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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=124582</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=124582"/>
		<updated>2016-04-13T14:25:03Z</updated>

		<summary type="html">&lt;p&gt;Zerohourrct: /* Input Isolator */ added gate to minitopic title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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 the circut network in discrete steps at 60 times per second, such that combinators analyze their logic only once in each step, and then sum the resulting output values on the next step.&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, it&#039;s output value will not take effect on the circuit network until the next step. This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series.&lt;br /&gt;
&lt;br /&gt;
Red &amp;amp; Green inputs will be summed at all combinators, so if you have a chest connected to a network by red &amp;amp; green its contents will be seen doubled at connected combinators.&lt;br /&gt;
&lt;br /&gt;
When cross-connecting combinators it&#039;s 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 &amp;amp; green inputs prior to calculation, so either color can be used when wiring the output back to the input.&lt;br /&gt;
&lt;br /&gt;
== Input Isolator &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 isolator 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 isolator 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, the difference between the set and reset values, and wire the arithmetic output to the input of the decider using the OTHER color wire. The arithmetic output channel MUST be set the same as the decider&#039;s input channel. That&#039;s it! Whenever your 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;
Water sensor that sets at 1000 units, resets at 600 units: (Red wire input water tank) -&amp;gt; (Decider Combinator, In:Water &amp;gt; 999 Out:&#039;A&#039; = 1) -&amp;gt; Red wire output, Green wire to -&amp;gt; (Arithmetic Combinator, In:&#039;A&#039; * 400 Out:Water) -&amp;gt; Green wire to Decider Combinator. Whenever input water reaches 1000 units, the decider combinator will output &#039;A&#039; = 1 until the water goes below 600 units.&lt;br /&gt;
&lt;br /&gt;
== Comparing Outputs ==&lt;br /&gt;
&lt;br /&gt;
== Addressing Outposts ==&lt;br /&gt;
&lt;br /&gt;
== Oil Control ==&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
How to store a constant value for later use, either for a basic counter or for more advanced logic. A decider combinator wired output tied to input and configured greater than zero (for positive values), input -&amp;gt; output will &#039;hold&#039; a value, as long as all other inputs on the network are zero.&lt;br /&gt;
&lt;br /&gt;
Any non-zero input condition will create a basic clock; incrementing the stored value by the sum of all connected input values every cycle. A single pulse of an input will cause a single increment by the pulsed value. Reset to zero occurs whenever the set condition is no longer met, or if a negative pulse equal to the input occurs.&lt;br /&gt;
&lt;br /&gt;
== Basic Clocks ==&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;
A self-resetting clock requires just a single decider combinator with output wired to input and configured with Less Than (&amp;lt;) and Input -&amp;gt; Output. When a constant combinator is then connected to the input, every cycle it will count up by the value of the Constant Combinator until the set conditional value is reached, then output a zero which will be summed with the constant combinator, and reset the process.&lt;br /&gt;
&lt;br /&gt;
The clock sequence will not include zero, will begin at the value set by the constant combinator, and will include whatever value eventually causes the conditional to be false. An arithmetic combinator can modify the clock sequence but remember its outputs will occur one cycle later than the clock cycle values.&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.&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;
== Logic Gates ==&lt;br /&gt;
&#039;&#039;&#039;Unary NOT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input = 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary AND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Arithmetic Combinator]] set to &amp;quot;A * B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input &amp;gt; 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary NAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary NOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input &amp;lt; 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary XOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary XAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Memory Cells ==&lt;br /&gt;
&#039;&#039;&#039;Binary Cell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RS NOR Latch&lt;br /&gt;
[[File:RS-NOR.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Cell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address Enable Switch&#039;&#039;&#039;&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;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Constant Combinator]]&lt;br /&gt;
*[[Decider Combinator]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:English page]]&lt;/div&gt;</summary>
		<author><name>Zerohourrct</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=124581</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=124581"/>
		<updated>2016-04-13T14:24:00Z</updated>

		<summary type="html">&lt;p&gt;Zerohourrct: changed some paragraphs to mini-sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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 the circut network in discrete steps at 60 times per second, such that combinators analyze their logic only once in each step, and then sum the resulting output values on the next step.&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, it&#039;s output value will not take effect on the circuit network until the next step. This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series.&lt;br /&gt;
&lt;br /&gt;
Red &amp;amp; Green inputs will be summed at all combinators, so if you have a chest connected to a network by red &amp;amp; green its contents will be seen doubled at connected combinators.&lt;br /&gt;
&lt;br /&gt;
When cross-connecting combinators it&#039;s 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 &amp;amp; green inputs prior to calculation, so either color can be used when wiring the output back to the input.&lt;br /&gt;
&lt;br /&gt;
== Input Isolator ==&lt;br /&gt;
An arithmetic combinator set to (In: Each + 0, Out: Each) can be used to swap wire colors and as an isolator 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 isolator 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, the difference between the set and reset values, and wire the arithmetic output to the input of the decider using the OTHER color wire. The arithmetic output channel MUST be set the same as the decider&#039;s input channel. That&#039;s it! Whenever your 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;
Water sensor that sets at 1000 units, resets at 600 units: (Red wire input water tank) -&amp;gt; (Decider Combinator, In:Water &amp;gt; 999 Out:&#039;A&#039; = 1) -&amp;gt; Red wire output, Green wire to -&amp;gt; (Arithmetic Combinator, In:&#039;A&#039; * 400 Out:Water) -&amp;gt; Green wire to Decider Combinator. Whenever input water reaches 1000 units, the decider combinator will output &#039;A&#039; = 1 until the water goes below 600 units.&lt;br /&gt;
&lt;br /&gt;
== Comparing Outputs ==&lt;br /&gt;
&lt;br /&gt;
== Addressing Outposts ==&lt;br /&gt;
&lt;br /&gt;
== Oil Control ==&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
How to store a constant value for later use, either for a basic counter or for more advanced logic. A decider combinator wired output tied to input and configured greater than zero (for positive values), input -&amp;gt; output will &#039;hold&#039; a value, as long as all other inputs on the network are zero.&lt;br /&gt;
&lt;br /&gt;
Any non-zero input condition will create a basic clock; incrementing the stored value by the sum of all connected input values every cycle. A single pulse of an input will cause a single increment by the pulsed value. Reset to zero occurs whenever the set condition is no longer met, or if a negative pulse equal to the input occurs.&lt;br /&gt;
&lt;br /&gt;
== Basic Clocks ==&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;
A self-resetting clock requires just a single decider combinator with output wired to input and configured with Less Than (&amp;lt;) and Input -&amp;gt; Output. When a constant combinator is then connected to the input, every cycle it will count up by the value of the Constant Combinator until the set conditional value is reached, then output a zero which will be summed with the constant combinator, and reset the process.&lt;br /&gt;
&lt;br /&gt;
The clock sequence will not include zero, will begin at the value set by the constant combinator, and will include whatever value eventually causes the conditional to be false. An arithmetic combinator can modify the clock sequence but remember its outputs will occur one cycle later than the clock cycle values.&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.&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;
== Logic Gates ==&lt;br /&gt;
&#039;&#039;&#039;Unary NOT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input = 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary AND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Arithmetic Combinator]] set to &amp;quot;A * B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input &amp;gt; 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary NAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary NOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input &amp;lt; 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary XOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary XAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Memory Cells ==&lt;br /&gt;
&#039;&#039;&#039;Binary Cell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RS NOR Latch&lt;br /&gt;
[[File:RS-NOR.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Cell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address Enable Switch&#039;&#039;&#039;&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;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Constant Combinator]]&lt;br /&gt;
*[[Decider Combinator]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:English page]]&lt;/div&gt;</summary>
		<author><name>Zerohourrct</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=124578</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=124578"/>
		<updated>2016-04-13T13:07:58Z</updated>

		<summary type="html">&lt;p&gt;Zerohourrct: /* Basic Uses */ Added Basic Set/Reset switch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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 the circut network in discrete steps at 60 times per second, such that combinators analyze their logic only once in each step, and then sum the resulting output values on the next step.&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, it&#039;s output value will not take effect on the circuit network until the next step. This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series.&lt;br /&gt;
&lt;br /&gt;
Red &amp;amp; Green inputs will be summed at all combinators, so if you have a chest connected to a network by red &amp;amp; green its contents will be seen doubled at connected combinators.&lt;br /&gt;
&lt;br /&gt;
When cross-connecting combinators it&#039;s 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 &amp;amp; green inputs prior to calculation, so either color can be used when wiring the output back to the input.&lt;br /&gt;
&lt;br /&gt;
== Input Isolator ==&lt;br /&gt;
An arithmetic combinator set to (In: Each + 0, Out: Each) can be used to swap wire colors and as an isolator 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 isolator 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;
== Basic Uses ==&lt;br /&gt;
&#039;&#039;&#039;Set/Reset Latching Switch&#039;&#039;&#039;&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, the difference between the set and reset values, and wire the arithmetic output to the input of the decider using the OTHER color wire. The arithmetic output channel MUST be set the same as the decider&#039;s input channel. That&#039;s it! Whenever your 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;
Water sensor that sets at 1000 units, resets at 600 units: (Red wire input water tank) -&amp;gt; (Decider Combinator, In:Water &amp;gt; 999 Out:&#039;A&#039; = 1) -&amp;gt; Red wire output, Green wire to -&amp;gt; (Arithmetic Combinator, In:&#039;A&#039; * 400 Out:Water) -&amp;gt; Green wire to Decider Combinator. Whenever input water reaches 1000 units, the decider combinator will output &#039;A&#039; = 1 until the water goes below 600 units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comparing Outputs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addressing Outposts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oil Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
How to store a constant value for later use, either for a basic counter or for more advanced logic. A decider combinator wired output tied to input and configured greater than zero (for positive values), input -&amp;gt; output will &#039;hold&#039; a value, as long as all other inputs on the network are zero.&lt;br /&gt;
&lt;br /&gt;
Any non-zero input condition will create a basic clock; incrementing the stored value by the sum of all connected input values every cycle. A single pulse of an input will cause a single increment by the pulsed value. Reset to zero occurs whenever the set condition is no longer met, or if a negative pulse equal to the input occurs.&lt;br /&gt;
&lt;br /&gt;
== Basic Clocks ==&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;
A self-resetting clock requires just a single decider combinator with output wired to input and configured with Less Than (&amp;lt;) and Input -&amp;gt; Output. When a constant combinator is then connected to the input, every cycle it will count up by the value of the Constant Combinator until the set conditional value is reached, then output a zero which will be summed with the constant combinator, and reset the process.&lt;br /&gt;
&lt;br /&gt;
The clock sequence will not include zero, will begin at the value set by the constant combinator, and will include whatever value eventually causes the conditional to be false. An arithmetic combinator can modify the clock sequence but remember its outputs will occur one cycle later than the clock cycle values.&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.&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;
== Logic Gates ==&lt;br /&gt;
&#039;&#039;&#039;Unary NOT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input = 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary AND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Arithmetic Combinator]] set to &amp;quot;A * B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input &amp;gt; 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary NAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary NOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input &amp;lt; 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary XOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary XAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Memory Cells ==&lt;br /&gt;
&#039;&#039;&#039;Binary Cell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RS NOR Latch&lt;br /&gt;
[[File:RS-NOR.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Cell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address Enable Switch&#039;&#039;&#039;&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;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Constant Combinator]]&lt;br /&gt;
*[[Decider Combinator]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:English page]]&lt;/div&gt;</summary>
		<author><name>Zerohourrct</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=124572</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=124572"/>
		<updated>2016-04-13T04:39:16Z</updated>

		<summary type="html">&lt;p&gt;Zerohourrct: /* Input Isolator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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 the circut network in discrete steps at 60 times per second, such that combinators analyze their logic only once in each step, and then sum the resulting output values on the next step.&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, it&#039;s output value will not take effect on the circuit network until the next step. This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series.&lt;br /&gt;
&lt;br /&gt;
Red &amp;amp; Green inputs will be summed at all combinators, so if you have a chest connected to a network by red &amp;amp; green its contents will be seen doubled at connected combinators.&lt;br /&gt;
&lt;br /&gt;
When cross-connecting combinators it&#039;s 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 &amp;amp; green inputs prior to calculation, so either color can be used when wiring the output back to the input.&lt;br /&gt;
&lt;br /&gt;
== Input Isolator ==&lt;br /&gt;
An arithmetic combinator set to (In: Each + 0, Out: Each) can be used to swap wire colors and as an isolator 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 isolator 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;
== Basic Uses ==&lt;br /&gt;
&#039;&#039;&#039;Comparing Outputs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addressing Outposts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oil Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
How to store a constant value for later use, either for a basic counter or for more advanced logic. A decider combinator wired output tied to input and configured greater than zero (for positive values), input -&amp;gt; output will &#039;hold&#039; a value, as long as all other inputs on the network are zero.&lt;br /&gt;
&lt;br /&gt;
Any non-zero input condition will create a basic clock; incrementing the stored value by the sum of all connected input values every cycle. A single pulse of an input will cause a single increment by the pulsed value. Reset to zero occurs whenever the set condition is no longer met, or if a negative pulse equal to the input occurs.&lt;br /&gt;
&lt;br /&gt;
== Basic Clocks ==&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;
A self-resetting clock requires just a single decider combinator with output wired to input and configured with Less Than (&amp;lt;) and Input -&amp;gt; Output. When a constant combinator is then connected to the input, every cycle it will count up by the value of the Constant Combinator until the set conditional value is reached, then output a zero which will be summed with the constant combinator, and reset the process.&lt;br /&gt;
&lt;br /&gt;
The clock sequence will not include zero, will begin at the value set by the constant combinator, and will include whatever value eventually causes the conditional to be false. An arithmetic combinator can modify the clock sequence but remember its outputs will occur one cycle later than the clock cycle values.&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.&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;
== Logic Gates ==&lt;br /&gt;
&#039;&#039;&#039;Unary NOT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input = 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary AND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Arithmetic Combinator]] set to &amp;quot;A * B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input &amp;gt; 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary NAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary NOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input &amp;lt; 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary XOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary XAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Memory Cells ==&lt;br /&gt;
&#039;&#039;&#039;Binary Cell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RS NOR Latch&lt;br /&gt;
[[File:RS-NOR.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Cell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address Enable Switch&#039;&#039;&#039;&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;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Constant Combinator]]&lt;br /&gt;
*[[Decider Combinator]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:English page]]&lt;/div&gt;</summary>
		<author><name>Zerohourrct</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=124571</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=124571"/>
		<updated>2016-04-13T04:37:09Z</updated>

		<summary type="html">&lt;p&gt;Zerohourrct: /* Counter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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 the circut network in discrete steps at 60 times per second, such that combinators analyze their logic only once in each step, and then sum the resulting output values on the next step.&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, it&#039;s output value will not take effect on the circuit network until the next step. This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series.&lt;br /&gt;
&lt;br /&gt;
Red &amp;amp; Green inputs will be summed at all combinators, so if you have a chest connected to a network by red &amp;amp; green its contents will be seen doubled at connected combinators.&lt;br /&gt;
&lt;br /&gt;
When cross-connecting combinators it&#039;s 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 &amp;amp; green inputs prior to calculation, so either color can be used when wiring the output back to the input.&lt;br /&gt;
&lt;br /&gt;
== Input Isolator ==&lt;br /&gt;
An arithmetic combinator set to (In: Each + 0, Out: Each) can be used to swap wire colors and as an isolator 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 isolator as long as the set logic condition is true. This can be also be used to selectively pass 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;
== Basic Uses ==&lt;br /&gt;
&#039;&#039;&#039;Comparing Outputs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addressing Outposts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oil Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
How to store a constant value for later use, either for a basic counter or for more advanced logic. A decider combinator wired output tied to input and configured greater than zero (for positive values), input -&amp;gt; output will &#039;hold&#039; a value, as long as all other inputs on the network are zero.&lt;br /&gt;
&lt;br /&gt;
Any non-zero input condition will create a basic clock; incrementing the stored value by the sum of all connected input values every cycle. A single pulse of an input will cause a single increment by the pulsed value. Reset to zero occurs whenever the set condition is no longer met, or if a negative pulse equal to the input occurs.&lt;br /&gt;
&lt;br /&gt;
== Basic Clocks ==&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;
A self-resetting clock requires just a single decider combinator with output wired to input and configured with Less Than (&amp;lt;) and Input -&amp;gt; Output. When a constant combinator is then connected to the input, every cycle it will count up by the value of the Constant Combinator until the set conditional value is reached, then output a zero which will be summed with the constant combinator, and reset the process.&lt;br /&gt;
&lt;br /&gt;
The clock sequence will not include zero, will begin at the value set by the constant combinator, and will include whatever value eventually causes the conditional to be false. An arithmetic combinator can modify the clock sequence but remember its outputs will occur one cycle later than the clock cycle values.&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.&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;
== Logic Gates ==&lt;br /&gt;
&#039;&#039;&#039;Unary NOT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input = 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary AND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Arithmetic Combinator]] set to &amp;quot;A * B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input &amp;gt; 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary NAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary NOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input &amp;lt; 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary XOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary XAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Memory Cells ==&lt;br /&gt;
&#039;&#039;&#039;Binary Cell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RS NOR Latch&lt;br /&gt;
[[File:RS-NOR.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Cell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address Enable Switch&#039;&#039;&#039;&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;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Constant Combinator]]&lt;br /&gt;
*[[Decider Combinator]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:English page]]&lt;/div&gt;</summary>
		<author><name>Zerohourrct</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=124570</id>
		<title>Decider combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=124570"/>
		<updated>2016-04-13T04:14:36Z</updated>

		<summary type="html">&lt;p&gt;Zerohourrct: added a note that combinator tutorial talks about logic gates, I wish that page would be retitled or a new page added so it actually shows up in search results&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Logic&lt;br /&gt;
|health       =50&lt;br /&gt;
|energy       =2 kw electric&lt;br /&gt;
|cps          =60&lt;br /&gt;
|input        =Time, 0.5 + Copper cable, 5 + Electronic Circuit, 5&lt;br /&gt;
|raw          =Time, 8 + Iron Plate, 5 + Copper Plate, 10&lt;br /&gt;
|technologies =Circuit network&lt;br /&gt;
|producers    =Manual + Assembling machine 1 + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DeciderSprite.png]]&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is part of the circuit network and one of three types of combinators available in the game. It is used to make comparisons of signals on the network. Signals can be compared using &amp;quot;is greater than&amp;quot; (&amp;gt;), &amp;quot;is less than&amp;quot; (&amp;lt;) or &amp;quot;is equal to&amp;quot; (=).&lt;br /&gt;
Input contacts are to the left in the above picture, outputs on the right.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The internal logic process has three steps:&lt;br /&gt;
&lt;br /&gt;
1) Values for each individual input signal(s) (items of the same name) on the red and green wires are summed within the combinator.&lt;br /&gt;
&lt;br /&gt;
2) The Decider combinator GUI specifies a &amp;quot;first&amp;quot; input signal, a comparison (&amp;gt;, &amp;lt;, =), and a &amp;quot;second&amp;quot; input signal or constant.&lt;br /&gt;
&lt;br /&gt;
3) If the comparison returns true, the output is a new signal (any name) with either the same value as &amp;quot;first&amp;quot; input signal, or 1.&lt;br /&gt;
&lt;br /&gt;
4) Using the Everything output with input -&amp;gt; output will pass all nonzero input values to the output as long as the condition is true. Using the Everything output with &amp;quot;1&amp;quot; will output 1 ONLY for all non-zero inputs.&lt;br /&gt;
&lt;br /&gt;
5) The Each input will re-apply the comparison for each input signal individually, and will pass the selected output for each input that passes the conditional.&lt;br /&gt;
&lt;br /&gt;
6) The Everything input functions as a logical AND, and will return true only if ALL non-zero inputs pass the conditional.&lt;br /&gt;
&lt;br /&gt;
7) The Anything input functions as a logical OR, and will return true if ANY non-zero input passes the conditional.&lt;br /&gt;
&lt;br /&gt;
The decider combinator can handle [[Virtual signals#Logic signals|special signals]].&lt;br /&gt;
&lt;br /&gt;
With both the Arithmetic and Decider combinator, there is one tick (60th of a second) of latency before the output signal is ready to be used as an input into a circuit network.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant Combinator]]&lt;br /&gt;
* [[Combinator Tutorial]]  &amp;lt;-- Description of Combinator Logic Gates&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>Zerohourrct</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=124569</id>
		<title>Decider combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Decider_combinator&amp;diff=124569"/>
		<updated>2016-04-13T04:09:36Z</updated>

		<summary type="html">&lt;p&gt;Zerohourrct: Added notes about Each, Anything, Everything specials&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Logic&lt;br /&gt;
|health       =50&lt;br /&gt;
|energy       =2 kw electric&lt;br /&gt;
|cps          =60&lt;br /&gt;
|input        =Time, 0.5 + Copper cable, 5 + Electronic Circuit, 5&lt;br /&gt;
|raw          =Time, 8 + Iron Plate, 5 + Copper Plate, 10&lt;br /&gt;
|technologies =Circuit network&lt;br /&gt;
|producers    =Manual + Assembling machine 1 + Assembling machine 2 + Assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:DeciderSprite.png]]&lt;br /&gt;
&lt;br /&gt;
The {{PAGENAME}} is part of the circuit network and one of three types of combinators available in the game. It is used to make comparisons of signals on the network. Signals can be compared using &amp;quot;is greater than&amp;quot; (&amp;gt;), &amp;quot;is less than&amp;quot; (&amp;lt;) or &amp;quot;is equal to&amp;quot; (=).&lt;br /&gt;
Input contacts are to the left in the above picture, outputs on the right.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
The internal logic process has three steps:&lt;br /&gt;
&lt;br /&gt;
1) Values for each individual input signal(s) (items of the same name) on the red and green wires are summed within the combinator.&lt;br /&gt;
&lt;br /&gt;
2) The Decider combinator GUI specifies a &amp;quot;first&amp;quot; input signal, a comparison (&amp;gt;, &amp;lt;, =), and a &amp;quot;second&amp;quot; input signal or constant.&lt;br /&gt;
&lt;br /&gt;
3) If the comparison returns true, the output is a new signal (any name) with either the same value as &amp;quot;first&amp;quot; input signal, or 1.&lt;br /&gt;
&lt;br /&gt;
4) Using the Everything output with input -&amp;gt; output will pass all nonzero input values to the output as long as the condition is true. Using the Everything output with &amp;quot;1&amp;quot; will output 1 ONLY for all non-zero inputs.&lt;br /&gt;
&lt;br /&gt;
5) The Each input will re-apply the comparison for each input signal individually, and will pass the selected output for each input that passes the conditional.&lt;br /&gt;
&lt;br /&gt;
6) The Everything input functions as a logical AND, and will return true only if ALL non-zero inputs pass the conditional.&lt;br /&gt;
&lt;br /&gt;
7) The Anything input functions as a logical OR, and will return true if ANY non-zero input passes the conditional.&lt;br /&gt;
&lt;br /&gt;
The decider combinator can handle [[Virtual signals#Logic signals|special signals]].&lt;br /&gt;
&lt;br /&gt;
With both the Arithmetic and Decider combinator, there is one tick (60th of a second) of latency before the output signal is ready to be used as an input into a circuit network.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Arithmetic combinator]]&lt;br /&gt;
* [[Constant Combinator]]&lt;br /&gt;
* [[Combinator Tutorial]]&lt;br /&gt;
* [[Circuit network]]&lt;/div&gt;</summary>
		<author><name>Zerohourrct</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Combinator_tutorial&amp;diff=124568</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=124568"/>
		<updated>2016-04-13T03:26:36Z</updated>

		<summary type="html">&lt;p&gt;Zerohourrct: Textual description of clocks, pulse generators, and counters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&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 the circut network in discrete steps at 60 times per second, such that combinators analyze their logic only once in each step, and then sum the resulting output values on the next step.&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, it&#039;s output value will not take effect on the circuit network until the next step. This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series.&lt;br /&gt;
&lt;br /&gt;
Red &amp;amp; Green inputs will be summed at all combinators, so if you have a chest connected to a network by red &amp;amp; green its contents will be seen doubled at connected combinators.&lt;br /&gt;
&lt;br /&gt;
When cross-connecting combinators it&#039;s 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 &amp;amp; green inputs prior to calculation, so either color can be used when wiring the output back to the input.&lt;br /&gt;
&lt;br /&gt;
== Input Isolator ==&lt;br /&gt;
An arithmetic combinator set to (In: Each + 0, Out: Each) can be used to swap wire colors and as an isolator 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 isolator as long as the set logic condition is true. This can be also be used to selectively pass 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;
== Basic Uses ==&lt;br /&gt;
&#039;&#039;&#039;Comparing Outputs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addressing Outposts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oil Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Memory ==&lt;br /&gt;
How to store a constant value for later use, either for a basic counter or for more advanced logic. A decider combinator wired output tied to input and configured greater than zero (for positive values), input -&amp;gt; output will &#039;hold&#039; a value, as long as all other inputs on the network are zero.&lt;br /&gt;
&lt;br /&gt;
Any non-zero input condition will create a basic clock; incrementing the stored value by the sum of all connected input values every cycle. A single pulse of an input will cause a single increment by the pulsed value. Reset to zero occurs whenever the set condition is no longer met, or if a negative pulse equal to the input occurs.&lt;br /&gt;
&lt;br /&gt;
== Basic Clocks ==&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;
A self-resetting clock requires just a single decider combinator with output wired to input and configured with Less Than (&amp;lt;) and Input -&amp;gt; Output. When a constant combinator is then connected to the input, every cycle it will count up by the value of the Constant Combinator until the set conditional value is reached, then output a zero which will be summed with the constant combinator, and reset the process.&lt;br /&gt;
&lt;br /&gt;
The clock sequence will not include zero, will begin at the value set by the constant combinator, and will include whatever value eventually causes the conditional to be false. An arithmetic combinator can modify the clock sequence but remember its outputs will occur one cycle later than the clock cycle values.&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.&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.&lt;br /&gt;
&lt;br /&gt;
== Logic Gates ==&lt;br /&gt;
&#039;&#039;&#039;Unary NOT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input = 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary AND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Arithmetic Combinator]] set to &amp;quot;A * B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input &amp;gt; 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary NAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary NOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Decider Combinator]] set to &amp;quot;Input &amp;lt; 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary XOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binary XAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Memory Cells ==&lt;br /&gt;
&#039;&#039;&#039;Binary Cell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RS NOR Latch&lt;br /&gt;
[[File:RS-NOR.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Cell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address Enable Switch&#039;&#039;&#039;&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;
*[[Arithmetic combinator]]&lt;br /&gt;
*[[Constant Combinator]]&lt;br /&gt;
*[[Decider Combinator]]&lt;br /&gt;
*[[Circuit network]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:English page]]&lt;/div&gt;</summary>
		<author><name>Zerohourrct</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Radar&amp;diff=124561</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Radar&amp;diff=124561"/>
		<updated>2016-04-12T22:44:13Z</updated>

		<summary type="html">&lt;p&gt;Zerohourrct: Big change, added more details on nearby scanning and condensed other paragraphs into existing ones.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Machinery&lt;br /&gt;
|name = Radar&lt;br /&gt;
|icon	= radar&lt;br /&gt;
|health       =150&lt;br /&gt;
|energy       =300.0 kW electric&lt;br /&gt;
|input        =time, 0.5 + electronic circuit, 5 + iron plate, 10 + iron-gear-wheel, 5&lt;br /&gt;
|raw          =time, 9.3 + iron plate, 25 + copper plate, 7.5&lt;br /&gt;
|producers    =manual + assembling machine 2 + assembling machine 3&lt;br /&gt;
}}&lt;br /&gt;
The radar is used to remotely explore a large piece of the map and to provide a smaller area of remote vision on the player&#039;s map. It is has a high [[Electric network|power]] demand of 300kW so a radar indirectly creates more [[Pollution]] when powered by [[Boiler]]s and steam engines, which attracts more biters. The radar will be attacked by enemies that come within very close range like turrets, but will not attract biters from long range like polluting structures do. See [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=6008&amp;amp;p=53660#p53660 Let&#039;s see your clever builds].&lt;br /&gt;
&lt;br /&gt;
The radar continuously scans a nearby 7x7 area to provide constant monitoring of nearby enemies, but will also slowly explore a much larger 29x29 chunk area. It will show enemy lifeforms and structures, as well as trains, cars, and other players in the scanned area.&lt;br /&gt;
&lt;br /&gt;
== Nearby Pulse Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radar continuously scans a 7x7 [[Chunk]] (224x224 [[Tile]]s), centered on the chunk the radar occupies. This nearby area is updated as a single pulse approximately every second. At reduced power levels this nearby pulse scan will take longer, which can lead to &#039;blinking&#039; on the player&#039;s map similar to the long range scan. This is particularly noticeable at dawn and dusk on solar powered radar stations. &lt;br /&gt;
&lt;br /&gt;
At 20% power the radar will pulse about every 4 seconds which will still keep the nearby area continuously lit on the map, but will provide reduced detail on incoming waves of aliens. 20% power can be achieved by a single solar panel, or by using one isolating accumulator for every 5 radars. Reduced power also slows down the long-range scan.&lt;br /&gt;
&lt;br /&gt;
== Long Range Survey Scanning ==&lt;br /&gt;
&lt;br /&gt;
Radars explore (= scan) one far away [[Chunk]] every time the sector scanning progress bar fills, about every ~33.5 (?) seconds at full power. Mouse-over or click-open the radar details to see this progress bar. Long range scanning is visible on the map as a single chunk lighting up for several seconds, then slowly darkening.&lt;br /&gt;
&lt;br /&gt;
* It scans the unexplored country first, represented by pitch black areas on the map.&lt;br /&gt;
* This is done in an 29*29 chunks around the Radar, excluding the nearby 7x7 chunk.&lt;br /&gt;
* If everything is already explored it continues to scan by re-scanning the oldest scanned chunk within range; one of the long range &#039;darkened&#039; chunks on the map.&lt;br /&gt;
* Multiple additional radars will smartly share long-range chunks, reducing the amount of time it takes to complete the long-range survey scan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible, that the natives will build a new nest or village, while you are not scanning the area. Don&#039;t be surprised!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So it is always possible, to stack more radars, to get more frequent update of the surrounding area.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3362 long term radar behavior].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=8&amp;amp;t=3925 Self sufficient radar outpost].&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5793 Self defending independent radar layout].&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]] [[Category: Electric network]] [[Category: Weapons]]&lt;/div&gt;</summary>
		<author><name>Zerohourrct</name></author>
	</entry>
</feed>