* Output control signals for the [[circuit network]]&lt;br /&gt;
* Icons, their values, and constants within [[combinators]] and their descriptions&lt;br /&gt;
* [[Rich text]] tags within the names of [[train stop]]s, among other buildings&lt;br /&gt;
&lt;br /&gt;
The following example will demonstrate parameterisation with a constant combinator:&lt;br /&gt;
[[File:Parameter begin.png|300px]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
In the above image, we have an [[iron plate]] signal with a value of 5, a [[copper plate]] signal with a value of 10, and a virtual signal &amp;quot;A&amp;quot; with a value of 1. By clicking the purple paramterisation button in the top right of the blueprint screen, we get the parameterisation GUI:&lt;br /&gt;
[[File:Parameter gui2.png]]&lt;br /&gt;
&lt;br /&gt;
There is a separate parameter for each unique signal and their values. Hovering the mouse over each value will tell you the origin of each signal. The above image shows that the iron plate signal has a value of 5 in a constant combinator. This is very useful if the blueprint contains multiple buildings with many different parameters. If there are two different signals with the same value, or multiple sources of the same signal, that value or signal is treated as a single parameter.&lt;br /&gt;
&lt;br /&gt;
There are several ways we can play with the values of the combinator. In order to be able to be modified, the &amp;quot;Parameter&amp;quot; button next to a signal or value must be ticked. Further, these parameters can be reordered by clicking and dragging the bars on the far right. Reordering does play an important part in more advanced uses.&lt;br /&gt;
[[File:Parameter formulas.png]]&lt;br /&gt;
&lt;br /&gt;
In the above image, the iron and copper icons have been replaced with special parameter icons. These signals can be chosen upon building the blueprint. Whatever signals are chosen will inherit the original signal values of 5 and 10, respectively. Each parameter can be given a name, which will show up when building the blueprint. This is optional, but recommended.&lt;br /&gt;
&lt;br /&gt;
Clicking &amp;quot;Ingredient of&amp;quot; will allow us to select a parameter icon of an above parameter icon. This is why the order of the parameters is important. In our example, if Parameter 0 is set to, say, [[steel plate]], Parameter 1 will automatically set itself to whatever the ingredient of that item is: in this case, [[iron plate]]. It is important to have enough available parameters for the number of ingredients. If we were to set Parameter 0 to instead [[electronic circuit]], Parameter 1 would do nothing, as there are two ingredients to that item. A parameter will always choose the default recipe of an item as listed in the Factoriopedia. Alternate recipes such as those added in [[Space Age]]{{SA}} will not be considered.&lt;br /&gt;
&lt;br /&gt;
A parameter that is a constant can set as a parameter, and given an optional variable. In the above image, the Iron Value of 5 has been set as a parameter, which will be set separately from the signal itself.&lt;br /&gt;
&lt;br /&gt;
Giving a constant an optional variable allows itself to be used in a formula for a later constant. In the above image, the Copper Value of 10 has been set as a parameter, and given the variable &amp;quot;x&amp;quot;. The variable can be anything, but it&#039;s best to keep it as something simple. Further, our &amp;quot;A Value&amp;quot; value of 1 is selected as a parameter, and the formula box is checked.&lt;br /&gt;
&lt;br /&gt;
There are several formulas available. Hovering the mouse over the formula box will show a list of available formulas given the current blueprint. In this example, the &amp;quot;A Value&amp;quot; constant can be set based on the stack size or rocket capacity of whatever Parameter 0 or 1 comes out to be. We can also use our variable &amp;quot;x&amp;quot; from above. We can type in basic mathematical operators like +, -, *, and /. This example uses the formula &amp;quot;x*2&amp;quot;, meaning the A Value constant will be set to double whatever variable &amp;quot;x&amp;quot; turns out to be. &lt;br /&gt;
&lt;br /&gt;
Once finished configuring it, we press the green button, which saves our settings. The blueprint can now be placed. With our example, doing so will bring up the following box.&lt;br /&gt;
[[File:Parameter build.png]]&lt;br /&gt;
&lt;br /&gt;
We are given options to configure both the original iron plate signal, and the value of the copper plate signal. The other signals are determined by what we input in these two boxes. This example goes with a steel plate and a value of 8. Building this will give the following result.&lt;br /&gt;
[[File:Parameter final result.png]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
Our original iron plate signal is now steel plate, with its original value of 5.&lt;br /&gt;
&lt;br /&gt;
Our original copper plate signal is now iron plate with a value of 8, as that is the sole ingredient of steel plates&lt;br /&gt;
&lt;br /&gt;
Our &amp;quot;A&amp;quot; signal has stayed the same, but its value is now 16, which is double the variable &amp;quot;x&amp;quot;, which we set to be 8&lt;br /&gt;
&amp;lt;!-- Am I allowed to paste a link to a community blueprint sharing website? I would like to share the blueprint of the constant combinator used in this example.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Importing/Exporting blueprints ==&lt;br /&gt;
&lt;br /&gt;
It is possible to export blueprints as a text string and import said text string to create a new blueprint. This makes sharing blueprints between players very easy.&amp;lt;br&amp;gt;&lt;br /&gt;
Clicking the &#039;&#039;&#039;Export to string&#039;&#039;&#039; button ( [[File:ExportToString.png|25px]] ) in the top right of the blueprint edit window will pop up a window containing the &#039;&#039;&#039;Blueprint string&#039;&#039;&#039;. This string can be copied to the operating system clipboard, from where it could be saved to a text file or uploaded to a website.&lt;br /&gt;
&lt;br /&gt;
To import a blueprint, the player can click the &#039;&#039;&#039;Import string&#039;&#039;&#039; icon on the [[shortcut bar]] ( [[File:ImportString.png|25px]] ). A dialogue box will appear into which the string can be pasted. This will result in a blueprint appearing on the hand with the same setup as the one that was exported.&lt;br /&gt;
&lt;br /&gt;
The text string itself is a base64 encoded, compressed JSON string which contains all the information of the blueprint. It is therefore possible to decode/decompress the text string, change attributes of the blueprint in the JSON text and finally re-encode/compress it back to the known text string format. This basically allows blueprint editing outside of the game itself.&lt;br /&gt;
&lt;br /&gt;
A complete explanation of the blueprint JSON can be found on the [[blueprint string format]] page.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
* Once a blueprint is created, it can be used an unlimited amount of times.&lt;br /&gt;
* To place a blueprint that is blocked by existing buildings, you can hold {{key|Shift}} to place the objects that aren&#039;t blocked.&lt;br /&gt;
* The above trick will also mark [[rock]]s and [[tree]]s for deconstruction.&lt;br /&gt;
* Buildings marked for [[Deconstruction planner|destruction]] will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2×2 building on the edge of the zone.&lt;br /&gt;
* The maximum of size a blueprint is 10k by 10k [[Map_structure#Tile|tiles]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Blueprint parametrisation. Allows to make more generic bluprints, which are configured upon building.&lt;br /&gt;
* Added super forced building mode. Ctrl + Shift + Build marks for deconstruction player&#039;s colliding entities and replaces ghosts and tiles.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Make blueprint&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Trains can be blueprinted.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.24|&lt;br /&gt;
* In multiplayer, admins are allowed to modify other players&#039; blueprints in the library, including deleting them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.3|&lt;br /&gt;
* Blueprints can be destroyed by clicking the trash can icon in the GUI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* [[Blueprint library]] introduced: Allows for keeping player&#039;s blueprints between individual game saves and allows sharing blueprints in multiplayer games. Also serves as unlimited inventory space for blueprints.&lt;br /&gt;
* The build rotation of each blueprint is remembered independently of the general item build rotation.&lt;br /&gt;
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.&lt;br /&gt;
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.&lt;br /&gt;
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.14.15|&lt;br /&gt;
* Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.13|&lt;br /&gt;
* Added [[Types/EntityPrototypeFlags|entity prototype flags]] not-blueprintable and not-deconstructable, so these can be controlled by mod makers.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.9|&lt;br /&gt;
* Added tips and tricks for pasting wagon slots and cycling in [[blueprint book]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Rocks can be mined while holding blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.5|&lt;br /&gt;
* Blueprints with labels will now show the label when holding them in the active hand.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Blueprints can now be edited.&lt;br /&gt;
* Added the [[blueprint book]] item, can hold multiple blueprints in one item.&lt;br /&gt;
* Modules are now supported by blueprints.&lt;br /&gt;
* Optimized drawing of connections between [[roboport]]s in blueprints.&lt;br /&gt;
* [[Circuit network#Virtual_signals|Virtual signals]] can be used in blueprint icons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.2|&lt;br /&gt;
* Enabled swapping held blueprints with other blueprints directly.&lt;br /&gt;
* Force building blueprints will mark colliding trees for deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Enabled mining trees/ghosts while holding blueprints to be built.&lt;br /&gt;
* Building blueprints over existing ghosts restores the ghost&#039;s life time.&lt;br /&gt;
* Proper blueprint centering.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.18|&lt;br /&gt;
* Blueprints can be built over things marked for deconstruction.&lt;br /&gt;
* Blueprints can be force built by shift clicking.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.10|&lt;br /&gt;
* Added [http://lua-api.factorio.com/latest/LuaItemStack.html Lua API] for reading/writing information from blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.2|&lt;br /&gt;
* The rotation of turrets in blueprints no longer matters when testing for entity collision.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Blueprints can copy [[circuit network]] connections.&lt;br /&gt;
* Miners in blueprints are now ignored if they are non-functional.&lt;br /&gt;
* An [[inserter]]&#039;s logistic conditions are copied when blueprinting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.4|&lt;br /&gt;
* Limit the size of the blueprint preview, so it is usable for very large blueprints.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* The [[train stop]] and [[lab]] built from blueprints are now given dedicated names.}}&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;
* [[Deconstruction planner]]&lt;br /&gt;
* [[Upgrade planner]]&lt;br /&gt;
* [[Blueprint book]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
* [[Roboport]]&lt;br /&gt;
* [[Personal roboport]]&lt;br /&gt;
* [[Construction robot]]&lt;br /&gt;
* [[Blueprint string format]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Tools}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=207568</id>
		<title>Train stop</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Train_stop&amp;diff=207568"/>
		<updated>2024-12-06T20:41:35Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Updated circuit network behaviour for 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Train stop}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Train stops&#039;&#039;&#039; are used to automate item transportation by trains by providing nameable locations for trains to travel to. Like [[locomotive]]s, the color of the stops can be customized. Furthermore, the stop can be named, with [[rich text]] making it possible to further customize the name, such as by adding item icons.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a [[Railway#Train_schedule|train]]&#039;s GUI. This can be used to create loading and unloading stations for trains.&lt;br /&gt;
&lt;br /&gt;
When there are multiple train stops with the same name, trains will always travel to the closest stop. &amp;quot;Closest&amp;quot; in this case does not mean rail distance, instead the [[Railway/Train_path_finding|pathfinding distance]] is used. This distance is influenced by trains on the track, in addition to rail distance, so empty train stops are preferred over occupied ones if the empty stop is not too far away.&lt;br /&gt;
&lt;br /&gt;
Opening the GUI of a stop will show the information of every train connected to that stop, including its name, current activity and location on the map. Additionally, it is possible to set a train limit for train stops via their GUI or with the circuit network. Only the set amount of trains may reserve the train stop as their destination when trying to path to it. If the train limit is lowered below the amount of trains that currently have the stop reserved as their destination, those trains will continue to go to the stop.&amp;lt;sup&amp;gt;[https://factorio.com/blog/post/fff-361]&amp;lt;sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trains will attempt to avoid routes that pass through stops that are not designated as the next destination. This is represented by a penalty to the pathfinding distance, which usually forces a train to pick a &amp;quot;shorter&amp;quot; path.&lt;br /&gt;
&lt;br /&gt;
== Circuit Network ==&lt;br /&gt;
Train stops can be enabled or disabled using the [[circuit network]]. When a train stop is disabled, trains will not go to that station. If a train is scheduled to go to a stop that is disabled, it will select a stop with the same name which is enabled. If no such stops exist, the train will enter the &amp;quot;destination full&amp;quot; state and wait until a stop becomes enabled again. If a train is en-route or already parked at a stop when it becomes disabled, the train will continue to the stop and complete its wait conditions.&lt;br /&gt;
&lt;br /&gt;
When a train attempts to go to an enabled stop, it first checks to see if the stop has a &amp;quot;train limit&amp;quot; set. This limit specifies the maximum number of trains allowed to go to this station. If the number of trains headed to that stop (including one sitting at the stop) is greater than or equal to the stop&#039;s current train limit, then the train will not go to that stop. It will check other enabled stops with that name. If all stops with that name are full, the train will enter the &amp;quot;destination full&amp;quot; state. Once a stop with that name opens up to allow more trains, the train will proceed. Like disabling, if a train limit changes while a train is en-route to a stop, the train will continue to the stop and complete its wait conditions. A stop with a train limit of 0 behaves identically to a stop which has been disabled.&lt;br /&gt;
&lt;br /&gt;
When there are multiple valid stops with the same name, the train will next check each stop&#039;s &amp;quot;priority&amp;quot;. Stop priority can be set manually or with the circuit network, and can be set between 0 and 255, defaulting to 50. Trains will prefer stops with a higher priority. If all valid stops have the same priority value, the train will select the closest stop. Priority values are only considered when a train is dispatched; if a train is en-route and priority values of its stop change so that it is no longer going to the highest priority stop, the train will &#039;&#039;not&#039;&#039; re-path to the new highest priority stop and will continue on its original schedule.&lt;br /&gt;
&lt;br /&gt;
While a train is en-route, it may [[Railway/Train_path_finding#Repath_events|repath]] to a different train stop of the same name, provided the new train stop has not reached its capacity. When this happens, the train ceases to count toward the train limit of the original stop.&lt;br /&gt;
&lt;br /&gt;
Train stops can be used to pass circuit signals to trains, read train contents, uniquely identify trains with an ID number, or count the amount of trains going to the train stop.&lt;br /&gt;
&lt;br /&gt;
When reading the content of a stopped train, fluid amounts are rounded down to the nearest integer, except when the fluid amount is &amp;lt; 1, then it is is rounded to 1.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
There are indicator lights on the top of the train stop. These show:&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_bothsolid.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Solid light – The train stop is unoccupied/available.&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_alternate.gif]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Alternate blinking – A train is approaching or passing the train stop.&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_bothblink.gif]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Simultaneous blinking – A train is stopped/occupying the train stop.&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_none.png]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;No lights – The train stop is invalid.&lt;br /&gt;
&lt;br /&gt;
[[File:train_stop_red.gif]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Blinking red – The train stop is disabled via circuit network.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=320px heights=170px&amp;gt;&lt;br /&gt;
File:train_stops_colors.png|Three railways with different color train stops.&lt;br /&gt;
File:train_stop_gui.png|Four trains listed in a train stop&#039;s GUI.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|1.1.0|&lt;br /&gt;
* Train stop allows to set limit of incoming trains.&lt;br /&gt;
* Fluids in train circuit logic treat summed &amp;lt; 1 fluid values as 1 instead of 0.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Train stop recipe now uses iron sticks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network.&lt;br /&gt;
* When the active train stop is removed, trains will immediately leave the station if they&#039;re waiting at the station.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* New graphics&lt;br /&gt;
* Placement indicator&lt;br /&gt;
* Indicator of train position when stopped at station on hover.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* Station names can now be changed.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Show the direction of incoming trains when being built.&lt;br /&gt;
* Multiple train stops for each train station.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.1|&lt;br /&gt;
* Cannot be rotated after building.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.4.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Locomotive]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Rail signal]]&lt;br /&gt;
* [[Rail chain signal]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Railway}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=207530</id>
		<title>Space platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=207530"/>
		<updated>2024-12-06T09:49:57Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added automated transport&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Space platform.jpg|thumb|Space platform example provided by Wube in &amp;quot;Friday Facts #381 - Space Platforms&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space platforms&#039;&#039;&#039; are factories that can be built in outer space. Each space platform is a self-contained factory supported by a [[space platform hub]].&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
Broadly speaking, there are three purposes which space platforms might serve:&lt;br /&gt;
* To perform recipes that can only be performed in space, such as when manufacturing [[space science pack]]s.&lt;br /&gt;
* To transport players and items between planets.&lt;br /&gt;
* To collect and process [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
== Creation and deletion ==&lt;br /&gt;
Space platforms are created by loading a [[space platform starter pack]] into a rocket and pressing the button to create a new space platform. Alternatively, players may order the creation of a space platform from the remote view through the list on the top-left corner of the screen, in which case the necessary space platform starter pack is treated as a request from a not-yet-existing space platform around the specified planet. Either way, players are then allowed to name their new space platform. Note that space platforms can later be renamed from the menus of their space platform hubs.&lt;br /&gt;
&lt;br /&gt;
Platforms can be deleted. After confirming that the platform is to be deleted, the deleted platform goes into a queue, which is located at the bottom of the platform list. Should the player regret their decision, then this gives  several minutes to decide if they want to undo the removal of the platform before it is permanently deleted.&lt;br /&gt;
&lt;br /&gt;
If the platform hub is destroyed, the entire space platform and all of its contents are lost. If any [[player|character]] is aboard when this happens, the character will respawn at the last planet they were at before going to space.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Unlike planetary surfaces, space platforms can only be seen and edited by using the remote view. Therefore, players will order the construction of a space platform by placing ghosts. Instead of [[construction robot]]s being used for constructing the space  platform, the platform itself will automatically construct ghost entities and move ghost items to and from the platform hub as soon as materials are available and these actions are not obstructed. If the necessary materials are not available, they will be automatically requested from the planet at which the space platform is stationed.&lt;br /&gt;
&lt;br /&gt;
A newly-created space platform consists of a 10x10 square of [[space platform foundation]] with a [[space platform hub]] in its center, all surrounded by empty space. Unlike most buildings, the space platform hub can not be removed, and its destruction directly results in the loss of the entire space platform.&lt;br /&gt;
&lt;br /&gt;
As nothing can be built on empty space, the platform must first be expanded with more space platform foundation. The platform&#039;s foundation must consist of a single connected area with no detached islands, and holes of empty space surrounded by foundation are not allowed; Should these rules be broken, then the violating tiles will not be built or removed before the issue is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Asteroid collector]]s and [[thruster]]s can only be built on the edge of the platform. In particular, thrusters can only be built on the southern edge, and no foundation can be built within the rectangular area extending from the southern edge of the thruster towards infinity.&lt;br /&gt;
&lt;br /&gt;
The entire platform surface functions as an electrical connection, so space platforms do not need any power poles.&lt;br /&gt;
&lt;br /&gt;
=== Building restrictions ===&lt;br /&gt;
Some buildings can not be built on space platforms:&lt;br /&gt;
* [[Chests]] can&#039;t be built in space. The main storage device is the platform hub.&lt;br /&gt;
* [[Robots]] and [[roboport]]s don&#039;t function in space, and no [[railway]] items can be built.&lt;br /&gt;
* [[Burner devices]] can&#039;t be built in space. According to [https://factorio.com/blog/post/fff-381 FFF-381], this is to add &amp;quot;a bit of realism as there&#039;s no atmosphere in space&amp;quot;.&lt;br /&gt;
* Advanced buildings that require certain surface conditions can&#039;t be built on the platform, such as the [[biochamber]] and [[biolab]]s. This is the same as for any other surface.&lt;br /&gt;
&lt;br /&gt;
Electric poles can be built, but the global electric network covering the entire platform powers all devices. As such, electric poles are only useful as a way to [[circuit network|wire together]] distant entities.&lt;br /&gt;
&lt;br /&gt;
== Transport between planets and space platforms ==&lt;br /&gt;
&lt;br /&gt;
To transport players and items between a planet&#039;s surface and a space platform, the space platform must be stationed in orbit around the planet.&lt;br /&gt;
&lt;br /&gt;
Items are delivered up to a platform by launching a [[rocket]] from a [[rocket silo]]. This can be done in one of three ways:&lt;br /&gt;
* Filling the rocket manually or using by inserters, then manually sending the rocket towards the space platform by using the rocket silo&#039;s menu. This method allows sending rockets with several different types of items inside the same rocket, but can not be automated.&lt;br /&gt;
* Assigning logistic requests to the space platform hub, then filling a rocket with items of a type that is being requested, either manually or using by inserters. The rocket will then launch automatically. Only one type of item may be sent per rocket using this method.&lt;br /&gt;
* Assigning logistic requests to the space platform hub while having a rocket silo set to request items from the logistic network. This allows [[logistic robot]]s to fill the rocket automatically, and the rocket will launch automatically when full. Only one type of item will be sent per rocket.&lt;br /&gt;
&lt;br /&gt;
The space platform hub will automatically request any items that are needed for construction of the platform. Automatic requests can receive items from any planet, whereas manual requests will only be fulfilled at one planet specified by the player. For manual requests, it is also possible to set a custom minimum payload per rocket instead of only accepting full rockets.&lt;br /&gt;
&lt;br /&gt;
Items can be sent to a planet orbited by a space platform in one of two ways:&lt;br /&gt;
* Manually moving items into the platform hub&#039;s orbital drop slots.&lt;br /&gt;
* Assigning logistic requests to a planet&#039;s [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
The items will then be carried to the planet&#039;s surface by [[cargo pod]]s. If the planet has a cargo landing pad, then the cargo pods will go there, placing their payloads directly inside the cargo landing pad&#039;s inventory (spilling the items if the cargo landing pad is already full). Otherwise, the cargo pod will land at a random location near the planet&#039;s spawn point. Landed cargo pods will wait for players to collect their payloads, and are automatically destroyed when emptied.&lt;br /&gt;
&lt;br /&gt;
Unlike transfers from a planet&#039;s surface to a space platform, transfers from space platforms to planetary surfaces come at no material costs despite the appearance of a cargo pod.&lt;br /&gt;
&lt;br /&gt;
== Passengers ==&lt;br /&gt;
Player characters can travel to space platforms by riding a rocket, and can likewise leave the platform in a cargo pod.&lt;br /&gt;
&lt;br /&gt;
One character traveling to a space platform takes up an entire rocket, and is not allowed to carry any items in their inventory, except for their equipped weapons and armor (but not ammunition). All other items must be transferred to the space platform hub in separate rockets.&lt;br /&gt;
&lt;br /&gt;
Characters aboard space platforms are locked inside the space platform hub, unable to move. The player is therefore locked into remote view until they drop their character to a planetary surface. Note that there is no way to access a player&#039;s inventory while in this state.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
Space platforms with one or more [[thruster]]s are able to perform voyages between different space locations, such as planets. The more thrusters that are installed on a platform, the faster the platform can get to its destination, but this also causes asteroids to appear faster and threaten the platform. When the thrusters are stopped while in mid-destination, the platform will slowly move toward the destination it&#039;s closer to via gravitational pull.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Platform weight depends on how many [[space platform foundation]] tiles the platform has. Each tile of [[space platform foundation]] weighs 200kg or 0.2 tons. The [[space platform hub]] itself weighs 20 tons. Notably, extra [[cargo bay]]s do not increase the platform&#039;s weight (aside from requiring [[space platform foundation]] under them).&lt;br /&gt;
&lt;br /&gt;
=== Planetary Schedules ===&lt;br /&gt;
Travel between planets can be automated, in a manner similar to using [[railway|trains]]. Clicking on the [[space platform hub]] will bring up its GUI. Individual planets can be added to the platform&#039;s schedule by clicking the &amp;quot;add station&amp;quot; button. A popup will appear with all currently unlocked space destinations. When one is selected, another button appears for selecting a wait condition from a drop-down list. Like trains, wait conditions are used to tell the platform when to leave the planet&#039;s orbit. If no wait condition is selected, the platform will continue to its next stop, if one exists. One can also select if the platform will unload cargo at a planet. If this option is deselected, platforms will not drop any items down to planets automatically. &lt;br /&gt;
[[File:Space_station_hub_gui.png|thumb|300px|The space platform&#039;s GUI. There is one station set for the [[solar system edge]] ]]&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;automatic&amp;quot; mode, the platform will automatically fly  to the designated planet. If attempting to travel to a planet that has no direct route to, the platform will fill in any gaps along the way. For example, attempting to fly from [[Vulcanus]] to [[Fulgora]] will have a platform automatically fly to [[Nauvis]] first.&lt;br /&gt;
&lt;br /&gt;
There are 12 types of wait conditions, many of them unique to space platforms:&lt;br /&gt;
* &#039;&#039;&#039;All requests satisfied&#039;&#039;&#039;: All requests for the current planet have been satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Any request not satisfied&#039;&#039;&#039;: At least one request for the current planet is not satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Any request zero&#039;&#039;&#039;: At least one request for the current planet is satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039;: A condition is met from the [[circuit network]], or one of the platform&#039;s built in control signals&lt;br /&gt;
* &#039;&#039;&#039;Damage taken&#039;&#039;&#039;: The platform has received a certain value of damage, defaulting to 1,000.&lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039;: No items were received or dropped out of the hub for the specified amount of seconds.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039;: The hub contains a specific amount of a certain item. &lt;br /&gt;
* &#039;&#039;&#039;Passenger not present&#039;&#039;&#039;: No players are present on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Passenger present&#039;&#039;&#039;: At least one player is present on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Request satisfied&#039;&#039;&#039;: A specific request for any planet is satisfied. Items not requested cannot be set. &lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, platforms can make use of [[railway#Schedule Interrupts|schedule interrupts]], which behave exactly like trains. &lt;br /&gt;
&lt;br /&gt;
The one exception to wait conditions is when travelling to the [[shattered planet]]. When this is selected, the wait condition becomes a &amp;quot;fly condition&amp;quot;. Whatever condition is set will trigger while en-route to the shattered planet as if the platform was already stopped there. This is because the player is not intended to actually reach the shattered planet (though it is possible), and so the fly condition becomes a way to easily turn the platform around at a certain time.&lt;br /&gt;
&lt;br /&gt;
The platform hub is able to be connected to the circuit network, with the following reactions:&lt;br /&gt;
* &#039;&#039;&#039;Read contents&#039;&#039;&#039;: The hub will output its contents to the circuit network&lt;br /&gt;
* &#039;&#039;&#039;Send to platform&#039;&#039;&#039;: Any signals on wires will be passed to the hub, allowing them to be used for wait conditions&lt;br /&gt;
* &#039;&#039;&#039;Read moving to&#039;&#039;&#039;: The platform will output the planet at the end of the current space route with a value of 1.&lt;br /&gt;
* &#039;&#039;&#039;Read moving from&#039;&#039;&#039;: The platform will output the planet at the beginning of the current space route with a value of 2.&lt;br /&gt;
** If both &amp;quot;moving from&amp;quot; and &amp;quot;moving to&amp;quot; are selected, a platform stopped at a platform will output the planet&#039;s signal with a value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Read speed&#039;&#039;&#039;: The platform will output its current velocity, defaulting to &amp;quot;V&amp;quot;&lt;br /&gt;
** A speed signal will only show as 0 when stopped at a planet. If a platform is stopped between planets for whatever reason, it will slowly drift into orbit of the nearest planet, giving the signal a value of 10 or -10.&lt;br /&gt;
* &#039;&#039;&#039;Read damage taken&#039;&#039;&#039;: The platform will output the amount of damage taken in the current trip, defaulting to &amp;quot;D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Asteroids ==&lt;br /&gt;
{{main|asteroids}}&lt;br /&gt;
&lt;br /&gt;
Space platforms regularly encounter [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
The smallest asteroids are called &amp;quot;chunks&amp;quot;. Chunks can be collected by [[asteroid collector]]s and processed into various raw materials by [[crusher]]s. Among other uses, it is possible to convert these materials into thruster fuel.&lt;br /&gt;
&lt;br /&gt;
Asteroids larger than chunks may also appear. However, they cannot be grabbed by asteroid collectors, and will damage the space platform upon impact. They can be targeted by turrets, and can be broken into multiple smaller asteroids by reducing their &amp;quot;health&amp;quot; to 0. This is done repeatedly until they become chunks.&lt;br /&gt;
&lt;br /&gt;
During voyages, the number and relative velocity of asteroids increases proportionally to the platform&#039;s speed. It is therefore dangerous for a space platform to travel faster than it can destroy the asteroids that it will encounter. Different locations contain different amounts of each type of asteroid, and routes between locations may vary these numbers over the course of a journey. For example, only chunks will appear in stationary orbit around [[Nauvis]], thus providing a safe building environment free of larger asteroids that may damage the platform.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
* {{NavboxIconLink|Water}} can be obtained from {{NavboxIconLink|oxide asteroid chunk}}s via {{NavboxIconLink|oxide asteroid crushing}} and {{NavboxIconLink|ice melting}}.&lt;br /&gt;
* {{NavboxIconLink|Stone}} is not obtainable and must be brought up from planets.&lt;br /&gt;
* {{NavboxIconLink|Iron ore}} can be obtained from {{NavboxIconLink|metallic asteroid chunk}}s via {{NavboxIconLink|metallic asteroid crushing}}.&lt;br /&gt;
* {{NavboxIconLink|Copper ore}} can be obtained from {{NavboxIconLink|metallic asteroid chunk}}s via {{NavboxIconLink|advanced metallic asteroid crushing}}.&lt;br /&gt;
* {{NavboxIconLink|Coal}} can be obtained from {{NavboxIconLink|carbonic asteroid chunk}}s via {{NavboxIconLink|coal synthesis}} by using {{NavboxIconLink|carbon}} and {{NavboxIconLink|sulfur}} from {{NavboxIconLink|advanced carbonic asteroid crushing}}.&lt;br /&gt;
* {{NavboxIconLink|Crude oil}} is not obtainable. However:&lt;br /&gt;
** {{NavboxIconLink|Sulfur}} can be obtained via {{NavboxIconLink|advanced carbonic asteroid crushing}}. &lt;br /&gt;
** {{NavboxIconLink|Heavy oil}} can be obtained via {{NavboxIconLink|Simple coal liquefaction}} using {{NavboxIconLink|Calcite}} obtained from {{NavboxIconLink|advanced oxide asteroid crushing}}.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.23|&lt;br /&gt;
* Added an error message when manually trying to launch a rocket to a full space platform.&lt;br /&gt;
* Changed space platforms to not delete items on the ground when deconstructing them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.14|&lt;br /&gt;
* Deletion of space platforms requires confirmation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=207083</id>
		<title>Tutorial:Circuit network cookbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Circuit_network_cookbook&amp;diff=207083"/>
		<updated>2024-11-25T22:02:58Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Added cleanup (edit in progress)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup|Combinator GUI and circuit network changed in 2.0}}&lt;br /&gt;
&#039;&#039;This is a &#039;&#039;&#039;beginners&#039;&#039;&#039; tutorial. See also the [[Circuit network]] page for an overview over the circuit network and the [[Tutorial:Combinator tutorial]] for an advanced tutorial.&#039;&#039;&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
== Foreword == &lt;br /&gt;
This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.  To see the settings of combinators without opening them, the option &amp;quot;Show combinator settings in &amp;quot;Alt-mode&amp;quot;&amp;quot; in the Interface/Alt-mode settings has to be checked and &amp;quot;Alt-mode&amp;quot; has to be turned on.&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
[[File:LightWiredToChest.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Lamp showing chest content condition ===&lt;br /&gt;
&lt;br /&gt;
This is one of the simplest possible use of circuit-network. A [[lamp]] is light depending on the number of goods (in this example empty barrels) in a chest.&lt;br /&gt;
&lt;br /&gt;
==== Setting up circuit connection ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* The lamp is connected to the chest.&lt;br /&gt;
* The lamp is set to light if the chest contain less than 10 empty barrels.&lt;br /&gt;
&lt;br /&gt;
==== To set the light condition ====&lt;br /&gt;
* Open the lamp (left click on it).&lt;br /&gt;
* Set the input to barrels.&lt;br /&gt;
* Set the operator to &amp;lt; (less than).&lt;br /&gt;
* Set the constant number:&lt;br /&gt;
** Left click on the constant number&lt;br /&gt;
** Move the slider until 10 is shown, or edit the value box directly.&lt;br /&gt;
** Press set.&lt;br /&gt;
&lt;br /&gt;
Depending on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.&lt;br /&gt;
&lt;br /&gt;
The drawback with this scenario is that the lamp has a white light , and is therefore difficult to differentiate from an ordinary lamp at night.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConditionalLights.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Conditional Lights ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* In this circuit we connect a series of [[lamp]]s to a [[storage tank]].&lt;br /&gt;
* By setting different conditions on each lamp we can build an indicator strip. &lt;br /&gt;
* The Enabled condition of the first lamp is &#039;&#039;&#039;Petroleum gas &amp;gt; 100&#039;&#039;&#039;.&lt;br /&gt;
* The others light up when gas is greater than 200, 300, 400 and 500 respectively.&lt;br /&gt;
&lt;br /&gt;
In this setup you can connect the storage tank to the lamps directly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Colored Lights ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
To light a [[lamp]] with a color rather than white, you need an intermediate device like an [[arithmetic combinator]] that can send a color signal.  &lt;br /&gt;
Instead of directly connect the [[lamp]] and the [[Storage tank]] you need:&lt;br /&gt;
# Add the arithmetic combinator.&lt;br /&gt;
# Connect the [[storage tank]] with the input of the  arithmetic combinator.&lt;br /&gt;
# Connect the  output of the [[arithmetic combinator]] with the lamp.&lt;br /&gt;
# Set up the arithmetic combinator:&lt;br /&gt;
## Setting the input to petroleum Gas + 0 (the constant 0 not the signal 0)&lt;br /&gt;
## Set the output to the pink signal (on the bottom row of the last tab of signals.)&lt;br /&gt;
# Set up the [[lamp]]:&lt;br /&gt;
##  Select the &amp;quot;Use colors&amp;quot; check box on the lamp.&lt;br /&gt;
## Set the condition to the pink signal, and what value you want (i.e. &amp;gt; 100)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Oil Setups ==&lt;br /&gt;
Balancing the production of petroleum gas, light oil and heavy oil is one of the most important use cases of the circuit network.&lt;br /&gt;
&lt;br /&gt;
[[File:LgtOilCracking.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Light Oil Cracking ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* This circuit provides balanced light oil and petroleum gas production by cracking excess light oil into gas. &lt;br /&gt;
* The [[pump]] is connected to the [[storage tank]] by a [[red wire]]. &lt;br /&gt;
* The pump has an enabled condition set to &#039;&#039;&#039;Light Oil &amp;gt; 20000&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:HvyOilCracking.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Oil Cracking ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* This circuit extends on the previous circuit by adding optional heavy oil cracking to provide lubricant etc.&lt;br /&gt;
* The pump has an enabled condition set to &#039;&#039;&#039;Heavy oil &amp;gt; 20000&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Alternative Setup for Cracking and Lubricant Production ===&lt;br /&gt;
This setup compares different fluid levels to each other instead of checking fixed values. It offers some guarantees such as petroleum gas being produced when you have light oil to spare, and light oil not being cracked when you have plenty of petroleum gas, and similar rules for heavy oil cracking and lubricant production. &lt;br /&gt;
&lt;br /&gt;
[[File:oil-single-cct.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
It takes 4 steps:&lt;br /&gt;
&lt;br /&gt;
# Have a fluid tank for heavy oil, light oil, petroleum gas, and lubricant. For each fluid, make sure to connect the tank via pipes to every location where the fluid is being produced or consumed.&lt;br /&gt;
# For each chemical plant (or each row of them, if you use rows) add a pump to the non-water fluid input pipe to make it possible to block the flow. Note: Alternatively, the blocking pumps could be added to the chemical plant output pipes, but there is no need to add pumps to both inputs and outputs.&lt;br /&gt;
# Connect every pump and every fluid tank to a single circuit network of red (or green) wire. The resulting circuit network will know about the fluid level in every storage tank and pass this information to every pump.&lt;br /&gt;
# For each connected pump set the circuit “enable condition” to &amp;quot;[input fluid] &amp;gt; [output fluid]&amp;quot; , for its respective chemical plant recipe. E.g. set &amp;quot;heavy oil &amp;gt; light oil&amp;quot; for the heavy oil cracking input pump, set &amp;quot;heavy oil &amp;gt; lubricant&amp;quot; for the lubricant production input pump, and set &amp;quot;light oil &amp;gt; petroleum gas&amp;quot; for the light oil cracking input pump.&lt;br /&gt;
&lt;br /&gt;
Done! Now all the pumps will move to equalize the fluid levels to each other. This will prevent fluid system deadlocks where you have plenty of one fluid but you are unable to make any of the other.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[file:MulitipleChestsAndPoles.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Multiple Storages ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* If you connect multiple chests to a pole, the pole displays the sum of items in all the chests.&lt;br /&gt;
* This also works with [[storage tank]]s and [[roboport]]s.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ConstantComb.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* With a [[constant combinator]] you can generate any signals you may need. &lt;br /&gt;
* In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. &lt;br /&gt;
* Constant combinators are not of much use on their own but we shall use them later.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:ThisASign.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator Signs (Words) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* You can use [[constant combinator]]s to make signs, just set the letter signals in the combinator, each combinator can display 2 characters side by side.&lt;br /&gt;
* Note that to see these letters, Alt-mode must be on and the Interface setting “Show combinator settings in “Alt-Mode”” must also be enabled.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:constant_combinator_signs2.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Constant Combinator Signs (Managing Belts) ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Somewhat similar to the previous example, constant combinator signals can be used with belts to help indicate what items should be on which belts. This is extremely useful when sharing blueprints, as it&#039;s possible for blueprints to be shared albeit with no indication on which items are meant for which belts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MemoryCell.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell / Counter ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Basic memory cell that counts all the items moved by the inserter&lt;br /&gt;
* The [[fast inserter]] is connected to &#039;&#039;&#039;BOTH&#039;&#039;&#039; ends of the arithmetic combinator.&lt;br /&gt;
* If the fast inserter hasn&#039;t picked anything up this tick the input to the Arithmetic combinator is the same as and output and hence the values are persisted. &lt;br /&gt;
* When the fast inserter does pick something up its value is added to the output from the previous tick thus incrementing that item.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Inserters ==&lt;br /&gt;
[[File:LimitItemsPlacedIntoAChest.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Limit items placed into a chest ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
*  The [[inserter]] is connected to the [[wooden chest]] using a [[red wire]]. &lt;br /&gt;
*  The inserter&#039;s enabled condition is &#039;&#039;&#039;Advanced Circuit &amp;lt; 10&#039;&#039;&#039;. &lt;br /&gt;
*  In reality this means the inserter may place more than 10 Advanced circuits in the chest because it could pick up to 3 at once due to stack size bonuses.&lt;br /&gt;
*  This effect can be even greater with Stack inserters because of their large carrying capacity. &lt;br /&gt;
*  This technique still gives far greater control than limiting the inventory on the chest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BalancedChestInsert.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced chest insert ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
Goal: Load n chests with approximately the same number of items. This can be used for train stations: [https://www.reddit.com/r/factorio/comments/4e03g2/madzuris_smart_loading_train_station_guide/ MadZuri&#039;s smart loading train station]&lt;br /&gt;
*  Place n chests and n inserters. &lt;br /&gt;
*  Place 1 [[arithmetic combinator]]&lt;br /&gt;
*  Set the combinator to take Each (yellow star) and divide by the negative number of chests. ie &amp;amp;minus;n.&lt;br /&gt;
*  Connect all chests to each other and to the input of the combinator using red wire.&lt;br /&gt;
*  Connect all inserters to each other and to the output of the combinator using red wire.&lt;br /&gt;
*  Connect each inserter to the box it inserts into with green wire.&lt;br /&gt;
*  Set the enable condition on each inserter to be Everything (red star) &amp;lt; 0.&lt;br /&gt;
&lt;br /&gt;
The combinator calculates the average number of items in the chests, and makes it negative. Each inserter gets the amount in the chest it is inserting to and adds the negative average, i.e. it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. &lt;br /&gt;
&lt;br /&gt;
Due to inserter stack bonus the count is not exact. If a precise count is needed, set the inserter stack size to 1.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SmartOutpostUnloader.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Keeping outpost stocked with specified items ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
*  This circuit keeps a [[storage chest]] at an outpost stocked with customized levels of different items. &lt;br /&gt;
*  For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over filled. &lt;br /&gt;
*  The [[storage chest]] is attached to the input of the [[arithmetic combinator]] (left side in the picture) with a [[red wire]]. &lt;br /&gt;
*  Another couple of [[red wire]]s join the output of the [[arithmetic combinator]] (right side) to the [[constant combinator]] and to the [[stack filter inserter]]. &lt;br /&gt;
*  The [[arithmetic combinator]] &#039;&#039;&#039;multiplies&#039;&#039;&#039; each input value (from the storage chest) by &#039;&#039;&#039;-1&#039;&#039;&#039;. &lt;br /&gt;
*  Finally the filter stack inserter&#039;s mode of operation is set to &#039;&#039;&#039;Set filters&#039;&#039;&#039;.&lt;br /&gt;
*  So the input to the [[stack filter inserter]] is &#039;&#039;&#039;&amp;lt;constant combinator&amp;gt; - &amp;lt;storage chest contents&amp;gt;&#039;&#039;&#039; and the filter is set to filter for the first item by inventory order.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SolarAccumalatorBalancer.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Balanced Solar panel / Accumulator Production ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* This circuit balances production of [[solar panel]]s and [[accumulator]]s to a desired ratio in my case 24:20.&lt;br /&gt;
* The first [[arithmetic combinator]] takes the number of accumulators in the chest and &#039;&#039;&#039;multiplies&#039;&#039;&#039; it by &#039;&#039;&#039;24&#039;&#039;&#039;. &lt;br /&gt;
* The second [[arithmetic combinator]] takes the output of the first combinator and &#039;&#039;&#039;divides&#039;&#039;&#039; it by &#039;&#039;&#039;20&#039;&#039;&#039;. &lt;br /&gt;
* This gives us the number of accumulators that we can directly compare to the number of Solar panels in both inserters. &lt;br /&gt;
* If the number of accumulators is greater we enable the Solar panels inserter, if the number of Solar panels is greater we enable the accumulators inserter. &lt;br /&gt;
* However, if they are equal, neither machine does anything. So we add a single accumulator to one of the inserters using a constant combinator and a wire of the other color, therefore breaking the deadlock.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Sushi Belts ==&lt;br /&gt;
[[File:SushiScience1.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Reading Belt Design ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Six belts in a row are connected with Red wire and set to &#039;&#039;&#039;Read belts contents&#039;&#039;&#039; and &#039;&#039;&#039;Hold&#039;&#039;&#039; &lt;br /&gt;
* This [[red wire]] is then connected to the inserters that insert onto the belt. &lt;br /&gt;
* Read hand contents is unselected for all inserters.&lt;br /&gt;
* Mode of operation is set to &#039;&#039;&#039;Enable/Disable&#039;&#039;&#039; on all inserters. &lt;br /&gt;
* The first inserter is enabled when &#039;&#039;&#039;Automation science pack = 0&#039;&#039;&#039;&lt;br /&gt;
* The other inserters are set similarly for the other science packs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SushiScience2.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Memory Cell Design ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* This recipe produces a rolling sum of the number of items of each type, as they added or removed from a looping conveyor belt. Inserters placing items onto the belt can use this sum to turn on or off as needed. &lt;br /&gt;
* It achieves this through two networks, one red (subtraction) and one green (addition), connected to their own inserters, and two arithmetic combinators: one basic [[arithmetic combinator]] to do the subtraction, and one memory cell, to update and persist the values.&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
* Each inserter that takes items &#039;&#039;&#039;from&#039;&#039;&#039; the belt is connected with Red wire. Each of these inserters is set to &#039;&#039;&#039;Mode of operation: None&#039;&#039;&#039;, &#039;&#039;&#039;Read hand contents is checked&#039;&#039;&#039;, and Hand read mode is set to &#039;&#039;&#039;Pulse&#039;&#039;&#039; (sends 1 each time an item is picked up). &lt;br /&gt;
* These red wire inserters are connected to the input of the subtraction arithmetic combinator, in this example, it is the one on the left.&lt;br /&gt;
* The left [[arithmetic combinator]] multiples &#039;&#039;&#039;each&#039;&#039;&#039; input by &#039;&#039;&#039;-1&#039;&#039;&#039; and outputs it to &#039;&#039;&#039;each&#039;&#039;&#039;. This subtracts 1 each time an inserter removes an item from the belt, for the specific type of item taken.&lt;br /&gt;
* The right [[arithmetic combinator]] is the &#039;&#039;&#039;memory cell&#039;&#039;&#039;.&lt;br /&gt;
* The memory cell&#039;s input is connected to: 1. A green wire network of inserters placing items onto the belt (the addition), 2. The output of the left [[arithmetic combinator]] (the subtraction).&lt;br /&gt;
* The memory cell&#039;s output should be connected to its input, so that each time an update is sent from either the addition network (green wire) or subtraction network (red wire), the updated value is persisted.&lt;br /&gt;
* When a Green wire inserter adds an item to the belt, that item&#039;s count in the memory cell is increased by 1.&lt;br /&gt;
* The inserters that place items onto the belt (green wire) should be set to: &#039;&#039;&#039;Enable/disable&#039;&#039;&#039;, &#039;&#039;&#039;Read hand contents is checked&#039;&#039;&#039; and &#039;&#039;&#039;Hand read mode is set to Pulse&#039;&#039;&#039;.&lt;br /&gt;
* The &#039;&#039;&#039;Enable/disable&#039;&#039;&#039; condition is set based on the number of items you&#039;d like picked up by the red wire inserters, e.g. Automation science pack &amp;lt;= 16 (one pack for each lab in the example shown here).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
[[File:SteamBackup.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Backup steam power ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* The [[steam engine]]s are not directly connected to the power network. They are connected to the power network through a [[power switch]]. &lt;br /&gt;
* The [[power switch]] is connected to one of the [[accumulator]]s in the main network. &lt;br /&gt;
* The [[power switch]] turns on when A &amp;lt; 10. That is when the [[accumulator]]s are less than 10% full.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Optimal usage of fuel for nuclear power ===&lt;br /&gt;
Unlike the normal steam power that adjusts fuel usage based on power usage, the [[Power_production#Nuclear_power|nuclear reactors]] spend fuel in fixed units of time. To be exact, the consumption of 1 fuel cell takes exactly 200 seconds.&lt;br /&gt;
&lt;br /&gt;
Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power.&lt;br /&gt;
&lt;br /&gt;
[[File:NuclearCircuits.png|border|left|430px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
This picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Note: The GUI in the image above has been altered to make sure all important info fits within the image size.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a few elements in this setup:&lt;br /&gt;
* Storage tank that provides the [[steam]] signal.  You should only read from one storage tank, and it should have pipe connections to all your other steam storage tanks.&lt;br /&gt;
* Chests containing [[uranium fuel cell]]s for the reactor.&lt;br /&gt;
* Output inserter that takes [[Used_up_uranium_fuel_cell|empty fuel cells]] from the reactor. This is connected to the storage tank to listen for the steam signal, and to the chests to listen for the uranium fuel cell signal. If the steam level is low and there are uranium fuel cells available, it removes the empty fuel cells from the reactor and sends an empty fuel cell signal (since &amp;quot;Read hand contents&amp;quot; is checked).&lt;br /&gt;
* Input inserter that put uranium fuel cells into the reactor. This is connected to the output inserter and listens for the empty fuel cell signal. The &amp;quot;Override stack size&amp;quot; is set to 1, so that it only inserts 1 fuel cell at a time.&lt;br /&gt;
* If you are using multiple reactors you should only wire one output inserter to one steam tank, and then connect all input inserters to the single output inserter. This will synchronize fuel insertion to maximize the reactor neighbour heat bonus. The other reactors can have &amp;quot;dumb&amp;quot; output inserters that remove [[Used_up_uranium_fuel_cell|empty fuel cells]] immediately.&lt;br /&gt;
&lt;br /&gt;
Since this design uses empty fuel cells as a signal to fill the reactor, you need to manually insert 1 uranium fuel cell into the reactor to get it started.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prioritize usage of uranium towards nuclear fuel production ===&lt;br /&gt;
Because a continuous supply of [[uranium fuel cell]]s is critical to maintaining a [[nuclear reactor]], the circuit network can be used to set up a system where [[uranium-235]] and [[uranium-238]] are conserved for the production of nuclear fuel before other uses.&lt;br /&gt;
&lt;br /&gt;
[[File:Nuclear Fuel Circuit Network.png|border|left|430px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using a [[splitter]], divert the two types of uranium onto two parallel conveyors, with an [[inserter]] positioned to gather uranium from each conveyor (a [[long-handed inserter]] will be needed for the far belt). Each of these inserters deposits their load into a container, from which two more inserters deliver the contents to an [[assembling machine]] making nuclear fuel. An inserter delivers the produced fuel to a third container, from which inserter(s) delivers the fuel to your nuclear reactor. Wire the two inserters gathering from the conveyors to the container each of them is delivering to, and to the tile of conveyor immediately after the tile the inserter is gathering from. Set each inserter&#039;s enable condition to &amp;quot;less than or equal to X amount of uranium&amp;quot;, using the appropriate type of uranium the inserter is gathering and X being the number of reserve uranium desired (optimally, one uranium-235 and nineteen uranium-238, the amount needed to produce nuclear fuel; the amount may be increased if a greater stockpile is desired). Set each conveyor&#039;s enable condition to &amp;quot;greater than or equal to X amount of uranium&amp;quot; in the same manner. Finally, connect the inserters delivering uranium to the assembly machine up to the container the assembly machine is delivering nuclear fuel to, and set each of their enable conditions to &amp;quot;nuclear fuel = 0 (the enable condition can be set to &amp;quot;less than or equal to X amount of nuclear fuel&amp;quot; if a larger stockpile is desired).&lt;br /&gt;
&lt;br /&gt;
This set-up accomplishes the following:&lt;br /&gt;
&lt;br /&gt;
* When there is sufficient nuclear fuel and uranium stockpiled, the inserters will deactivate and the conveyors activate, allowing the uranium to continue down the conveyors to other facilities.&lt;br /&gt;
* When the nuclear fuel stockpile hits zero (or decreases below the desired amount), the inserters delivering to the assembly machine will activate and deliver uranium to resume production of nuclear fuel until quota is reached again.&lt;br /&gt;
* When there is not enough uranium stockpiled to produce a batch of nuclear fuel, the inserters gathering uranium will activate and and resume gathering uranium until they reach their quota. The conveyors carrying uranium will stop past the inserters, cutting off other facilities from that type of uranium until its respective inserter reaches quota.&lt;br /&gt;
* The assembly machine will only be provided with uranium when the stockpile of nuclear fuel hits zero (or decreases below the desired amount), preventing over-production of nuclear fuel and thus over-consumption of uranium.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Railway network ==&lt;br /&gt;
=== Set train routing ===&lt;br /&gt;
The circuit network can be used to allow deeper micromanagement of [[train]]s. Circuits can be used to adjust train limits for [[Train stop|stops]], effectively disabling a stop when a resource is not available for loading, or if an unloading station already has more than enough of a resource. Note that adjusting train limits runs into fewer problems than fully enabling/disabling stops; see [https://factorio.com/blog/post/fff-361 Friday Facts #361 - Train stop limit, Tips and tricks] and the [[Train stop]] page for additional information about using train limits.&lt;br /&gt;
&lt;br /&gt;
=== Player safety ===&lt;br /&gt;
The circuit network can be used to ensure the player&#039;s safety when crossing train tracks so they do not get hit. Place [[gate]]s at designated crossing areas and connect an adjacent [[wall]] to [[rail signal]]s near the gate. Set the gate to &amp;quot;read sensor&amp;quot; and the signal to &amp;quot;close signal&amp;quot; with the condition being the signal the gate sends out being &amp;quot;1&amp;quot;. This means that when the gate is closed, the signal will be green and trains can pass freely, but when the player approaches the gate and it opens for them, the train signal will be turned red and trains will be stopped until the player clears the area.&lt;br /&gt;
&lt;br /&gt;
Alternatively, this system can be reversed - by setting the gate to &amp;quot;open gate&amp;quot; and the train signal set to &amp;quot;read signal&amp;quot;, the gate will remain open normally and will close when a train is approaching, preventing the player from crossing until it is safe.&lt;br /&gt;
&lt;br /&gt;
In lieu of gates, the player can connect a [[programmable speaker]] to the train signals to broadcast a warning siren when a train is approaching the area.&lt;br /&gt;
&lt;br /&gt;
== Latches ==&lt;br /&gt;
=== RS latch - single decider version ===&lt;br /&gt;
[https://forums.factorio.com/viewtopic.php?f=193&amp;amp;t=14556 This discussion] on the Factorio forums starts with the common 2 decider RS latch version, but later a [https://forums.factorio.com/viewtopic.php?p=111192#p111192 single decider version was proposed]. The thread [https://forums.factorio.com/viewtopic.php?p=160896#p160896 goes on to explain] why this is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.&lt;br /&gt;
&lt;br /&gt;
==== Backup steam example ====&lt;br /&gt;
This example will turn on the steam generator when the Accumulator charge drops to 20%, but will &amp;quot;latch&amp;quot; (remember) the On state until the accumulator is charged to 90%.&lt;br /&gt;
&lt;br /&gt;
Latching is used to introduce [[Wikipedia:hysteresis|hysteresis]] and avoid the power switch rapidly cycling on and off (as the accumulator falls to 19%, charges to 20%, falls to 19% and so on). &lt;br /&gt;
[[File:SR-01-Layout.png|850px|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{BlueprintString|bp-string=0eNrFVk1vozAQ/SuVz1ABCaRBq5WqXntKjqsKOTBJR8IGGTtpFPHfd+w0HyU0G6pVewkxnnmemfdmzI4tSgO1QqlZumOYV7Jh6Z8da3AleWnf6W0NLGVrVNrQG49JLuyLvYU/Z63HUBbwxtKw9QZ4zs48o15P1CBObgXkWIDy80osUHJdqTOAUfviMZAaNcI+A7fYZtKIBSiK7YgjoEAjfCgh1wpzv65KoFPqqiHnStrzCdAPA49t6Rm1NrYOWjQY7QrY6FQZwcvyX1jJFajxEYrnuRGmdGW6DCe+jx1KcB9TDYl1raoyW8ArXyM5kFVldG10djObj6zdI0kKHp2Mdiy0PysFIM8pwYKldHyOKjeo3TI8y8Wup93tl7Yv3fiaOC6zjt6z9uk4VqDaR+rY7CvBO2ZGewUec1qiaobVxaE3mtseiwK7EjVXLsaU/SKPobWe7zHrLYVmpM6WqhIZSsJg6ZKXDQyiYkzF9Vhk9xUU3d3kNiaSQUwEB/l9Hw+uZg1YjGzYiPpA1+/vpKuHjk7fRNf7JrJTsZf05MLwoIFbzLvtOvlEFZNjKepqQ5poNqjz10s9jA6N+fk8Ohx/FMFXNXDqxeCC20F901vCJxN07UjVG9K4+x9YQp5M2LUZfbTpq+XDKRsNnG4cuULZcz089HZWD+D0a8Pz52bnNPgPzTj76dlJAnDfNenZp5fHSr4ACp/NZ3fPnHrkDt64qN31vwbVuFIn43GUjCdxHIVt+xcL2lBp}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-02-Accumulator.png|left]]Accumulator outputs the current charge level as % on signal [[File:Signal-A.png|21px]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-03-RangeDeciders.png|left]]First decider outputs &amp;quot;Set&amp;quot; ([[File:Signal-S.png|21px]] = 1) if Accumulator is less than 20%.&lt;br /&gt;
Second decider outputs &amp;quot;Reset&amp;quot; ([[File:Signal-R.png|21px]] = 1) once Accumulator is more than 90% full.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:SR-04-SRLatch.png|left]]&lt;br /&gt;
&lt;br /&gt;
==== RS Latch configuration ====&lt;br /&gt;
&#039;&#039;&#039;The central decider and green feedback wire is the actual RS Latch.&#039;&#039;&#039;&lt;br /&gt;
It latches the Set signal [[File:Signal-S.png|21px]] until the Reset signal [[File:Signal-R.png|21px]] is received (and vice-versa).&amp;lt;br /&amp;gt;&lt;br /&gt;
NB: the latch expects binary inputs ([[File:Signal-S.png|21px]] &amp;amp; [[File:Signal-R.png|21px]] must be 0 or 1) - this is why the previous two deciders are required.&amp;lt;br /&amp;gt;&lt;br /&gt;
When both inputs are true, the reset signal takes priority and the latch resets. This means it is an RS latch instead of an SR latch.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:SR-05-PowerSwitch.png|left]]The Power switch isolates the generator from the rest of the factory until [[File:Signal-S.png|21px]] = 1&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:SRLatch.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== RS latch ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* This should be familiar to anyone with any background in electronics. &lt;br /&gt;
* The signal is set and reset with the [[constant combinator]]s on the left by setting an A=1 signal. &lt;br /&gt;
* The latch &amp;quot;remembers&amp;quot; which one was last set and the light stays on until another signal is received.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:SRlatchinaction.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Usage of RS latch ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Here is an example of how you could use an RS latch.&lt;br /&gt;
* The two extra [[decider combinator]]s provide the set and reset conditions. &lt;br /&gt;
* Petroleum gas &amp;lt; 50 and petroleum gas &amp;gt; 100.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BeltLatch.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Belt only latch ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* To make it work, &#039;&#039;&#039;3&#039;&#039;&#039; pieces of raw wood must be placed on the inside lane of the belt.&lt;br /&gt;
* It will have higher latency than the combinator version, but in most situations you will not notice the difference.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Displays ==&lt;br /&gt;
[[File:5digitDisplay.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Numerical Display ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Each digit is driven by its own [[green wire]], that wire holds 15 signals, one for each lamp used in the digit.&lt;br /&gt;
* [[constant combinator]]s are used to define which lamp should light up for each value.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:BWDisplay.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Black and White Grid Display ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* Each row has its own [[red wire]] connection and within that row each light has a numbered signal 0-9.&lt;br /&gt;
* We turn each light on by just setting or clearing the relevant signal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:MultiColoredDisplay.png|border|left|430px]]&lt;br /&gt;
&lt;br /&gt;
=== Multicolor Display by DaveMcW ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:440px;&amp;quot;&amp;gt;&lt;br /&gt;
* To understand how this works, you first need to understand how color lights choose which color to light up when there are multiple colored signals. &lt;br /&gt;
* The [[lamp]] will light up with the colored signal that is greater than zero and earliest in this list: red, green, blue, yellow, pink, cyan, white.  &lt;br /&gt;
* We have a [[red wire]] per column, that wire has each of the colored signals on it at different values and a numbered signal for each row. &lt;br /&gt;
* There is a [[arithmetic combinator]] for each cell that subtracts the &amp;quot;row&amp;quot; value from each of the colored signals. &lt;br /&gt;
* And this enables us to choose the color for each cell. &lt;br /&gt;
* Simple!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant combinator]]&lt;br /&gt;
* [[Decider combinator]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=207082</id>
		<title>Map generator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Map_generator&amp;diff=207082"/>
		<updated>2024-11-25T20:44:00Z</updated>

		<summary type="html">&lt;p&gt;Yorven: Updated to 2.0/SA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Default_123456789.png|thumb|right|An example how the world generator might create a new map: Default settings with map seed 123456789]]&lt;br /&gt;
World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay — a new player is advised to start with the default settings before deciding to change their world.&lt;br /&gt;
__TOC__{{Clear}}&lt;br /&gt;
== Map generation presets ==&lt;br /&gt;
[[File:MapGeneratorOverview.png|thumb|right|400px|Overview of the map generation screen in Space Age]]&lt;br /&gt;
A preset may be chosen in the top left dropdown instead of manually configuring the generation. If playing in [[Space Age]]{{SA}}, presets will only change settings on [[Nauvis]].&lt;br /&gt;
=== Default ===&lt;br /&gt;
Normal settings. The recommended way to play Factorio.&lt;br /&gt;
&lt;br /&gt;
All sliders are set to the center position. Map height and width is unlimited, peaceful mode is disabled.&lt;br /&gt;
&lt;br /&gt;
All other settings are set to their defaults:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion            !! Default !! Evolution        !! Default&lt;br /&gt;
|-                                      &lt;br /&gt;
| Enabled                    || Yes     || Enabled          || Yes    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum expansion distance || 7       || Time factor      || 40     &lt;br /&gt;
|-                                      &lt;br /&gt;
| Minimum group size         || 5       || Destroy factor   || 200    &lt;br /&gt;
|-                                      &lt;br /&gt;
| Maximum group size         || 20      || Pollution factor || 9      &lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || 4      &lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || 60     &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution                 !! Default !! Recipes/Technology          !! Default&lt;br /&gt;
|-                                        &lt;br /&gt;
| Enabled                   || Yes     || Technology price multiplier || 1&lt;br /&gt;
|-                                        &lt;br /&gt;
| Absorption modifier       || 100%    &lt;br /&gt;
|-                                        &lt;br /&gt;
| Attack cost modifier      || 100%    &lt;br /&gt;
|-                                        &lt;br /&gt;
| Minimum damage to trees   || 60      &lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || 10      &lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || 2%      &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rich resources ===&lt;br /&gt;
Resources patches on Nauvis have a larger richness, so you don&#039;t have to expand far.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources have 200% richness instead of 100%.&lt;br /&gt;
&lt;br /&gt;
=== Marathon ===&lt;br /&gt;
Technologies are more expensive.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Technology price multiplier 4.&lt;br /&gt;
&lt;br /&gt;
=== Death world ===&lt;br /&gt;
Biters are more dangerous and evolve faster.&lt;br /&gt;
&lt;br /&gt;
Difference from default: 200% enemy base frequency and 200% enemy base size on Nauvis, 75% starting area size, enemy evolution time factor is set to 200, pollution factor is set to 12. The pollution absorption and attack cost modifiers are set to 50% instead of 100%&lt;br /&gt;
&lt;br /&gt;
=== Death world marathon ===&lt;br /&gt;
Technologies are more expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran.&lt;br /&gt;
&lt;br /&gt;
Combines &amp;quot;Marathon&amp;quot; and &amp;quot;Death world&amp;quot; with some additional changes: Enemy evolution time factor is set to 150, pollution factor is set to 10. Attack cost modifier is set to 80% instead of 100% (50% for death world).&lt;br /&gt;
&lt;br /&gt;
=== Rail world ===&lt;br /&gt;
Resource patches are large and spread far apart, to encourage train systems. Biters won&#039;t create any new bases or re-expand into cleared territory.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Resources on Nauvis are set to 33% frequency and 300% size. Nauvis water is set to 200% scale and 150% coverage. The evolution time factor is set to 20 from 40 and enemy expansion is disabled.&lt;br /&gt;
&lt;br /&gt;
=== Ribbon world ===&lt;br /&gt;
The map height is limited to only 128 tiles, which introduces a range of challenges and interesting situations.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Map height on all planets is limited to 128. Resources on Nauvis are set to 300% frequency, 50% size and 200% richness. Nauvis water is set to 25% coverage and size. Starting area size is increased to 300%. &lt;br /&gt;
&lt;br /&gt;
=== Lakes ===&lt;br /&gt;
Lakes with consistent size and cliffs that tend to follow the coastline. Forest paths are disabled. The same elevation as Factorio 1.1.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Tree coverage is set to 50%. This preset uses the map and cliff generation from version [[version history/1.1.0#1.1.0|1.1]]&lt;br /&gt;
&lt;br /&gt;
=== Island ===&lt;br /&gt;
A large island in an endless ocean. Forest paths are disabled.&lt;br /&gt;
&lt;br /&gt;
Difference from default: Tree coverage is set to 50%. Terrain map type is set to island. This preset uses the map and cliff generation from version 1.1.&lt;br /&gt;
&lt;br /&gt;
== Manual configuration ==&lt;br /&gt;
It is possible experiment with different settings by opening the map preview, changing the settings and observing their effects. This makes it possible to directly observe what exactly particular settings modify in the world, beyond the textual descriptions provided on this page. If playing in [[Space Age]]{{SA}}, you can preview any planet by using the drop-down menu in the top right. There will also be additional settings for planet-specific settings, and each setting will show an icon telling which planet it affects.&lt;br /&gt;
&lt;br /&gt;
The seed is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. This means that even with the same generation settings, the world can look very different depending on the seed. If playing in Space Age, a single seed will effect all planets at once.&lt;br /&gt;
&lt;br /&gt;
All resources and terrain features can be disabled by unchecking the checkbox in front of them.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Frequency determines the number of resource patches in a given area. It does not affect resource patch size or richness. A setting of 200% frequency that means roughly double the patches can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of the resource patches. Setting the slider to 200% means the surface area of the patch is doubled.&lt;br /&gt;
&lt;br /&gt;
Richness defines the yield of every ore tile and every oil field. If richness is set to 200%, each ore tile and oil field contains about double the amount of ore/oil. Outside of this, resource patch richness increases by distance from the starting area.&lt;br /&gt;
&lt;br /&gt;
If playing in Space Age, resource settings can be changed for each planet individually, even if that resource appears on multiple planets. For example, [[coal]] can be configured differently for its appearences on Nauvis and [[Vulcanus]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Setting the map type to island generates a single island around the spawn point and endless ocean beyond that. The normal map type generates endless terrain.&lt;br /&gt;
&lt;br /&gt;
Water scale changes how much space there is between lakes. The smaller the scale, the swampier the terrain. Higher scale leads to bigger oceans separated by bigger landmasses. Water coverage influences the overall amount of water. Reducing it generates small lakes, increasing it generates large oceans.&lt;br /&gt;
&lt;br /&gt;
The settings for trees behave in the same way. Higher scale increases the distance between forests while lower scale reduces it. High tree coverage allows to completely cover the world in trees, and low coverage nearly removes them from the world.&lt;br /&gt;
&lt;br /&gt;
Cliff frequency influences how many cliff lines there are in the world. Higher frequency means more cliffs, lower frequency reduces their number. The continuity setting changes how long and unbroken the cliff lines are. Low continuity leads to very short lines, high continuity to long, nearly unbroken lines of cliffs. Cliffs can be set separately for their appearances on [[Fulgora]]{{SA}} and [[Gleba]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
The moisture settings control the distribution of grass versus desert. Higher bias generates more grass, lower bias generates more desert. Higher scale increases the size of the grass/desert areas, low scale leads to small grass and desert patches.&lt;br /&gt;
&lt;br /&gt;
The terrain type setting controls the distribution of red desert versus sand. Higher bias generates more red desert, lower bias generates more sand. Higher scale increases the size of the red desert/sand areas, low scale leads to small red desert and sand patches.&lt;br /&gt;
&lt;br /&gt;
Vulcanus volcanism determines the distribution of lava compared to the mountains and ashlands on Vulcanus. Higher scale means more lava rivers, lower scale generates more mountains instead. Higher coverage means larger lava pools, smaller coverage means more ashlands.&lt;br /&gt;
&lt;br /&gt;
Gleba water control the distribution of swamps compared to the highlands on [[Gleba]]{{SA}}. Higher scale means more swamplands, lower scale generates more infrequent patches of highland. Higher coverage means larger bodies of deep water, lower coverage means less water and larger highlands.&lt;br /&gt;
&lt;br /&gt;
Gleba plants control the distribution of Gleba&#039;s many flora. It behaves similarly to Nauvis trees.&lt;br /&gt;
&lt;br /&gt;
=== Enemy ===&lt;br /&gt;
[[File:MapGeneratorEnemy.png|thumb|right|400px|The enemy tab]]&lt;br /&gt;
Frequency determines the number of enemy bases in a given area. It does not affect enemy base size. A setting of 200% frequency that means roughly double the enemy bases can be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The size setting adjusts the size of enemy bases. Setting the slider to 200% means the surface area covered by the enemy bases is doubled. Bases can be changed for both Nauvis and Gleba individually.&lt;br /&gt;
&lt;br /&gt;
There are two ways to disable enemies alltogether: &amp;quot;no enemies mode&amp;quot;, or &amp;quot;peaceful mode&amp;quot;. Selecting either will disable some [[achievements]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No enemies&#039;&#039;&#039;: [[Enemies#Nests|Nests]] will still spawn, but no enemies themselves will spawn from them. [[Pollution]] will still effect the nests by increasing their health.&lt;br /&gt;
** In Space Age, on Vulcanus, Demolishers will also not spawn, and thus there will be no territories. On Gleba, destroying egg rafts will no longer spawn wrigglers. [[Pentapod egg]]{{SA}} and [[biter egg]]{{SA}} will no longer spawn their creatures upon spoiling, and will instead simply disappear. &lt;br /&gt;
* &#039;&#039;&#039;Peaceful mode&#039;&#039;&#039;: Enemies don&#039;t begin fights, only responding if the player (or a structure) fires at them. Only the enemies located near the fired shot are aggravated and they do not call other enemies to join them. The aggravated enemies primarily attack the structures and players that initiated the aggression and also the structures that block their paths. After destroying their targets, most of the time the aggravated enemies will return to being peaceful, but some of them continue a nonstop rampage where they target nearby structures (but not faraway ones). Additionally, when a map is in peaceful mode, the enemies will not [[Enemies#Expansions|expand]].&lt;br /&gt;
** In Space Age, Demolishers will not attack if you build in their territory, but will still destroy buildings if they are placed in its path.&lt;br /&gt;
&lt;br /&gt;
The starting area is the an almost circular radius around the spawn point that does not contain enemy bases or demolisher territory. Increasing its size pushes the bases further out, decreasing its size generates enemy bases closer to the spawn point. The size setting does not have any other effects.&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Expansions|Enemy expansion]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy expansion setting    !! Description&lt;br /&gt;
|-                           &lt;br /&gt;
| Maximum expansion distance || The maximum distance enemies will look to expand from other enemy bases.&lt;br /&gt;
|-                           &lt;br /&gt;
| Minimum group size         || The minimum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum group size         || The maximum size of an enemy expansion party modified by the current evolution level.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum cooldown (Minutes) || The minimum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum cooldown (Minutes) || The maximum time between enemy expansions being sent out.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Evolution|Evolution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Evolution setting !! Description&lt;br /&gt;
|-                  &lt;br /&gt;
| Time factor       || Controls how fast evolution increases over time.&lt;br /&gt;
|-                  &lt;br /&gt;
| Destroy factor    || Controls how fast evolution increases due to destroying enemy spawners.&lt;br /&gt;
|-                  &lt;br /&gt;
| Pollution factor  || Controls how fast evolution increases due to producing pollution.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
&lt;br /&gt;
The map width and height allows to generate maps with finite resources and area. It is possible to limit generation in only direction, alike the [[#Ribbon world|ribbon world]]. Technology price multiplier allows one to multiply the [[research|technology cost]].&lt;br /&gt;
&lt;br /&gt;
[[Pollution]] can be enabled/disabled and further adjusted using the below settings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pollution setting         !! Description&lt;br /&gt;
|-                       &lt;br /&gt;
| Absorption modifier       || Modifier of how much pollution is absorbed by trees and tiles.&lt;br /&gt;
|-&lt;br /&gt;
| Attack cost modifier      || Modifier of how much pollution is absorbed by enemy attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum damage to trees   || Trees have 4 different stages of the progression towards being destroyed by pollution. Any pollution above this amount starts the process of moving a tree towards a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Absorbed per damaged tree || Trees have 4 different stages of the progression towards being destroyed by pollution. This value specifies how much pollution is absorbed when moving to a more damaged stage.&lt;br /&gt;
|-&lt;br /&gt;
| Diffusion ratio           || The amount of pollution diffused into neighboring chunks per second.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map exchange string ===&lt;br /&gt;
&lt;br /&gt;
A map exchange string generally looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;gt;&amp;gt;&amp;gt;eNp1UTGIE0EU/WMu3F4EUUjhgR4prrDZJTlFJRyZURAR0d7Oz&lt;br /&gt;
   WYiA5udOLsLnhaX4kptxEaraz3hOgu7wIEoKBxa2UVsLFROBC0U4&lt;br /&gt;
   p+dnWSNdw/+583/f97/fwbgGLhAADGgAEPqzAXSD/HI8JRZJZD9P&lt;br /&gt;
   leuVNyGtC0EKu1wV4qwGK3wiPfW3LYfc6NozBFKRv8qMFaOExnlE&lt;br /&gt;
   WDPtrZoOVGcx3igxgb0cKr8SKQ9c1eL5aOSGIcebCxlNl6H2nisD&lt;br /&gt;
   dkIC0YAtpIQjOWYOx7IKFEydGOeJCK61fTTO8228OMFt+416hqn9&lt;br /&gt;
   ivpKn475VGw1uylYSL6oeDKqXtnNc6dnL3RkyJOUsUzZccKuweW7&lt;br /&gt;
   ave8E5nKAeh6HYBahfQLuotCJB71e3LH+8+osTs5bGc7OWRYdtGr&lt;br /&gt;
   lhynR2YWrbkTEHHdP9RIKZpgi3yKodNiUlu6CQhD74+3/z1crdF/&lt;br /&gt;
   jz9/u5a+yYljUvVb3sr2y1MzusVDk3ck8caL+wqYDVHNE99oOTtG&lt;br /&gt;
   40vlJT1jap27Dy64dUSkKNHkG3eR1c7AXa0lpWpMtLN8NNu8smS9&lt;br /&gt;
   3R2D3yIVS2+pN0r7bKGk8lITm8wk1icZvHqChTbd6bLvbYddwqtZ&lt;br /&gt;
   2b4/w+KK8xElgsPX9F9OhP3uTQZAl9wd96e2DorwRT4wTu/vYd/A&lt;br /&gt;
   dl73Kk=&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using {{Keybinding|ctrl|V}}) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated.&lt;br /&gt;
&lt;br /&gt;
The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the map exchange string button in the upper right corner and copying the string from the window that pops up.&lt;br /&gt;
&lt;br /&gt;
For a technical description of the map exchange string, see [[map exchange string format]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Starting area ===&lt;br /&gt;
&lt;br /&gt;
There is a second internal starting area that is completely separate from the starting area that can be changed in the enemy settings tab. This starting area always has a constant size and affects the spawning of resources, cliffs and water directly at the spawn. The map generation logic makes sure that there is always at least one patch of [[coal]], [[iron ore]], [[copper ore]], and [[stone]] each. Furthermore, there is always a lake in the starting area, even when water is turned off, and there are never any cliffs there. [[Uranium ore]] and [[crude oil]] do not spawn in the starting area. The richness of the ore patches is slightly influenced by the frequency setting.[https://forums.factorio.com/viewtopic.php?p=432592#p432592]&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
&lt;br /&gt;
A map is endless by default, though its size can be limited by height and width — see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new [[Map_structure#Chunk|chunk]] of the map is generated only when needed, similar to other procedurally generated world games.&lt;br /&gt;
&lt;br /&gt;
==== Invisible chunks (fog of war) ====&lt;br /&gt;
&lt;br /&gt;
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while [[artillery turret]]s and [[artillery wagon|wagon]]s may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.&lt;br /&gt;
&lt;br /&gt;
==== Charting (removing fog of war) ====&lt;br /&gt;
&lt;br /&gt;
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is [[Radar#Charting|charted]], which means when it is &amp;quot;touched&amp;quot; by a radar. This can be either the player&#039;s internal radar, which is always available and continually charts chunks around the player, or the [[radar]] entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it.&lt;br /&gt;
&lt;br /&gt;
==== Maximum map size and used memory ====&lt;br /&gt;
&lt;br /&gt;
The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200 [[Time#Seconds|game-minutes]] (ca 3.3 hours real time) to reach that border from the center when riding a [[locomotive|train]] fueled with [[rocket fuel|rocket]] or [[nuclear fuel]]. This makes the world essentially endless for practical purposes. The generated chunks are fully mapped and stored in the player&#039;s RAM, which is the practical limiting factor of exploration.&lt;br /&gt;
&lt;br /&gt;
Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* Added &amp;quot;No enemies&amp;quot; setting that disables enemy unit spawning from enemy spawners, map gen, and items. Does not disable enemy spawners.&lt;br /&gt;
* Added &amp;quot;Lakes&amp;quot; map generation preset (undocumented)}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.44|&lt;br /&gt;
* The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Resource generation changed significantly:&lt;br /&gt;
** The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.&lt;br /&gt;
** Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Ore patches are slightly less frequent but richer.&lt;br /&gt;
** There will be a more balanced amount of resources within a large enough region.&lt;br /&gt;
** Many other small tweaks.&lt;br /&gt;
* Biter generation changed significantly:&lt;br /&gt;
** Biter richness slider removed, biter placement is only configured by size and frequency settings.&lt;br /&gt;
** Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.&lt;br /&gt;
** Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.&lt;br /&gt;
** Worm size increases depending on the distance from player spawn.&lt;br /&gt;
** Small biter bases are now closer to the player spawn.&lt;br /&gt;
** At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.&lt;br /&gt;
** Other small tweaks.&lt;br /&gt;
* Terrain generation changed significantly:&lt;br /&gt;
** Water is generated as large lakes instead of swamps.&lt;br /&gt;
** Tile generation improved. Tile placement respects biomes better.&lt;br /&gt;
** More predictable cliff placement.&lt;br /&gt;
** Better controls in the map generator GUI for water, tiles and cliffs.&lt;br /&gt;
* New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.16.0|&lt;br /&gt;
* Added cliffs.&lt;br /&gt;
* New terrains and new terrain generation.&lt;br /&gt;
* Trees can now be configured in the generate-map GUI.&lt;br /&gt;
* Terrain can be configured in the generate map GUI.&lt;br /&gt;
* Biters scale less with distance and there are generally less biters.&lt;br /&gt;
* No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Extended map generator settings to include an advanced section.&lt;br /&gt;
* Added map generator presets.&lt;br /&gt;
* The map seed is used to generate unique maps instead of just shifting the starting position.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.7|&lt;br /&gt;
* Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.13.0|&lt;br /&gt;
* Map generator algorithm changed, further resource field now have greater richness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Yorven</name></author>
	</entry>
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