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{{About|the armored combat vehicle|the liquid storage container|Storage tank}}
'''Circuit networks''' 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 45 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. 'Everything', 'Anything' and 'Each' are also available wildcards.
{{:Infobox:Tank}}
 
[[File:InnerOfGreenCable.jpg|right|thumb|400px|A player drawn visualization of the interior of a circuit cable.]]
 
== Usage ==
=== Send information ===
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 'channel' corresponding to the item.  For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.
 
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.
 
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.
 
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.
 
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639.
 
=== Control devices ===
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.
 
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 iron plates, a green wire with 10 copper plates and another green wire with 5 iron plates, the input signal set for that receiver will be 25 iron plates and 10 copper plates.
 
== Devices ==
 
Each device that is able to be connected to a circuit network has a "circuit network" 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 "not connected" will display instead). Clicking the 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.
 
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.
 
The following devices can be connected to a circuit network:
 
{| class="wikitable mw-collapsible"
|-
! Device !! Possible output signals !! Possible control options
|-
| {{Imagelink|Transport belt|Transport belts}} || Transport belts can send their content to the circuit network.
*''Pulse mode'': The signal is sent for only 1 tick when the item enters the belt.
*''Hold mode'': The signal is sent continuously as long as the items are on the belt.
|| Transport belts can be enabled on a condition.
|-
| {{Imagelink|Inserter|Inserters}} || All inserters can send their held items to the circuit network.
*''Pulse mode'': The signal is sent for only 1 tick when the item is picked up.
*''Hold mode'': The signal is sent continuously as long as the inserter is holding the item.
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).
|-
| {{imagelink|Filter inserter}} || Same as above. || The filter inserters can additionally set their filters from the circuit network.
|-
| {{Imagelink|Wooden chest|Chests}} || All chests can send their contents to the circuit network. Logistic chests additionally send their contents to the [[logistic network]]. ||
|-
| {{imagelink|Requester chest}} || Same as above. || Its requested items can be set by the circuit network.
|-
| {{imagelink|Storage tank}} || The storage tank can send its fluid content to the circuit network. ||
|-
| {{imagelink|Gate}} || Gates can send a signal to the circuit network. || Gates can be opened on a condition.
|-
| {{imagelink|Rail signal}} || Rail signals can send their state to the circuit network. || Rail signals can be set to red on a condition.
|-
| {{imagelink|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. || Train stations 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.
|-
| {{imagelink|Accumulator}} || It can send its charge level in percent to the circuit network. ||
|-
| {{imagelink|Roboport}} || It can send its logistic network contents or its robot statistics to the circuit network. The signals used for robot statistics are configurable. ||
|-
| {{imagelink|Burner mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.
|-
| {{imagelink|Electric mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.
|-
| {{imagelink|Pumpjack}} || It can output the current oil mining rate. || It can be enabled on a condition.
|-
| {{imagelink|Power switch}} || || Power switches can connect power networks on a condition.
|-
| {{imagelink|Programmable speaker}} || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.
|-
| {{imagelink|Lamp}} || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.
|-
| {{imagelink|Offshore pump}} || || The offshore pump can be enabled on a condition.
|-
| {{imagelink|Pump}} || || The pump can be enabled on a condition.
|}
 
== Physical network structure ==
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.
 
Note that each connected set of wires forms a separate network.  For example, it'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.
 
* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.
* To erase a wire or cable connection, place the same color wire over an existing connection. You don't get the wire/cable back.
* To remove '''all''' 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. You don't get the wires back.
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use "Show details" mode to see the orientation of the combinator.
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.
* 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.
 
== Combinators ==
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.
 
*The [[constant combinator]] broadcasts up to 15 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 [[Automatic control/Virtual signals|virtual signal]] channels.
**Note that using two of the 15 slots to broadcast values on the '''same''' channel is the same as broadcasting the sum of the two values from one slot.
*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.
** Connecting: The arithmetic combinator connects to a red or green network on its '''input''' 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 '''output''' side (the output wires appear to stretch out a bit from the body of the device).
** Feedback: Note that the input network and the output network '''are not the same network'''.  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 [[Combinator Tutorial]] for advanced techniques.
** Each:  This combinator can use the 'Each' signal for both input and output, in which case '''all''' non-zero input channels will have the combinator'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 'one-way' wire; all the information from the input network is copied to the output network, but the reverse is not true.
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.
*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.
 
== Virtual signals ==
 
Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.
 
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.
 
=== Logic signals ===
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.
 
==== Everything ====
''Everything'' 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 ''everything'' signal behaves as [[:Wikipedia:universal quantification|universal quantification]].
 
The output of a [[decider combinator]] may also use ''everything''. When used the combinator will output all signals that pass the condition. The ''everything'' and ''anything'' signals are the only signals used in conditions that can make multiple signals pass a condition.
 
==== Anything ====
''Anything'' can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal. This means the ''anything'' signal behaves as [[:Wikipedia:existential quantification|existential quantification]].
 
==== Each ====
''Each'' 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 output when also used as 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.


'''戦車(Tank)'''は重装甲戦闘車両の一つ。ゲーム中盤に利用可能で、以下の3つの武器を持つ。組み込みの[[submachine gun/ja|サブマシンガン]]、短射程の火炎放射器、そして[[cannon shell/ja|砲弾]]を用いたパワフルな主砲。 Factorioでレールを使わない乗り物は、これと[[car/ja|自動車]]の2種。
== Tutorials ==
*'''[[Circuit-network Cookbook]]''' - ''Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.''
*'''[[Combinator Tutorial]]''' - ''Mainly textual and detailed tutorials.''


エンジンユニットが組立機でのみ製作可能なので、戦車も([[car/ja|自動車]]同様に)原料から手動制作することはできない。
== Logistic network ==
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 proximity to a central [[roboport]].


== 実績 ==
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.
{{Achievement|steamrolled}}
{{Achievement|run-forrest-run}}


== 戦闘 ==
See [[Logistic network]] and [[Roboport]] for more information.
戦車はその最大体力の豊富さと主砲の強力さから、強力な戦闘車両といえる。しかも、車内からドローンを飛ばせるため、ドローンやカプセルを輸送する車両として車内からカプセルを投げるだけの戦い方もできる。戦車は特に[[Enemies/ja|ワーム]]との戦いで輝く。その高い体力で、回避不能の投射物をものともしないからである。


しかしながら、戦車は速度の面でプレイヤーや自動車に遅れを取る。その結果、大乱闘や近接戦となり敵が避けにくい状況下ではプレイヤーより不利となる。あっという間に戦車が破壊され、危険地帯の真っ只中にプレイヤーが取り残されるかもしれない。
== History ==


グレネード、毒、追従ロボのような投擲アイテムを戦車に乗りながら使うこともできる。これにより、巨大な拠点を走り抜けながら範囲攻撃を加える事が可能となる。グレネードも戦車も十分に早い段階から使用可能なので、タレットを並べてじわじわ接近するよく知られた戦略がまだ実行できないようなゲーム初期における拡張に有用である。
{{history|0.15.0|
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.
* Train Stop can output the contents of the stopped train's cargo.
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.
* Added additional operators to the Decider Combinator and Circuit Conditions.}}


== 機動 ==
{{history|0.13.0|
戦車は非常に頑丈で、自動車と異なり[[tree/ja|木]]をノーダメージで破壊して突き進むことができる。動いていないときですら、物に向かって進もうとすればダメージを入れられる。[[enemies/ja|敵]]に対する兵器にもなるが、そうすれば敵や構造物(とくに巣)が戦車に大ダメージを与えるだろうから、ちょっと戦闘したらすぐ直さないといけなくなる。
* Many machines are now connectible to the circuit network.
* Wire disconnecting is incorporated into the latency hiding.
* Wires are now highlighted on entity mouseover.
* Reduced memory usage of circuit network.}}


戦車は自動車より遅く、また自動車と違ってその場で旋回できる(超信地旋回)。
{{history|0.12.33|
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}


戦車の速度や、とくに反応性はよりよい[[fuel/ja|燃料]]でいくらか改善できる。戦車は他の乗り物同様、固形燃料、ロケット燃料、核燃料などで走る際には木や石炭に比べ加速や最高速にボーナスが付く。ボーナスは固形燃料、ロケット燃料、核燃料でそれぞれ最高速が+5% / +15% / +15%、加速が+20% / +80% / +150%となる。木(と木製品。[[Fuel/ja|燃料]]を見よ)や石炭の時は基準値通りで修正なし。
{{history|0.12.1|
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Pump]] and [[Offshore pump]]. }}


== カプセルやロボの統合 ==
{{history|0.12.0|
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.
* The [[Lamp]], [[Storage tank]], [[Pump]] and [[Offshore pump]] can be connected to the circuit network.
}}


戦闘ロボットを含む[[Capsules/ja|カプセル]]各種は車内から使用可能。[[personal roboport/ja|携帯ロボットステーション]]からのものを含むレンジ内の[[Construction robot/ja|建設ロボット]]は、[[repair pack/ja|リペアキット]]が利用可能なら戦車のダメージを直す。また、[[logistic robot/ja|物流ロボット]]もプレイヤーのインベントリを補充できる。
{{history|0.10.0|
* [[Blueprint]]s copy circuit network connections.}}


<!-- History section skipped -->
{{history|0.8.3|
* Circuit network contents info has colored slots to specify the network it represents.}}


== 開発データ ==
{{history|0.1.0|
戦車に関する週刊ブログは以下の通り。
* Introduced}}
* https://www.factorio.com/blog/post/fff-56
* https://www.factorio.com/blog/post/fff-51
* https://www.factorio.com/blog/post/fff-48
* https://www.factorio.com/blog/post/fff-44


== 関連項目 ==
== See also ==
* [[Enemies/ja|敵]]
* [[Circuit network (research)]]
* [[Damage/ja|ダメージと抵抗力]]
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=4728&p=37251#p37157 Logic gates revisited]


{{BurnerNav}}
[[Category: Circuit network]]
{{LogisticsNav}}
{{C|Transport}}

Revision as of 05:55, 12 March 2018

作業場/workspace 日本語話者の方、マサカリ投げてくださると助かります


Circuit networks are built using 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 45 extra virtual signals which act as user-definable channels. 'Everything', 'Anything' and 'Each' are also available wildcards.

A player drawn visualization of the interior of a circuit cable.

Usage

Send information

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 'channel' corresponding to the item. For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.

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.

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.

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 Arithmetic Combinator, below) for discussion.

Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639.

Control devices

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.

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 iron plates, a green wire with 10 copper plates and another green wire with 5 iron plates, the input signal set for that receiver will be 25 iron plates and 10 copper plates.

Devices

Each device that is able to be connected to a circuit network has a "circuit network" 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 "not connected" will display instead). Clicking the 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.

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.

The following devices can be connected to a circuit network:

Device Possible output signals Possible control options
Transport belt.png
Transport belts
Transport belts can send their content to the circuit network.
  • Pulse mode: The signal is sent for only 1 tick when the item enters the belt.
  • Hold mode: The signal is sent continuously as long as the items are on the belt.
Transport belts can be enabled on a condition.
Inserter.png
Inserters
All inserters can send their held items to the circuit network.
  • Pulse mode: The signal is sent for only 1 tick when the item is picked up.
  • Hold mode: The signal is sent continuously as long as the inserter is holding the item.
All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).
Filter inserter.png
Filter inserter
Same as above. The filter inserters can additionally set their filters from the circuit network.
Wooden chest.png
Chests
All chests can send their contents to the circuit network. Logistic chests additionally send their contents to the logistic network.
Requester chest.png
Requester chest
Same as above. Its requested items can be set by the circuit network.
Storage tank.png
Storage tank
The storage tank can send its fluid content to the circuit network.
Gate.png
Gate
Gates can send a signal to the circuit network. Gates can be opened on a condition.
Rail signal.png
Rail signal
Rail signals can send their state to the circuit network. Rail signals can be set to red on a condition.
Train stop.png
Train stop
Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. Train stations 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.
Accumulator.png
Accumulator
It can send its charge level in percent to the circuit network.
Roboport.png
Roboport
It can send its logistic network contents or its robot statistics to the circuit network. The signals used for robot statistics are configurable.
Burner mining drill.png
Burner mining drill
It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. It can be enabled on a condition.
Electric mining drill.png
Electric mining drill
It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. It can be enabled on a condition.
Pumpjack.png
Pumpjack
It can output the current oil mining rate. It can be enabled on a condition.
Power switch.png
Power switch
Power switches can connect power networks on a condition.
Programmable speaker.png
Programmable speaker
Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.
Lamp.png
Lamp
The lamp can be enabled on a condition. If it receives color signals, it can set the given color.
Offshore pump.png
Offshore pump
The offshore pump can be enabled on a condition.
Pump.png
Pump
The pump can be enabled on a condition.

Physical network structure

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.

Note that each connected set of wires forms a separate network. For example, it'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.

  • To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.
  • To erase a wire or cable connection, place the same color wire over an existing connection. You don't get the wire/cable back.
  • To remove all 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. You don't get the wires back.
  • When connecting to a arithmetic combinator or decider combinator, take care to connect the wire to the correct input or output side. Use "Show details" mode to see the orientation of the combinator.
  • Hovering the mouse cursor over an item will highlight all wires which connect to the item.
  • 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.

Combinators

Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.

  • The constant combinator broadcasts up to 15 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 signal channels.
    • Note that using two of the 15 slots to broadcast values on the same channel is the same as broadcasting the sum of the two values from one slot.
  • 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.
    • Connecting: The arithmetic combinator connects to a red or green network on its input 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 output side (the output wires appear to stretch out a bit from the body of the device).
    • Feedback: Note that the input network and the output network are not the same network. 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 Combinator Tutorial for advanced techniques.
    • Each: This combinator can use the 'Each' signal for both input and output, in which case all non-zero input channels will have the combinator'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 'one-way' wire; all the information from the input network is copied to the output network, but the reverse is not true.
    • Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.
  • 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.

Virtual signals

Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.

45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.

Logic signals

The icons of the three logic signals

Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.

Everything

Everything 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 everything signal behaves as universal quantification.

The output of a decider combinator may also use everything. When used the combinator will output all signals that pass the condition. The everything and anything signals are the only signals used in conditions that can make multiple signals pass a condition.

Anything

Anything can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal. This means the anything signal behaves as existential quantification.

Each

Each can only be used in left input side and output of decider and arithmetic combinators. The signal can only be used as output when also used as 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.

Tutorials

Logistic network

The logistic network used by logistic robots is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on proximity to a central roboport.

Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.

See Logistic network and Roboport for more information.

History

  • 0.15.0:
    • Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
    • Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.
    • Train Stop can output the contents of the stopped train's cargo.
    • Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.
    • Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.
    • Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
    • Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.
    • Added additional operators to the Decider Combinator and Circuit Conditions.
  • 0.13.0:
    • Many machines are now connectible to the circuit network.
    • Wire disconnecting is incorporated into the latency hiding.
    • Wires are now highlighted on entity mouseover.
    • Reduced memory usage of circuit network.
  • 0.12.33:
    • Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.
  • 0.12.0:
    • Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.
    • The Lamp, Storage tank, Pump and Offshore pump can be connected to the circuit network.
  • 0.8.3:
    • Circuit network contents info has colored slots to specify the network it represents.

See also