Saturday, January 26, 2019

Youtube daily report Jan 26 2019

Papaji, beloved Master. Thank you, thank you for these two weeks

I have been sitting in satsang with you.

Thank you for the first day I sat before you

you answered without asking, without my daring to ask,

my deepest wish to myself, apart from the wish for enlightenment,

the wish to look into the eyes of an Enlightened Master.

I felt absolute silence, then I saw a small glimpse of your Infinite Emptiness,

and then love arose from this.

The next day you told me to be quiet

and become a Buddha myself.

Thank you for this good advice.

I promise I will try to follow it for my own sake.

Today I do not have any questions.

I am leaving this afternoon,

the start of the journey home.

Which home you mean?

Its on the next. I'm going home to Norway, Papaji.

- To? - To Norway. Oslo in Norway.

Nowhere.

Home.

Although where is home now?

Yes, very good.

May I please sit before you for a short while before I leave?

One last thought comes to me now, as I am concluding this letter.

You have also shown me courage on the spiritual path

and you have given me hope.

Thanking you.

What do you mean? I don't understand this path and hope.

I have removed your path and I have removed your hope.

I knew the path was the wrong word when I...

- Heh? - I knew I shouldn't have written path when I wrote it.

Yes.

- And hope you have given me, Papaji. - No hope. No hope.

Don't hope. Hope always takes you to past.

Anything that you hope, you are going to past.

What I meant to say Papaji was, I've always felt that enlightenment is impossible.

- You sit and sit and sit and meditate. - No, no. That is the hope.

I know. Oh. Ok.

I don't tell you.

Somebody has told you, "You must hope for sit and sit and sit and shit and..."

"and go on sitting."

And this, this is a hope.

- No hope. - What I meant to say Papaji was,

I now feel that enlightenment is possible for me.

- What do you say? - That's what I meant to say.

- Seems to be possible. It never seemed possible before. - Why? Why doubt?

Why doubt also? You need not have any doubt, any hope, any sitting,

any path.

Don't speak of any path, any sitting, any hope, any doubt.

What is left now? Tell me now. Honestly you tell me.

Honestly you tell me.

What will happen?

No hope for anything, including enlightenment.

No sitting for anything.

- Just give up. - Heh?

Just to give up?

Give up all your hopes, all your paths, all your sittings, all what you have heard so far.

For one second give up everything that you've heard

or read,

That's all you have to do.

That's called satsang.

Yes.

Then?

What's the use of satsang then, if you are following up other things?

Following up means going to the past, memory, destruction.

Don't touch even the mind. Mind is past. Mind is graveyard. Do you know?

Mind is graveyard.

Don't touch your mind also.

Don't think also.

Thinking also is a graveyard. When you think you are in the graveyard. You try now.

Whatever you think, at that time you are in the graveyard.

Any thought takes you to graveyard.

Only living man don't think.

Living man doesn't need to think. He's living.

Living means presence. In presence you don't think.

Presence is presence: absolutely presence without time.

No past, no future, no presence:

this is called presence.

No time.

Time means path. Time means space.

Don't touch it for one second and see what has happened.

Sit down here. Sit down.

You said, "I will want to sit down." You are going afternoon, yes.

You forgot it was you who said it in the Bible.

You said it in the Bible, no? You.

You said it in the Bible.

Yes.

I'm sorry, I'm rather slow now. I don't understand.

Anybody is having a Bible here?

Sure you have said it, what I say.

No Bible here? No Bible here?

No Bible here? Bible. Bible.

Ok.

Saint John of the Book, I say.

Yes. Remember? Do you remember? When you were Saint John of the Book, you said it.

- Saint John of the Book? - You.

Now you don't belong to any book, now. Yes.

Now you are out of the book.

Because you followed someone.

At that time you followed someone, therefore your work was not completed.

Yes.

For more infomation >> PAPAJI - No Doubt & No Path - Duration: 10:07.

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Cuộc hội ngộ bất ngờ của Táo Quân [phần 1] - Trà My Vũ - Mùa hoa bách hợp - Duration: 5:02.

Hello everyone !

Please introduce myseft, I am new Mrs. Crux

newly appointed. Hihi.

I'm also more beautiful than old Crux of last year.

Hey, now, about to start the Tao God meeting

so I have to review the shirt and fix my beauty.

To meet many handsome Tao. Hihi.

Haizz, before giving them visit king of heaven

then I have to interview

Oh! It's The god of student boy, right?

Uay! So handsome ! very handsome!

Come in!

Please introduce myseft, i'm THE GOD OF STUDENT BOY

maybe you don't understand, so I'll explain

Student boy meaning is:

First, handsome

Second is STRAIGHT BOY

Meaning is have two:

1 is heart

2 is penus

Moreover, when it comes to love, only mary with girls.

Oke?

The third is going to school.

Well, a student boy means to often stupid study because ...

Nice writing good text, not equal to learning badly but many "money".

Being a student boy is also good, only that I hate this things:

First: CHECK MOUTH (even if you brush your teeth and wash your face very clean.)

Second: is the exam.

Hi but, if no learn, so must copy documents or stealthy look (look at the test of guy next to you.)

Boy students of course is rich children, rich children are allowed to passing examinations every year

because I'm lazy to study, but my parents are very diligent to buy score for me

! It is my test-Student boy.

Looking forward to the support and like, share.

But do not imitate the bad things of this beautiful boy. Oke?

Menly ! Menly ! Menly!

See more clips at: muahoabachhop.com

For more infomation >> Cuộc hội ngộ bất ngờ của Táo Quân [phần 1] - Trà My Vũ - Mùa hoa bách hợp - Duration: 5:02.

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Gamestop Cancels Preorders for Kingdom Hearts 3 PS4 Pro and Metroid Prime 4 Restarts Development - Duration: 2:00.

Fans aren't happy that Gamestop is cancelling their pre-orders and Metroid Prime 4 is rebooting

its development -- I'm Demothy Tien and THIS -- is the Weekly Roundup.

Players say Gamestop is cancelling their pre orders for the limited edition Kingdom Hearts

3 PS4 Pro.

And let's just say they're less than enthused.

Pre orders started early in December for Gamestop -- which by the way -- is the only place you

could buy it from in the U-S and Canada.

And now with only a few days before its Western launch -- players on social media are saying

they received cancelation emails.

They also say gamestop's offering a 25-dollar gift certificate in return -- but most people

don't want that.

Gamestop tweeted out saying "Due to an error, we oversold on pre-orders for the LE Kingdom

Hearts 3 PlayStation 4 Pro and, unfortunately, some orders had to be canceled.

Guests who had an order canceled will receive a $25 Gift Coupon.

We apologize for the inconvenience and frustration this has caused."

If you've been waiting for Metroid Prime 4 -- you're gonna have wait a bit longer

-- or maybe a lot longer -- since Nintendo's restarting development from scratch.

BUT this might be good news to long time fans of the series.

Developer Retro Studios is taking over the development -- which some of you may know

from the original Metroid Prime trilogy and the team's being led by producer Kensuke

Tanabe.

Nintendo put out a video with executive Shinya Takahashi who talks about the challenges they

faced which led to this decision.

[Insert Soundbyte]

Are you dissapointed about the delay or are you happy Retro Studios' taking over?

Let us know in the comments and if you like our stuff -- get subscribed and follow us

on Facebook and Twitter.

That's all for now and I'll catch you guys next time.

For more infomation >> Gamestop Cancels Preorders for Kingdom Hearts 3 PS4 Pro and Metroid Prime 4 Restarts Development - Duration: 2:00.

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😾 Un collier de dressage pour chien EFFICACE ! - Duration: 0:55.

For more infomation >> 😾 Un collier de dressage pour chien EFFICACE ! - Duration: 0:55.

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2nd Free Toy Giveaway Winner Announcement

For more infomation >> 2nd Free Toy Giveaway Winner Announcement

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Nissan Micra 1.2 98pk DIG-S Acenta - Duration: 0:46.

For more infomation >> Nissan Micra 1.2 98pk DIG-S Acenta - Duration: 0:46.

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Opel Corsa 1.3 CDTi EcoFlex S/S Anniversary Edition - Duration: 0:46.

For more infomation >> Opel Corsa 1.3 CDTi EcoFlex S/S Anniversary Edition - Duration: 0:46.

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Audi A4 Avant 1.8 TFSI S Edition - Duration: 1:23.

For more infomation >> Audi A4 Avant 1.8 TFSI S Edition - Duration: 1:23.

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Jan Richardson Sight Words | Level A | Is | Jack Hartmann - Duration: 2:47.

Hi, I'm Jan Richardson

And I'm Jack Hartmann

Let's work together and learn our sight words even better

I love learning my sight words

I have fun with sight words

I know lot's of sight words

They help me read and write

Let's learn the sight word is

Here we go

Read it out loud

is

Read it quietly

is

Read it in your head

is

Now look carefully and tell me

What's the missing letter?

Say it before I do

i

s

Now look carefully and tell me

The two missing letters

i s

I love learning my sight words

I have fun with sight words

I know lot's of sight words

They help me read and write

Now mix and fix the sight word is

Put the letters in the right order

What letter comes first?

i

What letter comes last?

s

is

I love learning my sight words

I have fun with sight words

I know lot's of sight words

They help me read and write

We learned the sight word is

For more infomation >> Jan Richardson Sight Words | Level A | Is | Jack Hartmann - Duration: 2:47.

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MESSAGE DU 25 JANVIER 2019, A MEDJUGORJE, DONNE PAR LA GOSPA - Duration: 3:41.

Here is the message of January 25, 2019 in Medjugorje

Dear children,

today,

as Mother,

I call you

to conversion.

This time is for you,

dear children,

a time of silence

and prayer.

That is why,

in the heat of your heart,

can grow a germ

of hope and faith,

and from day to day

you will feel,

small children,

the need to pray more.

Your life will be ordered

and responsible.

You will understand,

small children,

that you are passing through

here on the earth

and you will feel the need

to be closer to God.

With love,

you will testify

experience

of your encounter with God,

and you will share it

with the others.

I am with you

and I pray for you,

but I can not

without your YES.

Thank you for answering ...

... to my call.

To subscribe ...

To see the good translation go to "www.medjugorje.hr"

Our memories .... Our best videos ... More videos ...

To subscribe ... follow the red arrow ....

For more infomation >> MESSAGE DU 25 JANVIER 2019, A MEDJUGORJE, DONNE PAR LA GOSPA - Duration: 3:41.

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Actualité TV - Dans le but de se protéger contre l'enfer, une femme de joie s'est fait tatouer l'Ay - Duration: 1:11.

For more infomation >> Actualité TV - Dans le but de se protéger contre l'enfer, une femme de joie s'est fait tatouer l'Ay - Duration: 1:11.

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Cuộc hội ngộ bất ngờ của Táo Quân [phần 1] - Trà My Vũ - Mùa hoa bách hợp - Duration: 5:02.

Hello everyone !

Please introduce myseft, I am new Mrs. Crux

newly appointed. Hihi.

I'm also more beautiful than old Crux of last year.

Hey, now, about to start the Tao God meeting

so I have to review the shirt and fix my beauty.

To meet many handsome Tao. Hihi.

Haizz, before giving them visit king of heaven

then I have to interview

Oh! It's The god of student boy, right?

Uay! So handsome ! very handsome!

Come in!

Please introduce myseft, i'm THE GOD OF STUDENT BOY

maybe you don't understand, so I'll explain

Student boy meaning is:

First, handsome

Second is STRAIGHT BOY

Meaning is have two:

1 is heart

2 is penus

Moreover, when it comes to love, only mary with girls.

Oke?

The third is going to school.

Well, a student boy means to often stupid study because ...

Nice writing good text, not equal to learning badly but many "money".

Being a student boy is also good, only that I hate this things:

First: CHECK MOUTH (even if you brush your teeth and wash your face very clean.)

Second: is the exam.

Hi but, if no learn, so must copy documents or stealthy look (look at the test of guy next to you.)

Boy students of course is rich children, rich children are allowed to passing examinations every year

because I'm lazy to study, but my parents are very diligent to buy score for me

! It is my test-Student boy.

Looking forward to the support and like, share.

But do not imitate the bad things of this beautiful boy. Oke?

Menly ! Menly ! Menly!

See more clips at: muahoabachhop.com

For more infomation >> Cuộc hội ngộ bất ngờ của Táo Quân [phần 1] - Trà My Vũ - Mùa hoa bách hợp - Duration: 5:02.

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Dodge Ram 1500 SPORT LONGHORN 4X4 CREW CAB BLACK EDITION ECO DIESEL LUCHTVERING - Duration: 1:11.

For more infomation >> Dodge Ram 1500 SPORT LONGHORN 4X4 CREW CAB BLACK EDITION ECO DIESEL LUCHTVERING - Duration: 1:11.

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Suzuki Swift 1.2 Exclusive EASSS - Duration: 1:06.

For more infomation >> Suzuki Swift 1.2 Exclusive EASSS - Duration: 1:06.

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Pochod SNB - March of the SNB (Czechoslovak military song) - Duration: 3:43.

We are the guys from formation, we love our motherland,

We will bring and lay down our lives for it in Slovakia.

We want to defend our land, each of us is ready,

With song we are going into battle, nobody is tired.

Beautiful, beautiful is our native land,

In our lines the force still existed, we will win!

Beautiful, beautiful is our native land,

In our lines the force still existed, we will win!

We are living our lives far from our home,

We are walking through Slovakia, our home is nature.

Each of us is made of steel, we are going firmly into battle,

That we are guys from formation we are singing happily.

Beautiful, beautiful is our native land,

In our lines the force still existed, we will win!

Beautiful, beautiful is our native land,

In our lines the force still existed, we will win!

For more infomation >> Pochod SNB - March of the SNB (Czechoslovak military song) - Duration: 3:43.

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プロ野球ニュース DeNAがキャンプメンバー発表 新人3人&中井ら1軍、新人王・東は2軍スタート - Duration: 2:34.

DeNA・ラミレス監 【写真:荒川祐史】選 として5年ぶりに復帰 た古村も1軍スタート  DeNAは26日、 019年春季キャンプ 参加メンバーを発表。 ーキーはドラフト1位 上茶谷大河投手、同3 の大貫晋一投手、同6 の知野直人内野手と3 手が1軍スタートとな た

  巨人を戦力外とな 、12球団合同トライ ウトを受けてDeNA 加入した中井大介内野 、選手として5年ぶり 復帰した古村徹投手も 軍スタート。一方、手 明けの井納翔一投手、 年の新人王の東克樹は ァーム(2軍)

石川雄洋内野手、梶谷 幸外野手らもファーム らのスタートとなった   1軍は2月1~2 日まで沖縄・宜野湾、 ァームは2月1~26 まで嘉手納でキャンプ 行う。1軍メンバーは 下の通り

 ○投手 (20人) 口皓亮、石田健大、大 晋一、三嶋一輝、山崎 晃、今永昇太、浜口遥 、上茶谷大河、飯塚悟 、三上朋也、E・バリ ス、砂田毅樹、京山将 、S・パットン、平良 太郎、E・エスコバー 国吉佑樹、古村徹、田 丈、笠井崇正 ○捕手 (3人)戸柱恭孝、伊 光、嶺井博希 ○内野  (8人)中井大介、 ・ロペス、倉本寿彦、 和、柴田竜拓、宮崎敏 、知野直人、N・ソト ○外野手 (7人)宮 秀明、桑原将志、神里 毅、筒香嘉智、乙坂智 楠本泰史、細川成也( ull-Count編 部)

For more infomation >> プロ野球ニュース DeNAがキャンプメンバー発表 新人3人&中井ら1軍、新人王・東は2軍スタート - Duration: 2:34.

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"NON SIAMO PESCI" E NOI NON SIAMO FESSI - FULVIO ABBATE: ''DI FRONTE ALL'ACCUSA D'ESSERE UNO STRONZO - Duration: 2:38.

Una semplice postilla personale all'appello pro-migranti "Non siamo pesci". Posso dire che ci sono "firme" con le quale non condividerei neppure una Fanta in autogrill? Molte delle quali sono le stesse che ancora ieri affiancavano in veste di "anime belle" Walter Veltroni, lo stesso che reputo responsabile dell'astio che la sinistra e il suo ceto intellettuale sono riusciti a conquistare per manifesta mediocrità, supponenza e nepotismo

Non ho intenzione di pagare per loro. Per questa ragione, rivolgendomi a Sandro Veronesi, ho così dapprima twittato: "Caro Sandro, invece di fare appelli chiama il tuo amico Veltroni e gli dici: andiamo a morire in Africa! Come quegli altri, un tempo, a Madrid! Non in mio nome

Leggo firme che hanno desertificato la sinistra". Di fronte all'accusa d'essere uno stronzo giuntami addosso da parte di chi reputa, bontà sua, moralmente inaccettabile la mia obiezione ho così rilanciato: "Ripeto: ai firmatari dell'appello pro-migranti chiedo di convincere il loro amico Walter Valter a imbarcarsi lui su un canotto per immolarsi, come promesso, al largo della Libia

Chi ha fatto della sinistra un deserto può dar lezioni di etica". Quanto ai migranti, verso questi ultimi provo vicinanza umana e politica assoluta, posto che ogni mattina scopro, e lo affermo nero su bianco, se ce ne fosse ancora bisogno, quanto siano analfabeti e ottusi i nostri conterranei, gli stessi che hanno trovato nel disprezzo proprio per i più poveri, per gli stranieri, una dignità mai posseduta e, s'intende, in Salvini il cognato questurino ideale

Dimenticavo: ieri, sull'Huffignton Post, ho reso onore al mio concittadino Sergio Mattarella per avere fatto accogliere proprio Salvini al Quirinale da un corazziere nero

Notavo che con quel gesto assoluto "abbiamo ritrovato all'istante anche l'immenso Mel Brooks, con lo sceriffo nero al centro del suo "Mezzogiorno e mezzo di fuoco", lo sceriffo Bart della cittadina di Rock Ridge, cui la proverbiale vecchina del West, a fronte di un gentilissimo "Non trova che è una giornata stupenda?", risponde piccata: "Vaffanculo, negro!"

Ironia per ironia, dimenticavo di aggiungere che la sella del nostro è griffata "Gucci", non tutto il sale dell'ironia si può comunque pretendere nelle occasioni ufficiali

Chissà se il perspicace Salvini abbia intuito che il messaggio lo riguardava insieme ai suoi tweet sulla "pacchia finita" e altri esercizi paraletterari da mattinale di questura? Anche lì, subito insulti, ma dalla fogna razzista e sovranista

Peccato che tra i firmatari ci sia anche Gad Lerner che aveva avuto l'onestà intellettuale e l'amor proprio di ammettere, tempo adddietro in un'intervista, che noi radical chic, noi gauche caviar, facciamo schifo, siamo impresentabili, peccato davvero

For more infomation >> "NON SIAMO PESCI" E NOI NON SIAMO FESSI - FULVIO ABBATE: ''DI FRONTE ALL'ACCUSA D'ESSERE UNO STRONZO - Duration: 2:38.

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Opel Agila 1.0 Berlin - Duration: 1:00.

For more infomation >> Opel Agila 1.0 Berlin - Duration: 1:00.

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😾 Un collier de dressage pour chien EFFICACE ! - Duration: 0:55.

For more infomation >> 😾 Un collier de dressage pour chien EFFICACE ! - Duration: 0:55.

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Alessandra Ambrosio en montre trop lors d'un shooting en pleine rue - Duration: 7:04.

For more infomation >> Alessandra Ambrosio en montre trop lors d'un shooting en pleine rue - Duration: 7:04.

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DIE HARD 2 ⭐ Then and Now 1990 vs 2019 - Duration: 2:35.

Die Hard 2 1990 Cast - Then and Now

For more infomation >> DIE HARD 2 ⭐ Then and Now 1990 vs 2019 - Duration: 2:35.

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Hyundai Getz 1.1i 5-D YOUNG | NW. APK | TREKHAAK | NAP - Duration: 1:11.

For more infomation >> Hyundai Getz 1.1i 5-D YOUNG | NW. APK | TREKHAAK | NAP - Duration: 1:11.

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Kia cee'd 1.6 GDI 135 PK | 17" lichtmetalen velgen | LED verlichting - Duration: 0:40.

For more infomation >> Kia cee'd 1.6 GDI 135 PK | 17" lichtmetalen velgen | LED verlichting - Duration: 0:40.

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WEIRD ITEM BASKETBALL TRICK SHOT BATTLE *From Balcony!* - Duration: 13:14.

what is up everybody Caleb for Josh back with another

video today cash team cash Caleb and Josh we're doing weird item basketball

trick shots off the balcony okay we have a little hoop we set up

there which by the way should not have taken two hours to set it took a long

time that's ridiculous but anyway we've got a weird weird items

on the spinning wheel Caleb Shomo we got black beans there's some cans of beans

there's well the weird stuff okay I could just do this huh okay we got a

basketball 2-liter soda cans it's a weird item video and the first

one you say is basketball they're not all weird I guess

shoes anyway five rounds but each round you can choose whether you want to shoot

from the top balcony where we are now or the lower balcony this balcony is worth

two points that balcony is just worth one so it comes down to a little bit of

strategy like do you want to go will you turn your phone off fine we're filming

yeah be professional this is unbelievable

hey our minds vibrating mom so this game has a little bit of strategy do you want

to go for the you know two point big baller or do you want to go for the one

point four shirt no what I guess nothing's for sure but higher chances I

don't know it comes down to what you prefer and every turn you get to attempt

it twice cool let's do it you go first yo can we can we make a note about this

win - it's very windy hopefully the audio is gonna be okay in this video but

it's a very audio the audio howdy did the audios good the audios become

windy geez all right here we go

first roll Clementine Clementine or an orange for regular people okay love are

you going there you going for the top one can can I do one up here and then if

like switch it up or yeah have to no no you can do okay I'm gonna start up top

it advantage to make sense okay wait for the wind to die down thank you

miss are you gonna get in here yeah sticking here okay like that wait it's

good right now nothing but net two points off to a great start

Asik Caleb gunslinger not a bad run one two points my first turn see what you do

opponents choice great oh you're gonna hate this

what cuz I can't prepared y'all you did not specify that you can't use something

not on the board okay so I brought something for you okay

a balloon no good luck Josh on this windy day as upset as I am about this I

can't give you Matt I guess bro that's really smart that's brilliant

oh wow oh you're gonna get well I'm just yeah wise might as well just go for the

top oh oh oh that's not how to play yet Oh what if it goes in oh shoot

sorry oh well get another chance

yikes sorry for the balloon I'm just gonna throw like this you said throw a

blue okay sure I'm gonna do balloon from down from down here okay I'm tying a

knot okay let's make it a little heavier okay oh that was close

it was pretty close but that's a big zero for me first round kala round - oh

you got a bonus topics perfect well glad we're getting these early and you

thought you were so clever cuz you brought something so did I so did I

ping-pong balls all right I'm gonna leave so I'm gonna play safe I'm gonna

go ready yep oh my gosh

that definitely went in okay the three points for kit are you are you shooting

a pie now you two shots right yeah you're going hi boo might as well watch

I'm gonna play to the wind you ready yeah you played to it

yeah it's not enough okay so you have three three two zero big money big money

big money shooters choice I'm going to go with the

basketball that's probably pretty smart two attempts it's not easy it's not easy

it makes it easier this is heavier it's heavy but here we go

I figured I said I need some points right now

time played easy right now played safe I guess is how you would say that I think

I am I'm gonna go down low thank you for going down low this makes

my job easier yep pretty New York got it

one point I'm on the board ladies gentlemen okay we go round three round

number three basketball basketball okay what it was hard at this but this one is

harder than I thought from top you ready yeah you ready yep I miss okay now what

you're gonna go safe we're gonna try again I'm up - yeah okay this wind is

crazy but a ball over they have to play too much short how's it feel yeah okay

it is a one two three bad numbers dream Oh what is that I don't know it was

missing a peg right down the middle it was right down the middle

I think right now it probably is on juggling ball okay

well I'll let all we'll go by the honor system you choose which one you think

it's on juggling ball these are the Josh Horton Pro Series juggling balls from

juggling warehouse.com better plug that is a plug you want our top I'm going

right here it's getting dark we got to hurry yeah yeah

no way now front room looks good need this for the tie right front rim

three two one still round numero seis and that's for

what is for hold gosh the 2-liter four is Quattro right so should I spin again

no two 2-liter bottle of club soda this is gonna explode everyone yeah were you

shooting from for the sake of neighbors I'm gonna go from the first bar okay you

but like make lasers go okay no crushing me so I have for now

you also messed up the net my bad yeah not for you for just cuz I'm a cocky

don't do that no can we let's redo that one I don't know nope

here we go oh now it's on can that's definitely a can alright here we go

I need a some big points here can i maybe spill some some black beans or

some hey hey hey huh spill the beans I'm Sophia I'm going from I'm good up

top okay

Oh drop did it didn't bus it sounded like it it definitely busted

that's funny yeah okay apparently apparently I spilled the beans

but the important part is I scored how's my joke okay

so that is three for three or four yeah this is for the win well not for the win

this is to take the lead wait you sure you don't want to just hi yeah that's

good so five before going into the final

round all right guys going in the next round

comment down below right now who do you think it's gonna win Caleb all right

let's go Oh Josh all right here we go final round

opponents choice all so the only thing that hasn't been used yet is shoe I

didn't bring anything else with me so I'm gonna you take off your brand new

shoes no no give me your shirt okay you can have I actually there's black beans

down there yeah that's why I'm not using okay okay this is probably a bad idea

because these are Jordans you know they've got but they got really dirty at

a recent video shoot which r.i.p Jordans yeah okay okay you don't care okay let's

see it alright geez you got stoves are so fast okay here we go

shoes two points oh my gosh I'm up one you're up one if I make this you're done

right I guess no really short Wow what was I doing

dude the first one with money I don't care okay final one final round you're

up by so it wouldn't score 65 I'm around no way opponents choice okay all this

argue I got something already guys are sad don't have some I'll give you a coat

hanger boom fun with it you definitely lose it in the light to a tiebreaker

okay okay yep oh my goodness I can't believe to do a tie okay guys so we only

have a couple items left in the bag so what we're gonna do is you're gonna

choose weapon of your choice since I'm going first I get to choose first so hi

Josh okay I'm just going with the juggling ball I feel like that's pretty

then go for it Spidey dirt pretty good okay here we go ready up top yep going

for two okay miss barely a miss shit if I do anything if I get any point make

any points you might win weapon of choice what is it juggling ball

obviously her come on just one point away one for two because I was trying to

put pressure on you

oh this well we completed the challenge are you mad man I hate losing more than

I like winning yeah I don't even understand how I mostly play wow y'all

think this is a jibe guys Mikayla feel better comment the baby emoji on his

Mo's most easier Instagram poker just way to get blogs comment the baby emoji

because that's what he's acting like Caleb Nash beamster put the gold medal

emoji on my most recent Instagram post we'll give it Instagram shout-out if you

do both of those things and you're following both of us Thanks watch

everyone we barely made it in time before it got dark here in beautiful

Malibu we got videos every Monday of Wednesday every set by Caleb so make

sure you see he's just kidding he's an actor he's being silly let's go to the

beach that's right there

Yuni needs more soul for this one

For more infomation >> WEIRD ITEM BASKETBALL TRICK SHOT BATTLE *From Balcony!* - Duration: 13:14.

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Never Become an Uber or Lyft Driver, Unless - Duration: 5:07.

rev up your engines, bot says hello, is it worth it to use your car for

uber or lyft to make money or is it wear and tear on your vehicle, it's a lot of

wear and tear on your vehicle, and it depends on how hard you want to go into

uber or lift to make serious money, cuz I use them all the time, flying around the

country, I don't drive anywhere I flying and I take ubers to the airport and

back and total hotels and to meetings or whatever, and I talk to some a lot of

uber drivers and I got customers here in Houston I work on the their cars that drive

ubers if you're a serious uber driver and you're

gonna put in a lot of time, go to places where you can make money and you got a good

personality people will tip you, you can make a reason to amount of money, but

you're just kind of doing it and thinking I want to try it, I talked to

people that did that and they told me that basically they were making less

than minimum wage when they included the wear and tear, the insurance, the money

they spent on gasoline, cuz you got to do it full-time to make any serious money,

and if you're only gonna do it a little you're not gonna make that much money on

it, you're probably gonna put more wear and tear on your car than you're ever

gonna get back from the little bit of money that you make, because it's just

not that profitable the thing unless you do it full-time iand really hustle, Yoji says

you should respond to more of the comments people leave you try, try hey

I'm ready working all the time, when I started doing as 10 years ago on YouTube,

well more than 10 now, 12 years ago now, I actually

answered every single question that people ask me, I spent a lot of time

actually I spend more time, now but I did answer any every question that people

ask me, but I now have over 450 million views, there's no way I could possibly react

to all those comments, that's why I do these

live car talks, so people get a chance to ask a question and have me answer it

live, I mean there's only one me and there's only 24 hours a day, so I can't

answer them all, it's physically and mentally impossible, Rick ap says will Mazdas

rotor engine ever make a comeback, well I kind of doubt it, it's already made a

couple of comebacks and they both failed,

the problem with rotary engines is their small and they put out a lot of power and

they can burn just about anything, I remember

when they first came out somebody ran one on

perfume, they can run on just about anything, but they get terrible gas

mileage and because of their design, they have like a triangular rotor system, so

the edge of each of the three triangle ends, the edges have rotor seals on them and

those apex seals go bad and they end up burning oil, so I doubt if it will ever

make a comeback, they were very hard to meet the anti pollution standards, they get

horrible gas mileage, everything that the governments are looking for they don't

do so, just says scotty I'm thinking about buying my mom a 72 Nova, what's

your thought on that car, here's the thing if

it's been done over and it's been restored, hey they were very reliable

cars in those days, they were nothing like the later Chevy Nova that was just

a rebadged Toyota Corolla that could run forever, but it was in the car that was

big for families and stuff like a nova that had room, the only thing you got it

realize is, okay if your mother's older she wants power steering and power brakes

make sure it has that on it, if it's been done over and

it's got power everything, go right ahead, hey their big cars if she puts a

seatbelt on it's a relatively safe car for driving around,

Sikorski says scotty I'm having problems with my 2002 Grand Prix Pontiac, the ABS light

is on and when I check it with a scan tool it shows

not available for all wheel sensors, it's

like the sensors are bad or the module it's not gonna say na, if the real

sensors are bad it will give you codes for the wheel sensors, it's saying

there's no data available, scan tools that do abs are relatively high level

scan tools, if you've got a cheaper scan tool, odds are the scan tool probably

just isn't working right, because I see that all the time,

I have probably 50 different scan tools here, I get them free from companies they

hope I use in my videos, and sometimes I gotta go through three or four of the

cheaper ones before I get one that'll read ABS data, where if i plug in my

$5,500 one, it immediately reads them, so you might just out of curiosity pay a guy

like me that has good equipment just to see what's going on with it, it could

just be that your scan tool isn't reading it, now if it's correct and

there's no data, odds are the module is going bad, Kowalski says

Scotty I want to buy an old Russian Lada what do you think, well it depends where

you live, they never sold them in the United States, so you'd have

one heck of a time trying to get parts for that lada, you know good luck in

finding parts for that lada, but they sold them in Canada and they can have some

parts, and if you live in Europe a lot of people sell parts for them, you know a lot

of people like those little cars they're

for cheap transportation they seem to be ok

they still make them some other company bought them, I think they might even be owned

by Renault now, but the old one seemed to be

pretty reliable from what people tell me so if you never want to miss another one

of my new car repair videos, remember to ring that Bell!

For more infomation >> Never Become an Uber or Lyft Driver, Unless - Duration: 5:07.

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Renaud, multiples contusions, ecchymoses, la vérité sur son terrible accident - Duration: 1:31.

For more infomation >> Renaud, multiples contusions, ecchymoses, la vérité sur son terrible accident - Duration: 1:31.

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MESSAGE DU 25 JANVIER 2019, A MEDJUGORJE, DONNE PAR LA GOSPA - Duration: 3:41.

Here is the message of January 25, 2019 in Medjugorje

Dear children,

today,

as Mother,

I call you

to conversion.

This time is for you,

dear children,

a time of silence

and prayer.

That is why,

in the heat of your heart,

can grow a germ

of hope and faith,

and from day to day

you will feel,

small children,

the need to pray more.

Your life will be ordered

and responsible.

You will understand,

small children,

that you are passing through

here on the earth

and you will feel the need

to be closer to God.

With love,

you will testify

experience

of your encounter with God,

and you will share it

with the others.

I am with you

and I pray for you,

but I can not

without your YES.

Thank you for answering ...

... to my call.

To subscribe ...

To see the good translation go to "www.medjugorje.hr"

Our memories .... Our best videos ... More videos ...

To subscribe ... follow the red arrow ....

For more infomation >> MESSAGE DU 25 JANVIER 2019, A MEDJUGORJE, DONNE PAR LA GOSPA - Duration: 3:41.

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Actualité TV - Dans le but de se protéger contre l'enfer, une femme de joie s'est fait tatouer l'Ay - Duration: 1:11.

For more infomation >> Actualité TV - Dans le but de se protéger contre l'enfer, une femme de joie s'est fait tatouer l'Ay - Duration: 1:11.

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8 huiles aromatiques pour mieux dormir - Duration: 8:42.

For more infomation >> 8 huiles aromatiques pour mieux dormir - Duration: 8:42.

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Mareva Galanter, dur dur les affaires, face à de grosses difficultés financières - Duration: 1:17.

For more infomation >> Mareva Galanter, dur dur les affaires, face à de grosses difficultés financières - Duration: 1:17.

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Nolwenn Leroy : ce que devenir mère a changé dans sa carrière - Duration: 1:45.

For more infomation >> Nolwenn Leroy : ce que devenir mère a changé dans sa carrière - Duration: 1:45.

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Loredana Lecciso in bagno: lo scatto bollente dell'ex di Al Bano infiamma il web... - Duration: 14:19.

For more infomation >> Loredana Lecciso in bagno: lo scatto bollente dell'ex di Al Bano infiamma il web... - Duration: 14:19.

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BARRETTE ENERGETICHE ALL'AVENA E CIOCCOLATO - Duration: 2:40.

For more infomation >> BARRETTE ENERGETICHE ALL'AVENA E CIOCCOLATO - Duration: 2:40.

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Mareva Galanter, dur dur les affaires, face à de grosses difficultés financières - Duration: 1:25.

For more infomation >> Mareva Galanter, dur dur les affaires, face à de grosses difficultés financières - Duration: 1:25.

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7 solutions maison pour réduire les spasmes musculaires - Duration: 8:04.

For more infomation >> 7 solutions maison pour réduire les spasmes musculaires - Duration: 8:04.

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"NON SIAMO PESCI" E NOI NON SIAMO FESSI - FULVIO ABBATE: ''DI FRONTE ALL'ACCUSA D'ESSERE UNO STRONZO - Duration: 2:38.

Una semplice postilla personale all'appello pro-migranti "Non siamo pesci". Posso dire che ci sono "firme" con le quale non condividerei neppure una Fanta in autogrill? Molte delle quali sono le stesse che ancora ieri affiancavano in veste di "anime belle" Walter Veltroni, lo stesso che reputo responsabile dell'astio che la sinistra e il suo ceto intellettuale sono riusciti a conquistare per manifesta mediocrità, supponenza e nepotismo

Non ho intenzione di pagare per loro. Per questa ragione, rivolgendomi a Sandro Veronesi, ho così dapprima twittato: "Caro Sandro, invece di fare appelli chiama il tuo amico Veltroni e gli dici: andiamo a morire in Africa! Come quegli altri, un tempo, a Madrid! Non in mio nome

Leggo firme che hanno desertificato la sinistra". Di fronte all'accusa d'essere uno stronzo giuntami addosso da parte di chi reputa, bontà sua, moralmente inaccettabile la mia obiezione ho così rilanciato: "Ripeto: ai firmatari dell'appello pro-migranti chiedo di convincere il loro amico Walter Valter a imbarcarsi lui su un canotto per immolarsi, come promesso, al largo della Libia

Chi ha fatto della sinistra un deserto può dar lezioni di etica". Quanto ai migranti, verso questi ultimi provo vicinanza umana e politica assoluta, posto che ogni mattina scopro, e lo affermo nero su bianco, se ce ne fosse ancora bisogno, quanto siano analfabeti e ottusi i nostri conterranei, gli stessi che hanno trovato nel disprezzo proprio per i più poveri, per gli stranieri, una dignità mai posseduta e, s'intende, in Salvini il cognato questurino ideale

Dimenticavo: ieri, sull'Huffignton Post, ho reso onore al mio concittadino Sergio Mattarella per avere fatto accogliere proprio Salvini al Quirinale da un corazziere nero

Notavo che con quel gesto assoluto "abbiamo ritrovato all'istante anche l'immenso Mel Brooks, con lo sceriffo nero al centro del suo "Mezzogiorno e mezzo di fuoco", lo sceriffo Bart della cittadina di Rock Ridge, cui la proverbiale vecchina del West, a fronte di un gentilissimo "Non trova che è una giornata stupenda?", risponde piccata: "Vaffanculo, negro!"

Ironia per ironia, dimenticavo di aggiungere che la sella del nostro è griffata "Gucci", non tutto il sale dell'ironia si può comunque pretendere nelle occasioni ufficiali

Chissà se il perspicace Salvini abbia intuito che il messaggio lo riguardava insieme ai suoi tweet sulla "pacchia finita" e altri esercizi paraletterari da mattinale di questura? Anche lì, subito insulti, ma dalla fogna razzista e sovranista

Peccato che tra i firmatari ci sia anche Gad Lerner che aveva avuto l'onestà intellettuale e l'amor proprio di ammettere, tempo adddietro in un'intervista, che noi radical chic, noi gauche caviar, facciamo schifo, siamo impresentabili, peccato davvero

For more infomation >> "NON SIAMO PESCI" E NOI NON SIAMO FESSI - FULVIO ABBATE: ''DI FRONTE ALL'ACCUSA D'ESSERE UNO STRONZO - Duration: 2:38.

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Sommer Ray has the biggest *** - Duration: 6:31.

For more infomation >> Sommer Ray has the biggest *** - Duration: 6:31.

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Disparition d'Emiliano Sala : ses proches relancent les recherches - Duration: 1:12.

For more infomation >> Disparition d'Emiliano Sala : ses proches relancent les recherches - Duration: 1:12.

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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!

For more infomation >> Factorio Circuit Network Tutorial - Absolute Basics - Duration: 1:08:46.

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THE NEW BUILD FOR KODI 17.6 - JANUARY 2019 - SILK - Duration: 9:49.

For more infomation >> THE NEW BUILD FOR KODI 17.6 - JANUARY 2019 - SILK - Duration: 9:49.

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Mum wants to give family 'toilet tickets' to stop them spending too long on loo - News Live - Duration: 2:05.

A mum has joked (we hope) that she's going to start issuing toilet tickets to her family because they're all spending too long on the loo.

The woman claims every time she tries to use the bathroom either her partner or one of their kids are already in there.

She says she's much "quicker at using the loo than the rest of the family" and says she is sick of having to wait.

So she's debating taking serious action, and said she might start issuing time slots and punch cards to make them speedier.

The other option was to have the toilet electrified and anyone who is sitting on it for more than five minutes gets a "nasty shock".

Writing on the parenting website Mumsnet she said: "We have one toilet, which is inside the bathroom.

"Every time I walk upstairs to use the loo some f***** is in the toilet. I am much quicker at using the loo than the rest of the family.

"I'm sick of it and I'm going to start issuing time slots and punch cards.

"Or have the toilet electrified and anyone who goes over their 5 minutes gets a nasty shock."

Other parents found her ideas very funny and were quick to offer up alternative suggestions.

One wrote: "We've just moved and theres an en suite now. There's four of us. I can really recommend a second loo! Or maybe a bucket."

Another commented: "Doorman/cloakroom attendant. The only solution. Or possibly a clock card. Electrocution is a bit severe....... for 5 minutes. Wait til 10 at least."

One woman understood her pain, writing: "Oh, I so need this. DH and both DSs apparently need an hour of toilet time each day as a minimum. I wish we could find space for a downstairs loo."

For more infomation >> Mum wants to give family 'toilet tickets' to stop them spending too long on loo - News Live - Duration: 2:05.

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Άνθιμος Ανανιάδης: "Η πίστη μου στο Θεό με βοηθά να ανταπεξέλθω" | News | fthis.gr - Duration: 1:02.

 Στην κάμερα της εκπομπής του Open «Παιδιά από σπίτι» μίλησε ο Άνθιμος Ανανιάδης, ο οποίος πριν από λίγες μέρες πήρε στα χέρια του τα αποτελέσματα του τεστ DNA που έδειξε πως εκείνος είναι ο πατέρας του μικρού αγοριού που έφερε πριν λίγους μήνες στη ζωή, η Μαρία – Νεφέλη Γαζή

 Ο Άνθιμος Ανανιάδης αποκάλυψε πως η πίστη του στον Θεό τον βοηθάει να ανταπεξέλθει σε αυτή τη δοκιμασία που περνά

«Σίγουρα είναι μέσα από την οικογένεια τα ήθη και τα έθιμα και η πίστη μας είναι κάτι το οποίο το εκπροσωπούμε και είναι μέσα μας κάθε στιγμή και λεπτό

Ανεβαίνω κάθε δύο μήνες στο Άγιο Όρος».

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