Thứ Bảy, 26 tháng 1, 2019

Waching daily Jan 26 2019

Top 5 NEW Pokemon for Generation 8 (Pokemon Switch)

What is going on guys, my name is Monkiez and welcome to another Top 5 video.

Today is January 26th 2019, and at the time of recording this video we still have not

gotten any confirmation on what Generation 8 of Pokemon is, but we do know it is coming

out this year.

If GameFreak decides to follow the trend of announcing their new games at the beginning

of the year in around January or February, we know something is going to be announced

soon.

There are so many things that I would like to see in these games, and one thing I'm

sure all of you watching this video want are some super awesome new Pokemon.

As the years go on, Game Freak has gotten better at designing Pokemon.

In our most recent generation in the Alola region, we saw some of the coolest looking

Pokemon to date, and not to mention Alola forms as well are just awesome.

However, there are still some Pokemon species and typings that we haven't seen Game Freak

give us, and it really confuses me as to why they haven't yet.

I've recently been thinking about some specific Pokemon concepts I'd like to see Game Freak

bring us in Generation 8, so I've decided to compile them all into a list for you guys.

So with that Being said I would like to welcome you all to the Top 5 New Pokemon for Generation

8, at the end of the video if you did enjoy be sure to leave a like, comment and subscribe.

And please note that all the awesome designs being used in today's videos are not mine,

and were made by Smiley Fakemon, their link is in the description below,.

And another thing to make note of is that this video is being made with no information

about the upcoming games whatsoever, so all my choices of Pokemon are basically just shots

in the dark as to what Game Freak will bring us.

Once we know more about the games I'll be making up a follow up video with Pokemon that

correlate with the region, locations, and theme of the new games, but with that being

said let's get started.

#5.

Denachu (https://smiley-fakemon.deviantart.com/art/033-Denachu-V2-487990928)

One of the common recurring things we see in each generation of Pokemon is the Pikachu

clone of the generation.

You know, the electric rodent thing that almost always resembles pikachu some way, yeah…

Well before Pikachu clones had a single typing, but since gen 5 they began to add second typings.

Emolga was an electric/flying type and Togedemaru was a Electric/Steel type.

While there are so many dual electric typings that we still haven't seen, one that I would

like to see to most is an Electric/Dragon type.

The concept for this dragon typed Pikachu clone is called Denachu.

We can see how Denachu resembles Pikachu, with his short, somewhat chunky body, his

electric cheek pouches, and his overall adorableness.

I love this design because Denachu has the perfect balance of both cuteness, and toughness.

His mane and spiky tail scream toughness, but the rest of him is just well, cute.

He is a half electric half flying squirrel Pokemon, which makes him very similar to Emolga.

Denachu would carry the ability levitate, since he can fly, and it would also give him

an advantage eliminating his weakness to ground.

I can see Denachu being a somewhat bulky special attacker.

Moves that I can see this Pokemon with are Volt Switch, Draco Meteor, Roost and Tailwind.

This would be especially cool to see as there are only 2 pokemon that share the Electric/Dragon

type combination, Zekrom and Mega Ampharos.

Adding a unique type combinations that should be easily accessible in the games is always

a good thing, not to mention he has an awesome design.

#4.

Blockall (https://smiley-fakemon.deviantart.com/art/Blockall-484873654)

One of my favorite and one of the strongest typings in the Pokemon series is the fighting

type.

There are a bunch introduced in every region and a lot of them are really cool, some examples

are Lucario, Conkeldurr and Hariyama, just to name a few, but most of them are just awesome.These

fighting Pokemon all share the theme of being Humanoid, or being the closest looking to

humans.

This is a trend I'd like to see continue as it just works very well with the fighting

type.

A fighting type Pokemon I'd like to see in generation 8 is Blockall.

Blockall is a pure fighting type, which is a super bulky physical attacker that packs

a punch… or slap....

Blockall is one of those Pokemon that is designed for the sole purpose of being a training partner.

You've seen those movies where the fighter is training and they have a dude in front

of them that puts up these pads for them to hit.

Well that's Blockall.

His hands can function better than most punching bags and of course he can take a lot of hits.

Not to mention that Blockall can move and communicate with you.

While I don't see him turning his giant hands into fists there are still a bunch of

moves I can see him using in battle.

Some of these moves are Brick Break, Cross Chop, Wake-Up-Slap, Knock Off, Belly Drum

and Force Palm.

While his moveset isn't that diverse with his extremely high attack stat and great STAB

typing being fighting, he can still do lots of damage where it counts.

#3.

Geckelic (https://smiley-fakemon.deviantart.com/art/Geckelic-Psychedelic-Fakemon-53594906)

Of course, like I talked about earlier, what many Pokemon fans want to see in new generations

are Pokemon with typings we haven't seen before and a super unique typing that we haven't

seen yet is Poison/Psychic.

The poison type on its own is not very diverse and adding a psychic typing to that would

help with that Issue.

I'm actually very surprised that there hasn't been a Poison/Psychic type, since there are

a few Pokemon out there already that could fill this role.

But my idea for a Poison/Psychic Pokemon is known as Geckelic.

Geckelic as stated previously would be a psychic poison Pokemon based off the Gecko.

The only other Gecko Pokemon we've seen are the Treecko line, and its been a while

so I think its time to bring it back.

Geckelic's main Gimmick would be his ability to put to sleep or poison and confuse his

opponent.

This makes perfect sense since its name is a combination of Gecko and Psychedelic as

in like hallucinogenic drugs that can literally do anything to your state of mind.

I can see him having a relatively high special attack and speed, while being somewhat frail.

However, while he wears down his opponents in no time he will be able to rack up damage.

He would get the abilities Poison Touch and a New Ability called Crazed Dreams, which

would confuse any sleeping foe after they wake up.

Like I said earlier his main purpose is to rack up damage, he doesn't want to stay in

too long against an opponent, he needs to get in, get some hits in and get out.

#2.

Pyrovolos (https://smiley-fakemon.deviantart.com/art/Pyrovolos-Luminous-Fakemon-637601423)

In the Pokemon series we already have a water type Pokemon that can glow, Lanturn.

Typically Pokemon that can light up are known for being at the bottom of the ocean, and

you would think they'd be super ominous Pokemon.

But we do have a Pokemon based off the real life Anglerfish, you'd think it'd look

like a predator and not super happy like Lanturn.

I think its time for a change and we get an actually frightening deep sea Pokemon.

This Pokemon is super ominous and fits the profile of a deep sea fish, it's name is Pyrovolos.

This Pokemon is a Water Dark type Pokemon and is based off of the Pyrosome, the world's

biggest underwater worm.

These things are actually pretty scary to look at.

It's a giant worm that swims, glows and has no face, but can still eat you whole.

It glows, which is kind of ironic considering it has the dark typing, however it only can

reach that state once it has eaten enough of its prey.

Of course due to its size it would be a pretty defensively well rounded Pokemon with its

niche lying in its Special attacks.

There are other Dark/Water types but most if not all are relatively Physical attackers.

There are lots of Special Dark and Water type STAB moves that this Pokemon could make use

of.

Pyrovolos could have access to moves like Scald, Dark Pulse, Hydro Pump, and due to

its origin, Tail Glow and maybe some electric attacks like Discharge and Charge Beam.

All in all this could make for a pretty well rounded water type Pokemon with a super unique

design concept.

#1.

Criminiac (https://smiley-fakemon.deviantart.com/art/Criminiac-Grabby-Fakemon-635039253)

Coming in the number one slot is probably one of the coolest designs for a potential

Pokemon I've ever seen.

One thing I love, is Ghost type Pokemon.

Ghost type Pokemon are one of the most original typings in the pokemon series.

The Pokemon are never the same and all have their own specific theme.

One of my favorite Ghost Type Pokemon is Banette, simply because of his theme.

His vengeance for his trainer that abandoned him is just super cool to me.

If you couldn't tell already our number one slot is going to a ghost type Pokemon.

This Pokemon has an awesome gimmick as he's based off the common criminal, and his name

is Criminiac.

Its name is a combination of the words Criminal and kleptomaniac.

If you don't know, a kleptomaniac has a mental disorder that compels the person to

steal.

So the name in itself should tell you a lot about this Pokemon.

It is also said that these Pokemon are the spirits of deceased criminals themselves,

that have simply taken the form of Criminiac.

Criminiac is a Dark/Ghost type Pokemon that is based of a pickpocketer, Criminiac loves

to steal anything it can gets its paws on, especially expensive objects.

His ability would be pickpocket, very fitting.

Since you need to be swift as a pickpocketer, he would be a very fast Pokemon with decent

physical attacks.

He would have access to moves like Knockoff, Gunk Shot, Thief, Shadow Force, moves fitting

for a scummy, sneaky criminal such as himself.

So that is going to be it for todays video I hope you guys did enjoy, if you did make

sure to leave a like comment and maybe even subscribe if youre new.

And also let me know what kinds of Pokemon you'd want to see in future Pokemon games.

But with that being said, I'll see you guys later, peace.

For more infomation >> Top 5 NEW Pokemon for Generation 8 (Pokemon Switch 2019) w/Monkiez! - Duration: 10:05.

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What is the best skin care? THE SCIENCE OF BEAUTY (Expert Beauty Tips) - Duration: 9:41.

hey everyone Rachel Varga here registered nurse I'm what you would

consider an advanced or expert nurse in the field of cosmetic dermatology and

rejuvenation I hope thousands of clients from all

over the world since 2011 achieve beautiful glowing and healthy looking

skin medical grade skincare truly is one of the key pieces of the puzzle to help

you get the skin that you really want the truth is we are all wonderfully and

beautifully made and there's loads to know about which products and procedures

are right for you and how to make the smartest choices and save you loads of

money along the way let's get started

this is the first video in this skincare series that's going to focus on medical

grade options and I'm gonna forewarn you it's going to be a little bit of a doozy

because I'm actually really going to get into the science of being beautiful rest

assured I will share with you everything that I've learned from my eight years of

post-secondary including my Bachelors of Science in Nursing and one year in Gen

chem organic chem a biochem so I'm definitely what you would consider a bit

of a beauty guru and a big-time science nerd on top of my post-secondary

education I also attend ongoing conferences on various different topics

such as skin care skin and laser treatments and injectables and also body

surgeries from places all over the world including Vancouver Toronto Las

Vegas San Diego and beyond in this video we're really going to dig deep into the

biggest differences between medical grade skin care and over the

your skincare what I mean by this is over-the-counter skincare is what you

get at your local pharmacy whether that's your department store your local

spa your chemistry or drug store a lot of times those products will have lower

active ingredients and not as optimal delivery systems is a medical grade

medical grade products are what you access at your doctor's office or at

your Med Spa or at your plastic surgeon's office so the type of clinic

that I work in we offer medical grade skincare options really you actually

have to meet with a provider before you can essentially be prescribed these

products that have higher levels of active ingredients to make sure that

you're using it right the biggest difference between medical grade and

over-the-counter is science it's all Sunny's the secret to being beautiful on

the inside and out is really understanding how to maximize what you

do every single day to help you be as beautiful as possible let's look at some

key differences between the two over-the-counter medical grade items

first off it's going to be the source of the ingredients there is a chemist that

makes every type of products that you use whether it's your laundry detergent

your cleaning products your self-care items that chemists basically has to

source ingredients so oftentimes if you're using like a lower quality

mass-produced product that you get at your drugstore say for example cleanser

that's seven dollars versus a cleanser that might be thirty six to sixty

dollars from a doctor's office they're going to have varying levels of things

like glycolic acid and salicylic acid which is really important for actually

chemically exfoliating properly cleansing the skin on top of where these

different companies are sourcing their ingredients you actually want to look at

the concentration of the ingredients also so you probably heard

concentrations being more related to like a 10% vitamin C or a vitamin A or

retinol cream that has a little percentage on it the level of

concentration of your active ingredients is important so that you're actually

getting the proper dose and something that's going to be third Putah Creek

skin to help your skin properly exfoliate and

prevent things like acne next the stability of the formula is really

important so something for example like a vitamin C it actually readily oxidizes

and if the vitamin C serum oxidizes what happens is it can become a free radical

and free radicals are things that are produced in our bodies all the time

during metabolism but free radicals are also produced in the skin when we get UV

exposure the last thing that we want to be doing are applying products onto our

skin that are no longer stable and can actually be causing more harm than good

so a really high quality medical grade skin care product is going to have more

of an emphasis on making sure that those active ingredients like your vitamin C

doesn't go rancid and it stays effective and doesn't damage the skin next we're

going to talk about the delivery system and something called bioavailability

the delivery system of a product is really important so you've probably

heard of an ingredient called hyaluronic acid well high erotic acid comes in a

number of different molecular sizes we're getting to the science here when

using products that contain hyaluronic acid you want to make sure that the size

of that hyaluronic acid molecule is actually getting absorbed in the skin a

lot of people don't know this and they just look on the back and be ingredients

of an item and they say oh it has this it has this it has that there can be

really big molecular size hyaluronic acid molecules what happens when you use

a lower quality product that has hyaluronic acid in it it's basically too

big to actually absorb into the skin so it just stays on top of the skin and

doesn't actually get delivered into the skin to tell the skin cells to be happy

and healthy and make things like collagen and elastin which is really the

aim of the game we want to be providing nutrients to our skin so when you look

at a medical grade formulation that chemists would have taken the time to

source that how you're on AG acid to make sure it's coming from

a really high-grade medical grade facility that produces it and then

making sure that molecule can actually properly penetrate the skin

the way that this is determined is through research some of the smaller

well they're actually pretty big mass-produced drug store lines but I

don't really think that they do much research on their products so medical

grade they do want to back up their claims because these different companies

and their reps are meeting with someone like myself and we're like well we want

to know how this works what's the research how long was the

research performed how many people was this research performed on was a punch

biopsy study were you looking at differences in photography with the skin

over time there's many ways to analyze if a product is effective or not and

research is one of them it's all science another way I like to describe the

differences between medical grade and over-the-counter products is when you go

to your naturopath and pick up your supplements from your naturopath as

opposed to trying to get those same supplements over the counter from the

drugstore you're probably going to be getting a better formulated and more

active and even a cleaner product from the professional that's taken the time

to source the best supplements in their opinion it's kind of like meeting with

someone like myself we kind of do that sifting for you to see what works on a

huge number of clients like thousands of clients I've helped since 2011 so when I

make recommendations for different skin care products it's actually related to

what I've seen work on a huge group of people also and over time these are

people that I'm doing follow-ups with and taking photos all that good stuff if

you don't like the formula they're gonna tell me but if you're picking up

products at say your drug store department store online or some of these

bigger stores that you know have a beauty cream this not everything and you

have a pretty sales person offering you this item think twice because what's

their background in skincare or have they had about eight years

post-secondary education under their belt like yours truly I'd love to know

how you are going to implement this knowledge on understand

difference between over-the-counter and medical grade products I really hope

that you're going to start making smarter decisions with your skincare and

not just picking things up from say social media eyes that you'll see all on

Facebook or Instagram but really consult with professionals like myself I can

kind of guide you along the way to give you the right products for your skin

type in the next video in this series we are going to talk about cleansers and

how to help you pick out the best cleanser for your skin type because

there's so much to know I can't just say oh here use this lovely cleanser because

different people from different skin types or Granholm serious different

needs change of season there's so many different

thanks for can you account weren't even selecting a basic cleanser let me know

in the comments below how you're going to integrate this knowledge let me help

you stay on your path towards really understanding the signs and being

beautiful on the inside and out thank you so much for watching and I'll catch

you next time right here for more info and guidance please be sure to check out

www.rachelvarga.ca this is a really great place for you to spend your time

and attention on to help you understand how you can be healthier on the inside

and out which is definitely going to have a trickle-down effect into other

areas of your health and wellness for yourself and others.

For more infomation >> What is the best skin care? THE SCIENCE OF BEAUTY (Expert Beauty Tips) - Duration: 9:41.

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You can travel Bahamas without visa - Duration: 10:16.

You can travel Bahamas without visa

For more infomation >> You can travel Bahamas without visa - Duration: 10:16.

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COMBO PANDA PICKS WHICH RYAN'S WORLD SQUISHY TOYS TO CUT OPEN! WHAT'S INSIDE?! - Duration: 9:25.

Hey Everyone and welcome to Kaden's World.

Today Combo Panda Pick which Ryan''s World squishy toys we are going to cut open.

And we are going to see what's inside.

And later on we will be opening a giant surprise egg.

We opened this squishy in our giant blue surprise egg

When we opened him, his name says that it is, Pete. Pete.

But, ah. Thank you viewers for letting us know that his name is Peck.

PECK!

His name is Peck.

Yeah, there must have been an error on the package because this is Peck.

Yeah, so we are going to keep this one, we are not going to use this one.

We are going to keep this one forever.

Alright guys, before we get started.

Kaden is wearing safety glasses

and I have mine and we are both going to be wearing gloves.

Do not try this at home.

We have a lot of surprises to open.

Alright combo Panda, pick out three squishies.

Combo wants this one.

Pick two more

Combo picks

This one

wahoo

Alright Combo

Pick one more.

Combo wants to pick.

This one

(laughter)

okay

So these are the ones that we will be cutting open.

and now lets just see what the other squishes are. We will just take a look at them

Wow, squish splat, squish splat, squish splat, squish, splat.

It's Ryan!

Gus! Another Gus! Twinsies.

This one is more smaller

Yeah, this one is smaller

Does it squish? Yes it does squish! He's a squishy!

Another Ryan!

We got Ryan!

Red Titan!

Red Titan is really cool! I wonder which ones we are going to be cutting open

We got a double

no way!

We got a double, double

Alright, now.

We are going to open the ones that Combo decided for us to cut open

We are going to cut these open and see what the inside looks like

Another Professor.

Taekwondo Ryan

Where are his eyes?

Umm, this one got used quit a bit

This one rubbed off

How did it rub off? By people?

By us playing with it

This is what toys look like when they get played with

Alright, last one.

So far we are opening up professor Ryan and Taekwondo Ryan

And oh, another Taekwondo Ryan

Alright, so these are the three

Oh, it is squirting open. Stuff is coming out.

There

See it just squirted out a bit.

Whoa!

We are going to see what's on the inside

Is it water?

Um no it's not just water.

That is why we are wearing gloves and safety glasses

What is that?

Hmmmm

Very interesting

It's a button

Well folks, that is what's on the inside

Okay, what should we cut next?

Probably this one. Yeah Yeah

How did it shoot out?

It looks pretty much the same as the last one

Could I hold it? Yeah

Well, folks that is what the inside looks like

alright here is the last one

So what is in the inside??

Let's check it out

A bunch of liquid just came out

Same thing came out

Yup

Could I touch it?

see what it feels like

Could I hold it

It's turning my gloves a little bit yellow

Well that's pretty cool

That looks like king hubbard

Alright guys so it did turn my gloves a little bit yellow

There was some kind of chemical reaction there

But that was fun

He looks like King Candy does he?

How about we open the giant surprise egg and see what's inside

let's open the golden giant egg

I don't know which one we are going to get

Oh, Cool!!!!!

We didn't get this guy yet

Okay, lets take a look

I don't know which one it is going to be

I hope it's not a double

(music)

GUS???

He comes with a trophy!

The last one came with a bat

Alright guys we have another Gus!

And he comes with a trophy

That's really cool!

He looks really cool

I hope you guys had fun with us

Smash the subscribe button

Give this video a big thumbs up

See you next time. BYEEEE!

Daddy Squishy Daddy Squishy Where are you???

Here I am, Here I am how do you do??

For more infomation >> COMBO PANDA PICKS WHICH RYAN'S WORLD SQUISHY TOYS TO CUT OPEN! WHAT'S INSIDE?! - Duration: 9:25.

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Surah Taha - Quran Recitation by Ismail Annuri - Duration: 27:33.

For more infomation >> Surah Taha - Quran Recitation by Ismail Annuri - Duration: 27:33.

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Where to Buy 50% Off Used K-Pop Albums Offline in Seoul, Korea - Duration: 1:57.

Welcome to my Channel! This is Kpop UNBOXER!!

Today, I will let you know where you can get used K-pop albums at a huge discount price.

Let's Get it!!

Here is a used books and albums store called "Aladdin Used Book Store" located in Gangnam.

As you enter the store, you see that they sell Brand New CD,

but as you go further in, on the right, there are used K-pop albums. You can find what you need here.

Because they stock new products quickly, their product line changes daily. So, it's better to check whenever you have time.

Let's look around to see which CD they have. Last time I was here, they had BTS albums, but not today.

There are EXO, Redvelvet, Bigbang, Twice and so on. Other than this place, there are many used album stores around Seoul.

I will make a list for you in the description. You can refer to it.

I will check the price of some of the albums.

Here, this EXO album is discounted at about 65%.

And this Red Velvet's album RBB is also discounted more than 50%.

Again, this double EXO album is discounted more than 50%.

Today, I checked places that sell used K-Pop CDs, I hope this was helpful.

This was my first time, and I was kind of embarrassed so I filmed it short. Thus, the video quality is not as good

however, I will try to continue to improve myself.

Next time i will come back with Seventeen's new album unboxing and giveaway !!

Thank you!!!!!

For more infomation >> Where to Buy 50% Off Used K-Pop Albums Offline in Seoul, Korea - Duration: 1:57.

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4 EASY Card Tricks ANYONE Can Do - Tutorial | ezMagic (2019) - Duration: 5:53.

For more infomation >> 4 EASY Card Tricks ANYONE Can Do - Tutorial | ezMagic (2019) - Duration: 5:53.

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Factorio Circuit Network Tutorial - Absolute Basics - Duration: 1:08:46.

Hello, hello and welcome.

My name is MiniBetrayal and this is a Factorio tutorial - circuits and circuit networks.

Now before the length of this video frightens you off, you should know that this video is

not necessarily meant to be viewed all at once or even in order.

I'll be covering everything from the absolute basics for those who have never touched the

circuit network before, right up to some worked examples of common builds.

At any time, feel free to check the video description where I'll post timestamps to

each part of the video.

Skip forward, back, however you please based on what you'd like to learn.

Or watch the video all at once.

I'm not the police.

Factorio can be quite daunting at times, especially if you're new to the game and see some of

the massively complex megabases and intricate builds that some people share on youtube,

reddit and the like.

Arguably one of the most complex parts of the game is the circuit network, but like

a entire language that is built from just a few letters arranged in increasing layers,

even the most convoluted circuit builds are built on a few relatively simple rules which

I'll aim to share with you in this video.

In the latter part of the video there are a number of worked examples, and I'll post

a link to a blueprint book containing blueprints of each of the examples I show you.

This is the first time I have tried making a video quite like this, and I've tried to

make things as easy to follow as I can.

If you have any questions or comments, please feel free to leave them below and I'll answer

them if I can.

If I get enough questions I may post a follow-up video and if there's enough interest I may

do other, similar videos on other topics within factorio.

Enjoy!

Let's start off with the research.

The Circuit Network research can be completed relatively early in the game, with the only

prerequisite being Electronics 1, and costing just 100 of each science packs 1 and 2.

Once completed, this will unlock two types of wire, coloured red and green, three types

of combinator, called Arith-MET-ic or a-RITH-metic, decider and constant, a power switch and a

programmable speaker.

These can each be combined with each other and other in-game entities to perform all

sorts of computations and functions, from simple commands like switching off production

of a given item once you have a stockpile built up, to vastly more complex tasks like

working computers within the game!

Now let's continue by looking at the materials that the research allows access to, we first

have two kinds of wire, red and green.

Both take the same parts to craft, a copper cable and an electronic circuit, and they're

both used to carry signals from one place to another.

A single cable can reach over shorter distances, for example from a box to an inserter, but

several cables can be hooked up via any of the three types of power poles to transmit

signals over a much longer distance, even from one side of the map to the other.

So why are there two colours of cable and what's the difference between them?

The simple answer is that there is no difference, and either can be used for any task the other

could also be used for.

The reason for having two colours comes down to the fact that sometimes you want to carry

two different signals along the same path, and by sending one signal down each of the

coloured cables, you can avoid cross-contamination of the signals.

Now I can't progress much further without talking about what kind of signals you can

send across a wire, and how they interact with each other.

Factorio includes a large number of different signals, based on the in-game items plus numbers,

an alphabet, and some simple colours.

The easiest way to see this in action is to use a cable - of either colour - to connect

a chest to a power pole.

If you then place any item in the chest, you can then mouseover the power pole to see what

is being carried along the wire.

Here you can see that the wire is carrying a signal of 1 Iron plate.

If I place another plate in the chest, the signal changes to 2 iron plate.

If I place a copper plate in the same chest, the cable now carries a signal or 2 iron plate

and 1 copper plate.

You'll notice that the signals on the power pole have a red backgroud.

This is because the signals are being carried by the red wire.

I'll now place a second chest and connect it to the same pole with a green wire, and

then move the copper plate to the second chest and check the power pole, you can now see

that the signal of two iron plate still has a red background, but the copper plate has

a green background, indicating it is being carried by the green wire.

I'll now demonstrate how the two colours of cable can be used to transmit signals together

by adding a third chest, hooked to the pole with the red wire.

If I put another iron plate in this chest and check the pole, you can see that the contents

of the two chests are added together, 2 iron plates plus 1 iron plate is 3 iron plates.

This is because like-signals on the same colour of wire are added together.

If I take that third iron plate and put in the second chest - that is, the one with the

green wire - you can see that this plate has been added to the green signals with the copper

plate and is therefore not mixed with the other iron plates on the red wire.

It's also worth mentioning that the chests do not need to be connected directly to the

power pole.

Signals are added together along the entire length of the wire, so if the chests are connected

like this, from chest to chest and then to the pole, the same principal still holds.

This is the primary use of the two-colour wire system, though most simple circuit networks

don't really need two colours, meaning you can simplify things and use only one colour,

which can make things look a little neater if you like that sort of thing.

Alternatively, you can use the colour of the wire to indicate input vs. output, or stuff

you have vs. stuff you need, or anything else you can come up with.

Hooking up a chest, or multiple chests to a power pole is already a very simple network,

and is a great way to see how many materials you have in a buffer system for example, without

having to mouseover each chest individually.

Just by checking the connected power pole, you can see at a glance, how many iron ore

you have in your unloading station, or how many forgotten pistols you have in your storage

dumping area.

After the wires, we have combinators, and this is where the vast majority of the logic

of the circuit network takes place.

Firstly, I'll start with the constant combinator, as it is the simplest.

It has a connection point, to which you can attach a red or green wire, and I'll hook

one up to a power pole now so we can see what it does.

When you click on the constant combinator, you are presented with an interface like this,

with fifteen empty boxes and an on/off toggle.

Note that this tutorial is made with Factorio 0.16, and there is a GUI remodel planned for

the 0.17 release, so if you are watching this in the future, what you see may be a little

different, but I don't expect the general idea will change too much.

Now, by clicking on one of the boxes, you are presented with a window like this, which

lists every in-game item, including liquids in a separate tab, and another tab just for

numbers, letters and colours.

If we select, say, a transport belt to place in this first box, you can see there is now

a slider that allows us to set the number of transport belts, or a box we can set the

number directly.

If we set the number to 27 and then check our connected power pole, you can see that

the wire is carrying a signal of 27 transport belts.

In essense, the constant combinator acts exactly like a chest, except we don't need to physically

have the items we want to send along the wire.

The constant combinator also comes with another couple of tricks.

For example, we can select a fluid to send along the wire as well as a transport belt.

While this is technically possible without the combinator - you can also hook up a storage

tank like you can a chest - it is much easer to set an exact number of fluid with the combinator.

The last tab in the combinator allows us to set an abstract number, letter or colour signal,

sometimes known as virtual signals.

These are not in-game items, but can be used as 'extra' signals if you need them; they

work exactly the same as any other signal.

The last trick the constant combinator has up it's sleeve is the on-off toggle.

If you find yourself in a situation where you no longer want to send your signal along

the wire, you could remove each item in the combinator, you could deconstruct the combinator,

or detach it from the network, but if you know you're going to need those same numbers

again later, just toggle the switch to the 'off' position and the combinator will no

longer send its signal, allowing you to simply switch it back on again later.

Moving on, let's discuss the arithmetic combinator.

The first thing to note is that, unlike the constant combinator, the arithmetic combinator

needs to be powered, otherwise it's not going to work.

Secondly, you'll notice that much like an inserter, it has an 'in' and an 'out'.

Pay attention to these, because when you hook up your wires it is very important to get

them connected to the right point or you'll end up with unexpected results.

I'll demonstrate how it works by placing one here, hooking the 'out' end to a power pole

so we can see what's going on.

I'll hook the 'in' end to a constant combinator, which I'll leave empty for now.

Let's click on the arithmetic combinator and discuss what we see.

First up, we have two sections, an input and an output.

The input section is then split into three parts, with a box here, a box here, and an

operator between them.

To start, let's leave the operator as the asterisk or star symbol, which means multiplication.

When you click on the boxes here, we see something much like the signal selection window we saw

with the constant combinator, but with a couple of extra items.

firstly, if we look down the bottom, we can set a constant number instead of a signal.

For example, if we wanted to multiply something by 2, we could just choose '2', and set the

operator to multiplication.

Let's set the second box to a constant of 2 now.

Be careful not to select the signal called 2, as thats a different thing.

If we now go to the first box, we can select the signal we want to perform the operation

on.

For example, lets choose the copper plate signal.

This means that the combinator will look for copper plate among its inputs, and if it is

there, will multiply it by two, then pass the result to the output.

Now that's done, we need to tell the combinator what type of signal to output.

We could select copper plate again, but let's choose something different, copper cable.

So now, what the combinator should do is to see how many copper plate signals are coming

in, multiply it by two, and output the result as that many copper cables, efectively a little

calculator to tell us how many cables we can make from a number of plates.

Of course, if we mouseover the power pole now, we see nothing as the arithmetic combinator

is not receiving any inputs at all, so let's go over to the constant combinator and add

a signal of 1 copper plate.

If we mouseover the pole now, we can see that we are indeed getting a signal of two copper

cables.

If you mouseover the arithmetic combinator itself, you can see that the info bar contains

sections for input and output signals as well.

one copper plate to two copper cables.

If we go back to the constant combinator and add another signal, this time an iron plate,

we can check that nothing else happens.

The arithmetic combinator is only looking for copper plate signals, so ignores the rest.

one copper plate and one iron plate still only outputs two copper cables.

This means the arithmetic combinator can be a good way to isolate one signal from a wire

carrying lots.

[[set constant combinator to 1 raw wood, 2 coal, 3 stone, etc]]]

For example, if we have a wire carrying different numbers of each raw resource, and we want

to isolate only the uranium ore for example, we could set the arithmetic cominator to only

look for uranium ore signals, multiply by 1, and output that result as uranium ore again.

That way, it will look for the right signal, multiply it by 1 - which does nothing to change

the actual value of that signal, and pass it on.

But what if we want to perform an operation on everything coming down the wire.

Do we need to set up a different arithmetic combinator for every possible signal?

No, of course not.

If we go into the 'signals' tab of the first input box of the arithmetic combinator, you

can see an extra feature here, a yellow box with a star in that - if we mouseover it - tells

us it is called 'Each', and it will perform the operation on each of the input signals.

If we do that, and check the combinator output now, it's outputting 28 uranium ore.

This may seem odd at first, but remember that the output box is still set to uranium ore,

so what the combinator is doing is taking EACH of its inputs, that is, 1 raw wood, 2

coal, 3 stone and so on, multiplying that number by 1, then outputting the result as

a number of uranium ore.

If you add up 1 2 3 4 5 6 and 7, you do indeed get 28.

Of course, this is rarely a useful result.

Let's say we want the combinator to multiply everything by 2, but still keep the signals

separate.

This, too, can be done.

First let's set the constant number to a 2 to perform the correct calculation.

Then, if we look at the output box, there is an EACH button here too.

If we select that and check the result, we have each of our inputs multiplied by 2 as

expected.

Another to mention here is that we can perform operations between two signals as well.

For example, lets put 2 iron plates and 3 copper plates in our constant combinator,

and say we want the arithmetic combinator to multiply both of them together, and return

the result as a number of steel plates.

Instead of selecting a constant number in the second input box, we can just select copper

plates instead and the combinator will perform as expected.

Lastly, I'd like to point out that if the combinator receives inputs along both a red

and a green wire, any signals that are present on both wires are added together before doing

any calculations, though the red and green values remain separate on the wires themselves.

Before moving on, a word of caution.

The EACH button will only look through its inputs for signals that currently exist.

If we set the combinator to look through each of its inputs and add 1, then output each,

we could reasonaly expect it to output 3 iron plate and 4 copper plate, which it does indeed

do.

However, note that it does not also output a value of 1 for every other signal, despite

every other signal having a value of 0 at the combinator's input.

This might seem useful here, but in more complicated setups, you may not realise that you are losing

information because of a 0 value not being correctly passed on.

The Arithmetic combinator gives us access to 11 different operations.

Multiply, divide, add, subtract, modulo, power, and five other operators called bitwise operators

which i will get to in a moment.

I"d like to think that anyone capable of playing factorio can understand what multiply, add

and subtract do, but it is worth spending a little time covering modulo, power and - perhaps

surprisingly - divide.

I'll start with power, represented by the caret symbol, or the little up-pointing arrow,

usually above the 6 on your computer.

One number raised to the power of another is multiplying the first number by itself,

by the second number of times.

for example, 3 to the power of 4 is the same as 3 times 3 times 3 times 3.

Most often, you'd raise a number to the power of 2, or square it, which is the same as multiplying

a number by itself.

There are a vast number of online resources that you can read up on if you want to learn

more about powers, or exponentiation as it can also be called.

Next, dividing.

Now, some divisions in factorio will be exactly what you expect.

10 divided by 5?

2.

21 divided by 3?

7.

11 divided by 2?

5.

Wait, what?

it turns out that factorio employs something known as integer division.

In fact, all numbers in factorio circuits are integers, you can't have half or quarter

or any fraction of a circuit value.

So to understand what's going on here, we have to look back to how we first learned

to divide numbers at school when they didn't divide evenly.

If you take the number 11 and divide it by two, yes you could say that the answer is

5 and a half, but you can also say that the answer is 5, with one left over.

or 13 divided by five is two, with three left over.

What integer division is is like this, except that the 'left over' part is ignored, and

you just get the whole number part spat out as your answer.

So, 6 divided by three is 2, 7 divided by 3 is 2

8 divided by 3 is 2 9 divided by 3?...

3!

But what happens to the extra part?

what happens if we need a more accurate calculation?

Well, this is where our other operation comes in, modulo, represented by the percent symbol.

Modulo is also a division operator, except that it ignores the whole number part and

just returns the remainder, or the left over part of the calculation.

So while 13 divided by 5 is 2, 13 modulo 5 is three, the left over bit when 13 is divided

by 5.

For example, 6 modulo 3 is 0 7 modulo 3 is 1

8 modulo 3 is 2 9 modulo 3 is 0!

Once again, there are countless online resources you can learn about the modulo operator now

you know what it is and have a basic understanding of what it does.

Factorio's Arithmetic combinator also includes 5 so-called bitwise operations for you to

choose from.

I will include a short description of them here for completeness, but I will be the first

to admit that - while I understand how they work - I am not the best place to learn about

why you might want to use them.

To understand these, you first need to know how binary numbers work.

As with the other operators, there are countless resources you can find online to learn how

binary numbers work, but as a quick introduction, binary is a counting system that only uses

1's and 0's.

Without going into details, ordinary counting is base ten.

that means if you look at a number from right to left, you have a 1's column, then a 10s,

then 100s, thousands, and so on.

Or, you have a colum of 10 to the power of 0, which is 1, then ten to the power or one,

which is ten, then ten to the power of two, then three, etc.

Binary is a base-2 counting system, so you have a colum for 2 to the power of 0, then

two to the power of one, then to the power of three, four, etc.

Or, a 1's column, a 2's column, 4's, 8s, 16s, 32s, etc.

On the display here you see an 8-digit binary number, 11010011.

If you add up the digits in their places, you have 1s in the 1, 2, 16, 64 and 128's

columns, which all added together is 211.

We now have enough to investigate the first two operations, which are call bit shifts.

These are represented by two arrows to the left and two to the right, for a bitwise left

and right shift respectively.

shifting to the left simply moves each '1' in the binary number a given number of places

to the left and adds 0s on the end.

so shifting our number to the left by 1 place gives 110100110, which is 422. by two places,

1101001100, or 844.

Notice that each shift left is equivalent to multiplying by 2.

Similarly, shifting to the right discards whatever is in the righthand column and moves

each one a place to the left.

so if we take our original number and shift once to the right, we get 1101001, or 105.

shifting again is 52, and a third time is 26.

similarly, this is like dividing by two, using the integer division discussed earlier where

you ignore any fraction.

The last three bitwise operators require us to have another binary number we can work

with.

let's choose 10101010, which is 170 as a normal number.

The AND operator looks at each binary place, and the result has a 1 in that place if and

only if there is a 1 in BOTH of the input numbers.

If either input number or both of them have a 0 in that place, the result has a 0 in that

place.

So in this case, our result is 10000010, which is 130.

The OR operator is similar, but is more 'lenient', so to speak.

The result has a 1 in a given place if either one of the input numbers, or both, has a 1

in that place.

So this time, our result is 11111011, which is 251.

The XOR operator, or exclusive-or operator, places a 1 in the result if one, but NOT BOTH

of the input numbers has a 1 in a given place, this time, our result is 01111001, or 121

as a normal number.

Let's now move on to the last combinator in our selection, the decider combinator.

Whereas the arithmetic combinator is great for performing calculations, the decider is

used for deciding things.

This combinator also needs power, so lets pop one down and hook it up to a constant

combinator to see what we can do with it.

Note that, as with the arithmetic combinator, there is a distinct input and output.

Clicking on the combinator, we see a window similar to that of the arithmetic combinator.

There is an input and an output section, the input section with two boxes to select signals

from and a box to choose the output signal.

we have a list of relations and a selection next to the output box.

The way the decider combinator works is to evaluate a condition between two inputs, and

then if that condition is true, send an output.

For example, let's go to our constant combinator and put 2 iron plate and 3 copper plate in

it to send to the decider.

Then lets choose iron and copper plates for the two input boxes in the decider combinator

itself.

We need to choose an output, so set the output box to steel plate, and click the selection

for '1' rather than 'input count'

The default selection for the relationship is the 'less than' relation, so the decider

is currently asking the question "Is the value of the iron plate signal less than the value

of the copper plate signal?"

Since iron plate is 2 and copper plate is 3, the answer is "yes", so the combinator

proceeds to the output section, and outputs 1 steel plate.

If we leave everything else the same but swap around the iron and copper plates, the question

is now "is the value of the copper plate signal less than the value of the iron plate signal".

The answer is now "No", so no steel plate is output.

If we add some steel plate into the constant combinator as well, we can see what else the

output can do.

Lets also switch copper and iron plate around again so the answer to the relation is "yes"

again.

4 steel plate is now also being passed to the decider combinator.

This is not used for the relationship evaluation, but we can now select "input count" in the

output section, which means that when the output is sent on, instead of just 1 steel

plate, we will get whatever is being put into it, in this case, 4.

If we now look at the extra tab in one of the input boxes, we can see there are a few

special symbols in here too.

First we'll discuss the yellow 'each' symbol that we've seen before.

Set up the combinator to Each on the left and the constant number 10 on the right, and

set the output toggle back to 1, and let's look at what we get.

What's the question here?

For each input item, is it less than 10? if it is, output one steel plate.

We have three input items, all of which are less than 10, so the combinator outputs 1

steel plate for each of them, three in total.

If we add another item, say 20 plastic bars to the constant combinator, we still only

have three steel being output, because the value of the plastic bar signal is not less

than 10.

Going back to the decider combinator, we have another two special signals.

next we'll investigate the green "Anything" symbol, so we'll select that and leave everything

else the same.

The decider combinator now outputs a single steel bar.

The question is "does ANY of the inputs have a value less than 10".

The answer is yes, so one steel is output.

The last special signal is the red "everything" symbol.

switching to that, the question becomes "do ALL of the inputs have a value less than 10?"

as plastic bars still have a value of 20, the answer is no, and nothing is output from

the decider combinator.

The 'anything' and 'everything' special signals also have a special case, when there is no

input at all.

If we toggle the constant combinator to the 'off' position, no signals are supplied to

the decider combinator at all.

If 'everything' is selected, no matter the condition, it is evaluated as true and a steel

is output.

if 'anything' is selected with no inputs, it is evaluated as false and nothing is output.

The decider combinator comes with 6 different relations to choose from, each used in different

cases but all relatively simple.

From top to bottom, they are: greater than

this evaluates to true if the input on the left has a value larger than the input on

the right.

If the values are equal the result is false.

less than this evaluates to true if the input on the

left has a value smaller than the input on the right.

If the values are equal the result is false.

equal to this evaluates to true if the input on the

left has the same value as the input on the right.

greater than or equal to this evaluates to true if the input on the

left has a value larger than the input on the right, or the same value as the input

on the right.

less than or equal to this evaluates to true if the input on the

left has a value smaller than the input on the right, or the same value as the input

on the right.

not equal to this evalues to true if both inputs have different

values.

Moving on from combinators, another things that is unlocked by the circuit network research

is the power switch.

This is great for cutting off power to sections of your base to reduce the load on your power

plant, or to switch on your steam engines if your accumulators are having trouble taking

you through the night.

You can use it like this.

Identify an area that you'd like to isolate with the power switch and place down the switch.

The switch itself doesn't need power but it does need to be reasonably close to your power

line as you need to be able to connect it to power poles for it to work properly.

Now would also be a good time to check te map view and make sure that the area doesnt

have any other connections to to power grid!

Now, holding copper cable in your hand, click first one and and then an adjoining power

pole to sever the connection between them.

you can also shift+click on a power pole to remove all connections if you want.

now click one of the severed power poles to attach a copper cable to it, and then click

on side of the power switch.

Do the same with the other pole and the other side of the power switch, and you're ready

to go! take the cable out your hand and click the switch itself to access its controls.

You can even do this from right across your base, or even the map view! simply toggle

the switch to "on" when you want power to flow through the switch, and "off" when you

don't.

simple as that.

The power switch is also one of the in-game objects that can be controlled by a circuit

condition, which I'll go into a little later.

The last item unlocked by the Circuit Network research is the programmable speaker.

Now it is possible to do great things with the speaker, and even program entire songs

to be played as you go about growing your factory.

An entire video could be dedicated to this one item and how to use it, but I'll give

a brief overview here.

The speaker needs to be connected to a circuit to work.

Then if you click on the speaker, youll be shown a window like this, with some settings

at the top and a circuit condition below.

starting from the top, you have the volume at which the speaker plays, then three options.

Global playback means that wherever you are on the entire map, you will be able to hear

the speaker as though you were standing right next to it.

This is largely a matter of taste, but there are reasons you might not want to hear an

alarm going off on the other side of your base.

Next is the 'show alert' button.

Selecting this will pop up another section for the alert settings, which will allow you

to select an icon, and a written tag that will pop up on the bottom of your screen where

attack notifications normally pop up, whenever the speaker is played.

If the 'Show Icon on map' button is checked, you can also see the flashing symbol on the

map view screen in the location of the speaker.

The third option is 'allow polyphony' If unchecked, only one speaker will be able to play a sound

at a time, which might be useful for alarms and alerts.

If checked, up to ten speakers at a time will be able to play their sound, which is great

for crafting music!

Onto the circuit connection settings, there is a section much like a decider combinator

that will ask a question based on the circuit input that will be evaluated to true or false.

Whenever the condition is evaluated to true, the speaker will play.

You can select different instruments and pitches (or different alarms), or you can tell the

speaker to accept the signal value as the pitch of the instrument by clicking the checkbox.

then, lower values of the input signal will trigger lower pitches, and vice versa.

Lamps deserve their own section in this video.

Which separate from the circuit network they are often used as indicators of various things,

or as components of full displays.

When a lamp is placed down, it only turns on at night, but if it connected to a circuit

network, it will automatically turn off right away.

clicking on it to show it's window reveals we can now set a circuit condition, much as

with a decided combinator, to ask if the lamp should be turned on.

For now, I'll set an everything greater than 0 condition, to make sure the lamp gets switched

on.

You can also see there is a selection to "use colours".

Remember the colour signals in the special signals tab?

You can set the colour of a lamp by using those.

As long as the 'use colours' button is selected, and the lamp is on, the lamp will display

the colour of any color signal with a value greater than zero that it receives.

Note that this doesnt work with white, grey or black, but Red, green blue, yellow, magenta

(or pink) and cyan are all up for grabs.

But what happens if a lamp receives more than one colour signal.

As you can see demonstrated here, colours further "left" in the list on the special

signals tab outrank those further to the right.

So if a lamp receives both blue and magenta, it will be blue.

If it receives all colour signals, it will be red.

At the moment of recording, the actual value of the colour signal has no bearing, though

I personally hope that lamps will be changed to instead display the colour signal with

the greatest nonzero value.

Many other in-game items can also be connected to the circuit network and have different

effects when connected.

Here follows a brief overview:

Transport belts: By default, belts can be enabled or disabled

based upon a circuit condition.

Useful to cut resources to an area of the base you don't want to be active.

You can also select the belt to read its contents and send that information into the connected

network.

'Pulse' will only send a single pulse of information when an item enters the belt whereas 'hold'

will continuallly send the signal as long as the item is on the belt.

Both are useful in different scenarios.

You can also enable both modes of operation.

Inserters: Inserters can also be enabled or disabled

by an incoming circuit condition.

If you want the insert to always be active, you can set the mode of operation to 'none'.

Similar to belts, inserters can also read their contents in a pulse or hold mode, when

they pick up items.

Inserters can also have their maximum stack size set by an incoming signal's value.

Additionally, filter inserters and stack filter inserters can have their filters set by nonzero

values in the incoming circuit, though be wary of the number of filters an inserter

may have.

Chests: As shown earlier in the video, chests can

send their contents into the connected network.

Additionally, requester chests can instead have their requests set by the values on an

incoming network.

Storage Tanks: Similar to chests, a storage tank can be connected

to a network and will send its contents to that network.

Gates: A Gate, when connected to a wall on at least

one side, can be opened by a circuit condition instead of the player.

They can also send a chosen signal to the network when the gate detects that it should

open.

These can be used in combination with rail signals to make safe rail crossings, which

I'll get to later.

Rail Signals: By default, a rail signal will read its current

colour and send red, yellow, green, or for a chain signal, blue, into the network, though

these signals can be configured.

Normal rail signals can also be set to red by the circuit, preventing trains from continuing

on their path.

Train Stations: Train stations have four modes of operation,

some or all of which can be active at a time.

The entire station can be turned off by a circuit condition, which can be useful for

directing trains away from old stations or stations that are not ready for them.

The stations can also send the circuit contents to the train, which can then have its own

conditions that use the circuit signals to determine how long to wait at the station.

The station can also read the cargo contents of the train and send that into the network,

as well as just send a simple signal into the network to indicate when there is a train

stopped at the station.

By default, this signal is the special 'T' signal, and has the value of the train's ID,

which is unique to each train.

Accumulator: Accumulators can send the amount of charge

they have as a percentage into the network.

This is useful for determining how much power storage you have, and can be used to trigger

emergency power generation procedures if the percentage drops too low.

Power Switch: As Discussed earlier, the power switch can

also be connected to a circuit network, and made to open or close based on a condition.

This is how you can automatically connect or sever parts of your base to or from the

main power grid automatically.

An example of this will be shown later in the video.

Roboports: Roboports have two modes of operation, the

logistics network contents or robot statistics.

'Read Logistic network contents' will send the contents of all the logistics chests in

that logistics network into the circuit.

This is much easier than connecting every chest with bits of red or green wire!

Alternatively, the roboport can send statistics about the number of total and available construction

and logistics bots in that network, as four different signals.

The special signals XYZ and T are used by default but these can be changed.

Mining Drills and Pumpjacks: Both Burner Mining Drills and Eletric Mining

Drills can be connected to a circuit network.

They can be enabled or disabled by a circuit condition, but can also read the expected

amount of resources available to them, either to an individual miner or the size of the

entire ore patch, and send that number to the circuit.

This can be a good way of automatically performing some action when an ore patch runs out.

Similarly, pumpjacks can also be enabled or disabled, and can read the amount of oil per

second they can draw from their well.

Pumps Both pumps and offshore pumps can be enabled

or disabled by a circuit condition.

This is great as it allows us to control the flow of oil fractions to cracking plants to

avoid things backing up, which is an example I'll get to later in the video.

The first example today is a counter.

Say you have a belt, as you see here, with some items on it, and you want to count how

many items go past.

We know that a belt can read its current contents, but we need a way of remembering that value.

We can use a counter for this purpose.

I'll set up a decider combinator here and hook it to one of the belts.

I'll set the belt to read contents in pulse mode, as I only want to count each item once

as it goes by, not once for every game tick it stays on that belt.

I can then hook up the output of the decider combinator to its own input.

If I now set the combinator to say "If everything is greater than the constant number 0, output

everything" with input count, we now have out counter.

Simple as that.

The way this works is that when the combinator receives a pulse from the belt saying an item

is present, it passes is through to the output, because its not possible to have a negative

or zero number of items being counter by the belt.

The very next game tick, the output is received again by the combinator's input, so even though

the belt is no longer sending a signal, the combinator receives the signal of one iron

plate again... and again and again and again.

Effectively, it will remember that one iron plate has passed.

When the plate comes around again, there will be an instant where the combinator receives

two iron plate signals, one from the belt and the other from its own output the previous

game tick. so it will pass that signal of two back into itself, and remember the new

value of two, and so on.

This system works fine, but does come with a drawback that it can only count up and up,

and you can't reset it back to a count of zero without removing and reconstructing it.

Luckily, there is an easy way to build this system in such a way that it has a reset switch

built in.

If I construct a contant combinator over here, with a signal of R for "reset" in it, and

turn it off for now, then go back to the decider combinator, I now only want to count up when

R is off, i.e. when we are not resetting the system.

So If I change the condition to reflect that, we have "If R equals 0, then output everything"

with input count.

The combinator continues to count passing iron plates as normal, but now If I enable

the Reset switch, even for a moment, The decider combinator will not pass its input through

to its output, and will therefore "forget" the number it has counted to.

This system can also be used to count multiple things at once.

If you have a so-called "sushi belt" with many different items on it, you can use a

counter like this to determine how many of each item has passed.

Instead of a manual reset switch, you could pass a signal to reset the counter after a

given amount of time has passed to see how many of each item passes each minute, say.

This leads us into our next example.

A common use of circuit networks in factorio is that of a clock.

Now while such things can be built, I'm not yet talking about a conventional clock with

a digital display to tell the time.

What we'll build here is simply a way of telling how much game time has passed.

By default, and assuming your base isnt big enough to slow your computer down, factorio

runs at 60 UPS or 60 updates per seconds.

each update is called a 'tick'.

If you press The F4 key, you can enable the 'show FPS' option to keep a summary of your

frames and updates per second in the top corner as you play.

Now, if we were to make a counter that instead of counting items on a belt, just added one

to a total every game tick, we would know that whenever that total reached 60, or a

multiple of 60, one real-time second will have passed.

We can do that by modifying our last example just a little.

Let's set up a decider combinator and constant combinator as before, but with different values

this time.

We'll put a signal of T equals 1 in the constant combinator, T for time, and connect that to

the decider combinator's input, and then onto the output.

We want the combinator to keep counting up until a second has passed, at which time it

would make sense for the counter to reset itself.

So our condition can be, if T is less than 60, output T. T will count up and up and up

until T reaches 60, and then will reset back to zero.

If I hook up a light to be enabled when T equals 60, you can see it flash once a second,

meaning this is working just fine.

If you have other things in your factory that need to happen regularly, it need not be once

a second.

If you need something to happen every minute, you just need to know how many ticks that

is.

60 ticks a second means 3600 ticks per minute, so use that number in your condition and your

counter will reset every minute instead, or use any other number you need.

You can also chain counters like this together.

If I replace my light with another decider combinator set to if T equals 60, output 1

T, I can use this as the input for another counter.

Because this one will only tick up once per second, If I set the condition to the same

as the first, it will reset every minute instead of every second.

I could chain another to tick every hour, or go even further.

Hook them all up to a numerical display, and you have yourself a time-telling clock.

The next example is a simple SR Latch, or Set-Reset Latch.

It's designed for when you need a single pulse of information to turn into a steady signal,

which can then be reset by a different pulse.

The way it works, there are two inputs, a "set" signal and a "reset" signal.

There are also two outputs, which always has one on, and one off.

When the "set" signal is received, output A will turn on and output B will turn off.

If another "set" signal is received, nothing will change.

The outputs will switch states when a "reset" signal is received, and remain that way until

another "set" signal comes along.

This is a lot less complicated than it sounds, so hopefully this example will clear things

up.

The latch is easy to set up.

As dummy inputs, I'll put two constant combinators here, both containing a virtual A signal.

the top one will be the set, and the bottom the reset button; I'll turn them both off

for now.

The latch itself consists of two decider combinators, both with idential settings.

If A equals the constant number 0, then output 1 A. Now using red wires, we can connect the

output of each combinator to the input of the other.

Using green wires, we can plug in our dummy input switches, and I'll use lights to indicate

which output is on.

The lights will be conected to the two outputs of the decider combinators, and each have

the conditition to be enabled when A equals 0.

And that's it! if I enable the "set" switch, we can see that output A turns on.

If I turn off the switch, A stays on.

If I enable the "set" switch again, no matter how many times, A remains on and B remains

off.

If I then enable the "reset" switch, A turns off and B turns on, and remains that way no

matter how many times the "reset" switch is turned on.

The reasoning for how this works is a little more complicated, but its still easy enough

to follow through if you consider what each combinator is doing one at a time.

Let's assume that the "set" button is pressed.

This sends a signal of 'A' to the top combinator.

That combinator will only output if A equals zero, so it doesnt output anything.

This means that the top output light turns on, as its not receiving an A signal.

It also means that the bottom combinator is not receiving any input, so the bottom combinator

does output an 'A' signal.

This will turn off the bottom light, but that A signal will also be fed back into the top

combinator.

The total input at the top combinator is now 2 A signals, which is still not zero, so it

doesnt output anything and because nothing has changed since the last time we we here,

the system is now stable.

If we now turn the "set" switch off, the top combinator is no longer receiving a signal

from the set switch, but it is still receiving an A signal from the bottom combinator, so

it's output does not change.

the bottom combinator is still receiving nothing, so its output doesnt change either.

Even though nothing is being input, the system is still stable and the outputs havent changed.

enabling the "set" button again doesnt change anything either, as giving the top combinator

an A value of 2 again doesnt change anything.

Now if we enable the "reset" switch this time, the bottom combinator gets an A input.

because its A input is no longer zero, it stops outputting an A, switching on the bottom

light.

however, this also means that the top combinator is now no longer receiving any input, so it

begins to output an A signal, turning off the top light and supplying another A signal

to the input of the bottom combinator.

Even when the reset switch is turned off again, the bottom combinator continues to get the

signal from the top combinator, so the outputs don't change and once again the system is

stable, back where we started.

Over here we can see a similar example, this time being set and reset by transport belts

with their mode set to read contents, rather than with manual switches.

You can use just about anything that can output a value to a circuit network instead of manual

switches, if you can think of a reason to do so.

We'll see an example of it in use in the very next example.

If you've played much factorio, you've quite possibly come across a situation like this.

You have a nice big solar field to power your factory during the day, and a heap of accumulators

to store any excess energy for use during the night.

But you havent yet deconstructed your old Steam engine set up because as the factory

grows - as it always must - you may need the extra power.

you don't want to have a blackout in the middle of the night after all.

But how can you get this to work?

During the day, the steam engines turn off because the solar panels can cover the energy

needs of your base, but during the night, the steam engines do all the work while your

accumulators sit there doing nothing.

You don't want to needlessly pollute and attract biters - that was the point of building solar

in the first place, right?

But you can't just disconnect the steam engines from the network entirely - you'd need to

be able to connect them again in an emergency and don't want to run all the way across your

base in the middle of a blackout to reconnect them when you need them most.

Because - as any seasoned factorio player will tell you - the middle of a blackout is

always when the biters choose to attack.

Of course, with the power switch, you can remotely disconnect and reconnect the steam

engines from the main power grid, but it wouldnt be the true factorio way unless you can automate

the process right?

Circuit networks to the rescue.

An accumulator attached to a circuit network will output its storged energy as a percentage,

and we can use this to trigger a power switch to turn on when the charge drops below, say,

20 percent.

But if we try this, you may notice a problem.

If I turn the time of day to night so the solar panels turn off, the accumulators will

drain as expected, and the steam engines kind of turn on, but the accumulators don't charge

back up.

If we check the charge level of the accumulator here and look closely, the percentage is actually

flicking between 19 and 20 percent.

Let's have a think about whats going on.

The power drops below 20 percent, so the switch closes. this connects the steam engines, which

turn on to power the base and recharge the accumulators.

However, once the charge reaches 20%, the switch turns off again, disconnects the steam

engines, and the charge drops.

this happens very quickly but it means that the power just flicks back and forward constantly.

We can use an SR latch to solve this.

Firstly, we need two decider combinators to turn the charge level of our accumulators

into a set and reset switch.

we'll have one to "set" the system if the charge drops below 20%, so the steam engines

will connect and recharge the accumulators, but we won't trigger the "reset" until the

charge is done, that is to say at 100%

So if we use X as our set-reset signal, and the accumulator outputs charge on the A channel,

we want out setting decider to say "if A is less than 20, output 1 X", and we want out

resetting decider to say "if A is equal to 100, output 1 X".

Then we can build the latch, with both deciders reading "If X equals zero output 1 X", and

connected up with diagonals as before.

Then if we connect the setting output to the switch, we just tell the switch to turn on

when X equals 0.

If we test this now, we can see that as out charge level A drops below 100, nothing happens

with the switch as the system has already been reset.

Waiting a little longer until the charge drops below 20 percent, then the SR latch is set,

the power switch turns on and this time stays on until the accumulators are all charged

again.

When the accumulators all charge up to full, the switch turns off and the accumulators

begin to drain once more.

If you wanted, you could combine this idea with a clock, to maybe use a programmable

speaker to set off an alarm if the switch stays on too long, or with a counter to determine

if the engines get connected more than once a night, as either could be an indication

that you need to expand your solar fields or accumulators if they are not lasting through

the night.

Once again, I think it's safe to say that most factorio players have a some point come

across tehe problem when the oil refineries all stop working because one of the oil fractions

has backed up.

There are simpler ways around this, especially once you have already researched cracking,

but here is a way you can keep even amounts of your three oil fractions with just a couple

of simple circuit conditions.

We could simply spam down chemical plants and crack everything into petrol, and in some

cases, you will want to do just that.

But remember, we also need heavy oil to make lubricant, and light oil is the most efficient

wat to make solid fuel, a step on the way to rocket fuel.

By using a couple of pumps, open or close the pipes to our cracking plants based on

how much of each oil fraction we have, meaning we never back up and we never run out.

What you see here is a situation I have set up to mimic what has happened to me more times

than I would like to admit.

I've run out of petroleum gas!

The refineries have a solid supply of both water and crude oil, but they are not producing

because the light oil has nowhere to go.

Here's what we can do.

I have my heavy oil supply connected directly to my lubricant production.

In the grand scheme of things we don't need much lubricant so I expect this to fill up

at some point but that's okay.

I have a pump here between the heavy oil storage and the chemical plants that crack heavy oil

to light oil.

If I connect that pump to both the heavy and light oil storage tanks, That pump will receive

as its inputs, how much of each of those oils I have.

Now, I'd like to keep a little heavy oil on standby in case I run out of lubricant, so

lets set that pump to enable only if I have more heavy oil than light oil.

At the moment, all my heavy oil has been turned into lubricant, so I have less heavy thatn

light oil and nothing happens, so let's move on.

Similarly, I have a pump between my light oil storage and the plants cracking light

oil to petroleum gas.

I can connect that pump to both the light oil and petrol storage tanks, and set it to

enable only when I have more light oil than petrol.

At the moment, I have no petrol and full light oil, so the pump turns on.

We start cracking light oil into petroleum, and now we have space for light oil to go,

the refineries turn back on.

I've set up a pump to act like a drain for petroleum into my base, so if I go above 20

thousand petrol I'll start using it.

With what we've done here, I'll only crack heavy into light and then light into petrol

if I have more heavy than light, and light than petrol respectively.

If I wait long enough, the system should stabalise with 20 thousand of each oil fraction, nothing

backed up except lubricant and eyerthing working nicely.

Another common use of the circuit network is to give yourself a nice visual display

in order to tell how much of a given resource you have in a series of chests.

I have here a bunch of chests with different numbers of each basic raw resource in them.

They're already hooked up to a power pole, so I could simply mouseover the pole to see

how many of each resource there are, but let's see If we can do something a little better.

I have here a series of constant combinators here just to act as labels, but I won't connect

them to anything.

Then next to them, lets make a grid of lights.

Horizontally, I'll connect them all with red wires, and vertically I'll connect them with

green wires.

You can speed up the process of making a grid like this by just connecting up one line and

then using a blueprint to place down the rest.

As an added bonus, blueprinted wires don't take anything from your inventory, and though

while I have a creative mode mod enabled for this example, it'll work just fine with bots

too.

I'll use the horizontal red wires to carry the actual number of resources from the chests,

and the green wires to carry colours.

That way, I can have low numbers show up as red, medium as yellow and higher numbers as

green.

A different colour of wire is used so that each light only receives one colour at a time

and avoid cross-contamination.

I'll put combinators at the top with a red, yellow and green signal and connect them

Then, I just need to go through each light and set it to be active is the relevant resource

is higher than whatever number I choose, say in multiples of a thousand.

Now this will work, but it means that every single one of these lights has a different

condition so it'll take a while to set up, so Let's see if we can do better.

As mentioned before, we can use a combinator to isolate a signal from a bunch of signals.

Let's put an arithmetic combinator in each row to isolate each raw resource by adding

zero to it, and in each case, we'll output an A virtual signal.

If we hook up this result to the lights, we then need to switch the condition on the lights

to be active if 'A' is greater than 1000, 2000, 3000, etc.

The benefit here is that we can then copy the

entire row, and just by choosing different settings for a single combinator to isolate

a different signal, we see our nice coloured display.

but once again, We can do better.

With this setup, the colours of each lamp is static. that is to say, it doesnt change,

so there are red and yellow lamps in each row even when that resource is full.

What if we want the entire row to be the given colour?

For this, we have to pay special attention to the priority of the different colours.

Yellow has the lowest priority, so let's give everything a default yellow signal by getting

rid of our green and red constant combinators and hooking up the other columns to the remaining

one so everything becomes yellow.

Next highest priority of our chosen colours is the green signal, so we want to add a decider

combinator that will output one green signal if the total number of the input A is above,

say, seven thousand.

red has the highest priority of all, so we need to do that one last.

So let's add another decider combinator, this time to output a red signal if the input A

is less than three thousand.

Now each of these combinators needs to be connected to the output of the isolating combinator.

also, the output of the two new combinators needs to go into the light grid.

If you use the same colours of wire for this, there may be a couple of loops where colours

are fed back into combinators, but becuase the combinators are only ever looking for

the A signal, theres no problem with that in this case.

Now we have one row, lets copy and paste! set the isolating combinators back to their

different settings and we have a nice colourful display that we can use to see at a glance

what we have, and what we are low on, as well as wondering why we have over four thousand

fish

in storage.

So That's it

for

this video, I hope you

managed to learn something useful.

Let me know what you manage to make of what you've learned from here and most importantly,

have fun!

In the mean time, I'll say thank you very much for watching, and I'll see you again

soon!

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