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	<id>https://wiki.ce.skimnerphi.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SkimnerPhi</id>
	<title>shapez Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.ce.skimnerphi.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SkimnerPhi"/>
	<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/wiki/Special:Contributions/SkimnerPhi"/>
	<updated>2026-05-24T08:31:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Tunnel&amp;diff=238</id>
		<title>Tunnel</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Tunnel&amp;diff=238"/>
		<updated>2026-02-07T01:59:49Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Add proper citation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Underground belt.png|alt=Tunnel tutorial|thumb|The tunnel tooltip tutorial as seen in the game.]]&lt;br /&gt;
&#039;&#039;&#039;Tunnels&#039;&#039;&#039; are used to transport items underground for a set maximum distance. This allows for item lines to cross buildings or other item lines. Tier I tunnels are black and trapezoidal, while Tier II tunnels are white and rectangular.&lt;br /&gt;
&lt;br /&gt;
They come in pairs, with each pair consisting of one entry tunnel and one exit tunnel. Tier I tunnel pairs can be placed 5 tiles apart, while Tier II tunnel pairs can be placed 9 tiles apart. This allows them to cross 4 tiles and 8 tiles, respectively. &lt;br /&gt;
&lt;br /&gt;
Each entry tunnel automatically links itself to the nearest in-range exit tunnel of the same tier and direction. This can be exploited in conjunction with [[blueprints]] to allow overlapping (referred to as weaving) the same tier belt in opposite directions through the same tiles.&lt;br /&gt;
[[File:Tutorial Underground belt-tier2.png|alt=Tunnel tier II tutorial|thumb|The tunnel tier II tooltip tutorial as seen in the game.]]&lt;br /&gt;
Tunnel pairs do not act like teleporters, and instead, they will form a hidden track that acts like a regular belt. Tunnels provide little to no speed advantage when used in replacement of regular belts.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
Like [[belts]], tunnels will not be automatically deselected after being placed. An exit tunnel will be placed if a valid tunnel pair can be formed; otherwise, an entry tunnel will be placed. While placing tunnels, if the location where the cursor is at can form a valid tunnel pair, the potential pair will be shown by a green line.&lt;br /&gt;
&lt;br /&gt;
Because exit tunnels are treated as facing in the opposite direction as their corresponding entry tunnels, placing a tunnel will flip the current building placement rotation. Holding the {{kbd|placementDisableAutoOrientation}} key will override this behavior.&lt;br /&gt;
&lt;br /&gt;
== Smart tunnels ==&lt;br /&gt;
The &amp;quot;smart tunnels&amp;quot; setting, turned on by default, allows tunnels to automatically delete unnecessary belts when being placed.&lt;br /&gt;
&lt;br /&gt;
A newly-formed tunnel pair will check for and delete a stretch of belts facing the same direction that occupies the entire space between the two tunnels. Smart Tunnels will also delete unnecessary extra tunnels if a potential new tunnel pair stretches past them, allowing for tunnels to be placed via dragging.&lt;br /&gt;
&lt;br /&gt;
The setting only works for exit tunnels and cannot detect both belts and unnecessary tunnels in tandem.&lt;br /&gt;
&lt;br /&gt;
== Effect on performance ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Tunnels are way faster to render, but they are harder to compute than a (long) belt.&lt;br /&gt;
&lt;br /&gt;
That is because a belt can move all its items with a single tick (no matter its length), whereas if you replace the same track with tunnels, each tunnel updates individually&lt;br /&gt;
&lt;br /&gt;
So: I recommend belts, except for the parts of your factory you watch actively, there I&#039;d use tunnels.&amp;lt;ref&amp;gt;tobspr. (2020, December 14). Comment on &#039;&#039;Does switching belts to tunnels improve performance?&#039;&#039; Reddit. https://www.reddit.com/r/shapezio/comments/kcjhe6/comment/gfsdug1/&amp;lt;/ref&amp;gt;&amp;lt;/blockquote&amp;gt;While tunnels do function similarly to belts without rendering items on their path, tunnels are not considered to be part of [[Belt#Belt paths|belt paths]], a powerful optimization. Therefore, while not significant at smaller scales, a negative impact on performance can be noticed in extreme cases, such as replacing as many belts as possible with tunnels. However, the inverse may also be true for areas of the map that the camera is frequently focused on, such as near the [[hub]].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Storage&amp;diff=234</id>
		<title>Storage</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Storage&amp;diff=234"/>
		<updated>2026-02-06T02:08:53Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Standardize link capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Storage.png|alt=Storage tutorial|thumb|The storage tooltip tutorial as seen in game.]]&lt;br /&gt;
The &#039;&#039;&#039;storage&#039;&#039;&#039; is a building that buffers items. Items that match the current contents will be accepted from either of the two inputs, up to a maximum capacity of 5000 items. The currently stored item and the quantity are displayed in the center of the building.&lt;br /&gt;
&lt;br /&gt;
Any items over capacity or any dissimilar items will be blocked at the input, until either there is remaining capacity or the buffer has been emptied completely, respectively. The storage has the unique ability of priority outputs — though there are two belt outputs, the one on the left, marked with a green star &amp;amp; arrow, will be favored, using the right output only when there are additional items in the buffer.&lt;br /&gt;
&lt;br /&gt;
In addition to the regular layer, storages also have two wire outputs, for detecting the buffer state. On the left side, it will output true {{Signal|true|inline}} when the storage is full and false {{Signal|false|inline}} otherwise. On the right, the currently stored item is output as a signal, or null {{Signal|null|inline}} if the storage is empty.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
The primary usage of storage is to buffer enough items to smooth out peaks in demand, such as in [[Make Anything Machine|MAMs]]. If items are only expected to be used in short bursts, then the supply factories only need to consistently supply the average requirements as opposed to the maximum at any given time, relying on the storage to accumulate extras during the slow periods.&lt;br /&gt;
&lt;br /&gt;
While it&#039;s possible to create a [[hub]] dump system using the wire outputs, the comparatively low shape requirements for [[Levels#Freeplay|freeplay]] encourage more optimized [[Efficient designs:Modules#Item counter|item counter]] designs using a combination of [[Balancer|splitters]] and [[Belt reader|readers]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Puzzle_DLC&amp;diff=233</id>
		<title>Puzzle DLC</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Puzzle_DLC&amp;diff=233"/>
		<updated>2026-02-06T01:33:40Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Puzzle dlc logo.png|alt=Puzzle DLC logo|thumb|The Puzzle DLC logo.]]&lt;br /&gt;
[[File:Puzzle DLC Level Select.png|alt=Puzzle DLC level select|thumb|Selecting a level in the Puzzle DLC.]]&lt;br /&gt;
The &#039;&#039;&#039;Puzzle DLC&#039;&#039;&#039; is the first and only paid downloadable content to be created for shapez. Released on June 22, 2021 exclusively for the Steam edition of the game, it added puzzles using the base game&#039;s mechanics. The DLC was released with a set of 20 tutorial levels, and users can submit any number of new puzzles, each searchable by their unique shape icon. Puzzles have a restricted building area and a limited selection of [[buildings]].&lt;br /&gt;
&lt;br /&gt;
== Playing puzzles ==&lt;br /&gt;
[[File:Puzzle DLC Play.png|alt=Puzzle DLC play level|thumb|Playing a level in the Puzzle DLC.]]&lt;br /&gt;
Items are provided to the player with immovable [[Constant producer|constant producers]], and [[Goal acceptor|goal acceptors]] expect a supply of predefined shapes. [[Block|Blocks]] are placed around the area as obstacles to build around. When every goal acceptor has been satisfied, the puzzle is complete. Some buildings will be locked &lt;br /&gt;
&lt;br /&gt;
== Designing puzzles ==&lt;br /&gt;
[[File:Puzzle DLC Editor.png|alt=Puzzle DLC edit level|thumb|Designing a level in the Puzzle DLC.]]&lt;br /&gt;
When creating a puzzle, the player has control over the map settings, such as overall size and what buildings will be available when solving. During this mode, constant producers, goal acceptors, and blocks can be placed and configured. The player is expected to build a solution to their own puzzle — there is a simulation phase when submitting the puzzle to validate that it is indeed possible. After picking a title and a unique shape to use as an icon, the puzzle is made public and accessible from the level selection menu. &lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/1625400/shapez__Puzzle_DLC/ shapez Puzzle DLC on Steam]&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Puzzle_DLC_Play.png&amp;diff=232</id>
		<title>File:Puzzle DLC Play.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Puzzle_DLC_Play.png&amp;diff=232"/>
		<updated>2026-02-06T00:42:02Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Playing a level in the Puzzle DLC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Playing a level in the Puzzle DLC&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Puzzle_DLC_Editor.png&amp;diff=231</id>
		<title>File:Puzzle DLC Editor.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Puzzle_DLC_Editor.png&amp;diff=231"/>
		<updated>2026-02-06T00:41:14Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The level editor in the Puzzle DLC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The level editor in the Puzzle DLC&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Puzzle_DLC_Level_Select.png&amp;diff=230</id>
		<title>File:Puzzle DLC Level Select.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Puzzle_DLC_Level_Select.png&amp;diff=230"/>
		<updated>2026-02-06T00:40:35Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The level select menu from the Puzzle DLC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The level select menu from the Puzzle DLC&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Puzzle_dlc_logo.png&amp;diff=229</id>
		<title>File:Puzzle dlc logo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Puzzle_dlc_logo.png&amp;diff=229"/>
		<updated>2026-02-06T00:31:11Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The Puzzle DLC logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Puzzle DLC logo&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Belt_reader&amp;diff=228</id>
		<title>Belt reader</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Belt_reader&amp;diff=228"/>
		<updated>2026-02-05T22:19:49Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Add to building category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Reader.png|alt=Belt reader tutorial|thumb|The belt reader tutorial as seen in game.]]&lt;br /&gt;
The &#039;&#039;&#039;belt reader&#039;&#039;&#039; is a building used to detect the flow of items. The average rate over the last 10 seconds is displayed in the center of the building, in items per second. Additionally, there are two wire outputs. The right outputs true {{Signal|true|inline}} if any item has passed in the last second, false {{Signal|false|inline}} otherwise; importantly, this means that it will read false {{Signal|false|inline}} if completely backed up as well. The last item to travel through the belt reader will be output as the right signal. Unlike the [[storage]], this signal remains even after the reader empties.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Typically, belt readers are used for the boolean output, such as in [[Efficient designs:Modules#Item counter|item counters]], used for [[Levels#Freeplay|freeplay]] dump systems. If a quicker response time is needed, such as in [[Efficient designs:Modules#Cutter clock|certain clock circuits]], alternating items passed through the reader will generate an alternating signal on the left output.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The belt reader is known to sometimes have an adverse effect on throughput, most notably connected to [[belt]] corners. Therefore, using readers to debug factory lines can, counterintuitively, create more flow issues than they solve.&lt;br /&gt;
* The numeric display occasionally misreports the actual speed due to rounding errors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Storage&amp;diff=227</id>
		<title>Storage</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Storage&amp;diff=227"/>
		<updated>2026-02-05T22:19:11Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Add to building category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Storage.png|alt=Storage tutorial|thumb|The storage tooltip tutorial as seen in game.]]&lt;br /&gt;
The &#039;&#039;&#039;storage&#039;&#039;&#039; is a building that buffers items. Items that match the current contents will be accepted from either of the two inputs, up to a maximum capacity of 5000 items. The currently stored item and the quantity are displayed in the center of the building.&lt;br /&gt;
&lt;br /&gt;
Any items over capacity or any dissimilar items will be blocked at the input, until either there is remaining capacity or the buffer has been emptied completely, respectively. The storage has the unique ability of priority outputs — though there are two belt outputs, the one on the left, marked with a green star &amp;amp; arrow, will be favored, using the right output only when there are additional items in the buffer.&lt;br /&gt;
&lt;br /&gt;
In addition to the regular layer, storages also have two wire outputs, for detecting the buffer state. On the left side, it will output true {{Signal|true|inline}} when the storage is full and false {{Signal|false|inline}} otherwise. On the right, the currently stored item is output as a signal, or null {{Signal|null|inline}} if the storage is empty.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
The primary usage of storage is to buffer enough items to smooth out peaks in demand, such as in [[Make Anything Machine|MAMs]]. If items are only expected to be used in short bursts, then the supply factories only need to consistently supply the average requirements as opposed to the maximum at any given time, relying on the storage to accumulate extras during the slow periods.&lt;br /&gt;
&lt;br /&gt;
While it&#039;s possible to create a [[hub]] dump system using the wire outputs, the comparatively low shape requirements for [[Levels#Freeplay|freeplay]] encourage more optimized [[Efficient Designs:Modules#Item counter|item counter]] designs using a combination of [[Balancer|splitters]] and [[Belt reader|readers]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Display&amp;diff=226</id>
		<title>Display</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Display&amp;diff=226"/>
		<updated>2026-02-05T22:18:46Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Add to building category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Display.png|alt=Display tutorial|thumb|The display tutorial as seen in game.]]&lt;br /&gt;
The &#039;&#039;&#039;display&#039;&#039;&#039; building is used to show [[Wires system|wire signals]] on the regular layer. It has no belt connections and a single wire input. Shape signals are displayed as-is, and colors and booleans are simplified to a fill color over the entire building. Because of this, there is ambiguity between displays of null {{Signal|null|inline}}, false {{Signal|false|inline}}, and uncolored {{Signal|uncolored|inline}}, and also between true {{Signal|true|inline}} and white {{Signal|white|inline}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Belt_reader&amp;diff=225</id>
		<title>Belt reader</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Belt_reader&amp;diff=225"/>
		<updated>2026-02-05T20:07:56Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Reader.png|alt=Belt reader tutorial|thumb|The belt reader tutorial as seen in game.]]&lt;br /&gt;
The &#039;&#039;&#039;belt reader&#039;&#039;&#039; is a building used to detect the flow of items. The average rate over the last 10 seconds is displayed in the center of the building, in items per second. Additionally, there are two wire outputs. The right outputs true {{Signal|true|inline}} if any item has passed in the last second, false {{Signal|false|inline}} otherwise; importantly, this means that it will read false {{Signal|false|inline}} if completely backed up as well. The last item to travel through the belt reader will be output as the right signal. Unlike the [[storage]], this signal remains even after the reader empties.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Typically, belt readers are used for the boolean output, such as in [[Efficient designs:Modules#Item counter|item counters]], used for [[Levels#Freeplay|freeplay]] dump systems. If a quicker response time is needed, such as in [[Efficient designs:Modules#Cutter clock|certain clock circuits]], alternating items passed through the reader will generate an alternating signal on the left output.&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
* The belt reader is known to sometimes have an adverse effect on throughput, most notably connected to [[belt]] corners. Therefore, using readers to debug factory lines can, counterintuitively, create more flow issues than they solve.&lt;br /&gt;
* The numeric display occasionally misreports the actual speed due to rounding errors.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Main_Page&amp;diff=224</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Main_Page&amp;diff=224"/>
		<updated>2026-02-05T16:38:53Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Change link reference to planned name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;:Main_Page/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mp-grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;shapez-box blue&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mp-block-title&amp;quot;&amp;gt;{{SITENAME}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Welcome to the {{SITENAME}}! There are [[Special:AllPages|{{formatnum:{{NUMBEROFARTICLES}}}} articles]] as of {{#time: F j, Y }}.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contribute|→ Create an article]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Special:RandomPage|→ Random page]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;shapez-box green&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mp-block-title&amp;quot;&amp;gt;Resources&amp;lt;/div&amp;gt;&lt;br /&gt;
* [//discord.gg/shapez Official Discord server]&lt;br /&gt;
* [//github.com/tobspr-games/shapez-community-edition/ GitHub repository]&lt;br /&gt;
* [//get.shapez.io/wiki Steam page]&lt;br /&gt;
* [//tobspr.io/ tobspr Games website]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;shapez-box purple&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mp-block-title&amp;quot;&amp;gt;Gameplay&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Levels]]&lt;br /&gt;
* [[Upgrades]]&lt;br /&gt;
* [[Gameplay tips|Useful tips]]&lt;br /&gt;
* [[Efficient designs]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
&#039;&#039;&#039;shapez Community Edition&#039;&#039;&#039; (abbreviated as &#039;&#039;&#039;CE&#039;&#039;&#039;) is a community-maintained version of the game shapez by tobspr Games.&lt;br /&gt;
&lt;br /&gt;
CE was created as the tobspr Games team moved away from shapez to work full-time on the upcoming Shapez 2. CE aims to:&lt;br /&gt;
&lt;br /&gt;
* Continue the development of shapez as guided as the community.&lt;br /&gt;
* Allow contributors to continue submitting new features and improvements to the game.&lt;br /&gt;
* Provide an experimental and forgiving environment for faster development.&lt;br /&gt;
&lt;br /&gt;
shapez is an easy-going, minimalist factory building game about the automation of shapes through extraction and satisfying production lines. Adapt to increasingly complex shapes and grow your factory across an infinitely expanding map. Your only limitation is your creativity!&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Reader.png&amp;diff=223</id>
		<title>File:Tutorial Reader.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Reader.png&amp;diff=223"/>
		<updated>2026-02-05T16:34:09Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The Belt Reader tooltip tutorial as found in game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Belt Reader tooltip tutorial as found in game.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Storage&amp;diff=222</id>
		<title>Storage</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Storage&amp;diff=222"/>
		<updated>2026-02-05T16:32:30Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Storage.png|alt=Storage tutorial|thumb|The storage tooltip tutorial as seen in game.]]&lt;br /&gt;
The &#039;&#039;&#039;storage&#039;&#039;&#039; is a building that buffers items. Items that match the current contents will be accepted from either of the two inputs, up to a maximum capacity of 5000 items. The currently stored item and the quantity are displayed in the center of the building.&lt;br /&gt;
&lt;br /&gt;
Any items over capacity or any dissimilar items will be blocked at the input, until either there is remaining capacity or the buffer has been emptied completely, respectively. The storage has the unique ability of priority outputs — though there are two belt outputs, the one on the left, marked with a green star &amp;amp; arrow, will be favored, using the right output only when there are additional items in the buffer.&lt;br /&gt;
&lt;br /&gt;
In addition to the regular layer, storages also have two wire outputs, for detecting the buffer state. On the left side, it will output true {{Signal|true|inline}} when the storage is full and false {{Signal|false|inline}} otherwise. On the right, the currently stored item is output as a signal, or null {{Signal|null|inline}} if the storage is empty.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
The primary usage of storage is to buffer enough items to smooth out peaks in demand, such as in [[Make Anything Machine|MAMs]]. If items are only expected to be used in short bursts, then the supply factories only need to consistently supply the average requirements as opposed to the maximum at any given time, relying on the storage to accumulate extras during the slow periods.&lt;br /&gt;
&lt;br /&gt;
While it&#039;s possible to create a [[hub]] dump system using the wire outputs, the comparatively low shape requirements for [[Levels#Freeplay|freeplay]] encourage more optimized [[Efficient Designs:Modules#Item counter|item counter]] designs using a combination of [[Balancer|splitters]] and [[Belt reader|readers]].&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Storage.png&amp;diff=221</id>
		<title>File:Tutorial Storage.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Storage.png&amp;diff=221"/>
		<updated>2026-02-05T15:56:26Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The Storage tooltip tutorial as found in game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Storage tooltip tutorial as found in game.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Display&amp;diff=220</id>
		<title>Display</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Display&amp;diff=220"/>
		<updated>2026-02-05T15:39:01Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Display.png|alt=Display tutorial|thumb|The display tutorial as seen in game.]]&lt;br /&gt;
The &#039;&#039;&#039;display&#039;&#039;&#039; building is used to show [[Wires system|wire signals]] on the regular layer. It has no belt connections and a single wire input. Shape signals are displayed as-is, and colors and booleans are simplified to a fill color over the entire building. Because of this, there is ambiguity between displays of null {{Signal|null|inline}}, false {{Signal|false|inline}}, and uncolored {{Signal|uncolored|inline}}, and also between true {{Signal|true|inline}} and white {{Signal|white|inline}}.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Display.png&amp;diff=219</id>
		<title>File:Tutorial Display.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Display.png&amp;diff=219"/>
		<updated>2026-02-05T14:59:42Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The Display tooltip tutorial as found in game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Display tooltip tutorial as found in game.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Block&amp;diff=155</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Block&amp;diff=155"/>
		<updated>2026-02-04T00:19:03Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Block.png|alt=Block tutorial|thumb|The block tooltip tutorial as seen in game.]]&lt;br /&gt;
The &#039;&#039;&#039;block&#039;&#039;&#039; is a building exclusive to the [[Puzzle DLC]] that can only be placed while designing a puzzle. It has no connections and does not have any functions besides acting as a permanent obstacle for players when solving. Like the [[constant producer]] and the [[goal acceptor]], the block is not removed when a puzzle is submitted, and will be present when players initially load the puzzle.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Block.png&amp;diff=154</id>
		<title>File:Tutorial Block.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Block.png&amp;diff=154"/>
		<updated>2026-02-04T00:12:33Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The Block tutorial as found in game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Block tutorial as found in game.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Filter&amp;diff=153</id>
		<title>Filter</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Filter&amp;diff=153"/>
		<updated>2026-02-04T00:06:34Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Captions changed for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Lever.png|alt=Filter tutorial|thumb|The filter tooltip tutorial as seen in the game.]]&lt;br /&gt;
[[File:Tutorial Wire.png|alt=Wire tutorial|thumb|The wire tooltip tutorial as seen in the game, showing the filter in use on the wires layer.]]&lt;br /&gt;
The &#039;&#039;&#039;filter&#039;&#039;&#039; is a building used to sort and control the flow of items. It has a single belt input and two belt output connections — one opposite of the input, and one to the right, marked by a red X.&lt;br /&gt;
&lt;br /&gt;
On the [[Wires system|wires layer]], there is a single wire input. Depending on the signal provided, the filter has three modes of operation. Null {{Signal|null|inline}} and conflict {{Signal|conflict|inline}} disable the filter entirely, blocking any item from passing through, true {{Signal|true|inline}} will forward all input items to the output opposite, and any other signal will forward only matching items to the output opposite, while outputting the rest to the side output. In this way, false {{Signal|false|inline}} can be used to output all items to the side.&lt;br /&gt;
&lt;br /&gt;
If one output is completely backed up, this will not necessarily cause the filter to back up in turn, provided that the next items were due to be sent through the other output.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Switch&amp;diff=152</id>
		<title>Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Switch&amp;diff=152"/>
		<updated>2026-02-04T00:06:12Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Captions changed for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Lever.png|alt=Switch tutorial|thumb|The switch tooltip tutorial as seen in the game.]]&lt;br /&gt;
[[File:Tutorial Wire.png|alt=Wire tutorial|thumb|The wire tooltip tutorial as seen in the game, showing the switch in-use on the wires layer.]]&lt;br /&gt;
The &#039;&#039;&#039;switch&#039;&#039;&#039; is a building used to control [[Wires system|wires]] manually. Using &amp;lt;kbd&amp;gt;&amp;lt;kbd&amp;gt;LMB&amp;lt;/kbd&amp;gt; Interact&amp;lt;/kbd&amp;gt; on the building will toggle the state between off (grey) and on (green). While it is placed on the regular layer, the switch&#039;s only connection is a single output on the wires layer, which depending on the state will emit either false {{Signal|false|inline}} or true {{Signal|true|inline}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Stacker&amp;diff=151</id>
		<title>Stacker</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Stacker&amp;diff=151"/>
		<updated>2026-02-04T00:04:53Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Stacker.png|alt=Stacker tutorial|thumb|The stacker tooltip tutorial as seen in the game.]]&lt;br /&gt;
The &#039;&#039;&#039;stacker&#039;&#039;&#039; is a building that takes shapes and joins them together, for the last shape mechanic to be introduced in the [[Levels|story mode]]. When supplied with a shape on each of the two inputs, the stacker takes the shape from the right input and &amp;quot;drops&amp;quot; it upon the left shape. Due to the top-down perspective of the game, this is visually represented as shrinking the shapes from the upper shape.&lt;br /&gt;
&lt;br /&gt;
== Mechanic ==&lt;br /&gt;
The stacking operation takes a top shape and lowers it onto a bottom shape until a layer above where they would begin to intersect. Therefore, if no corners would intersect, then the two shapes would ultimately be joined side-by-side on the base layer. After joining the shapes, if the result is any higher than 4 layers, the top layers will be cut off. Even though floating layers cannot be created by stacking, at no point will either input shape independently be collapsed, leaving any existing floating layers intact.&lt;br /&gt;
&lt;br /&gt;
Internally, this process is optimized — the height difference between the highest corner of the bottom layer and the lowest corner of the top layer is first computed for each of the 4 quadrants, then the top shape is simply shifted &#039;&#039;up&#039;&#039; by the greatest of the 4.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Stacker.png&amp;diff=150</id>
		<title>File:Tutorial Stacker.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Stacker.png&amp;diff=150"/>
		<updated>2026-02-04T00:02:51Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The Stacker tutorial as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Stacker tutorial as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Wires_system&amp;diff=146</id>
		<title>Wires system</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Wires_system&amp;diff=146"/>
		<updated>2026-02-03T02:59:45Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Use inline signal template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlocked progressively from levels 20–25, the &#039;&#039;&#039;wires system&#039;&#039;&#039; allows for automated controls of factories. Intended to be used in [[Make Anything Machine|Make Anything Machines]] for completing [[Levels#Freeplay|freeplay levels]], wire circuits are powerful tools that can do anything from controlling [[Filter|belt flow]] to emulating entire computers.&lt;br /&gt;
&lt;br /&gt;
== Wires layer ==&lt;br /&gt;
The &#039;&#039;&#039;wires layer&#039;&#039;&#039;, accessible by pressing {{Kbd|switchLayers}}, is a parallel surface for placing wires &amp;amp; logic components. Because it is separate from the regular layer, wires can be built overlapping the rest of the factory, bar any buildings with additional wire controls such as [[storage]] and [[Switch|switches]].&lt;br /&gt;
&lt;br /&gt;
== Wires ==&lt;br /&gt;
&#039;&#039;&#039;Wires&#039;&#039;&#039; are responsible for carrying signals between buildings, equivalent to how belts transport items for the regular layer. Signals are transmitted instantly to any connected wire of matching color, irrespective of distance, in any direction. [[Wire crossing|Wire crossings]] can be used to bridge over unconnected wires.&lt;br /&gt;
&lt;br /&gt;
Connected wires are highlighted with a blue outline when the cursor is hovered over a network, and the current signal is displayed as a tooltip near the cursor. Pressing {{Kbd|copyWireValue}} while hovering over a wire will copy the current signal to the system clipboard.&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
All wires buildings operate upon &#039;&#039;&#039;signals&#039;&#039;&#039;, which represent items or other useful information. The default state of a wire is null {{Signal|null|inline}}, or the absence of a signal. Depending on the building, signals can be categorized into several groups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Signal types&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Signal&lt;br /&gt;
!Type&lt;br /&gt;
!Truthy&lt;br /&gt;
!Can conflict&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|null}}&lt;br /&gt;
|null&lt;br /&gt;
|null&lt;br /&gt;
|False&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|false}}&lt;br /&gt;
|&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|true}}&lt;br /&gt;
|&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|uncolored}}&lt;br /&gt;
|&amp;lt;code&amp;gt;uncolored&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|red}}&lt;br /&gt;
|&amp;lt;code&amp;gt;red&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|green}}&lt;br /&gt;
|&amp;lt;code&amp;gt;green&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|blue}}&lt;br /&gt;
|&amp;lt;code&amp;gt;blue&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|yellow}}&lt;br /&gt;
|&amp;lt;code&amp;gt;yellow&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|cyan}}&lt;br /&gt;
|&amp;lt;code&amp;gt;cyan&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|purple}}&lt;br /&gt;
|&amp;lt;code&amp;gt;purple&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|white}}&lt;br /&gt;
|&amp;lt;code&amp;gt;white&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|any shape&lt;br /&gt;
|Shape&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
Conflict {{Signal|conflict|inline}} is a special case that only occurs when two or more unique non-null signals are output onto the same wire network. Connected wires turn red, and any building with a connected input will cease functioning. While it is presented as an error state to be avoided, conflict {{Signal|conflict|inline}} can be a useful tool in advanced designs.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Wire buildings all have a combination of inputs, displayed as grey knobs on the side, and outputs, shown as white squares protruding from the edge. When the input requirements of a building are met, the corresponding outputs will be generated on the next tick. A building with a conflict  input will always output null {{Signal|null|inline}}.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Building signal requirements&lt;br /&gt;
!Building&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Inputs&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Outputs&lt;br /&gt;
|-&lt;br /&gt;
|Constant signal&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
|-&lt;br /&gt;
|Transistor&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
|-&lt;br /&gt;
|AND gate&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|NOT gate&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|OR gate&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|XOR gate&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|Compare&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|Shape analyzer&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|Color&lt;br /&gt;
|-&lt;br /&gt;
|Virtual cutter&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|-&lt;br /&gt;
|Virtual rotator&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Shape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
|-&lt;br /&gt;
|Virtual unstacker&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|-&lt;br /&gt;
|Virtual stacker&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
|-&lt;br /&gt;
|Virtual painter&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Color&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
|-&lt;br /&gt;
|Hub&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
|-&lt;br /&gt;
|Painter (quad)²&lt;br /&gt;
|Bool¹&lt;br /&gt;
|Bool¹&lt;br /&gt;
|Bool¹&lt;br /&gt;
|Bool¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Storage&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|Boolean&lt;br /&gt;
|Shape&lt;br /&gt;
|-&lt;br /&gt;
|Belt reader&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|Boolean&lt;br /&gt;
|Shape&lt;br /&gt;
|-&lt;br /&gt;
|Switch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|Filter&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Display&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
¹ Boolean inputs accept any signal type and use the &amp;quot;truthy&amp;quot; signal property.&lt;br /&gt;
&lt;br /&gt;
² Quad painters require at least one truthy signal to function.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Wires_system&amp;diff=145</id>
		<title>Wires system</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Wires_system&amp;diff=145"/>
		<updated>2026-02-03T02:59:06Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Use inline signal template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlocked progressively from levels 20–25, the &#039;&#039;&#039;wires system&#039;&#039;&#039; allows for automated controls of factories. Intended to be used in [[Make Anything Machine|Make Anything Machines]] for completing [[Levels#Freeplay|freeplay levels]], wire circuits are powerful tools that can do anything from controlling [[Filter|belt flow]] to emulating entire computers.&lt;br /&gt;
&lt;br /&gt;
== Wires layer ==&lt;br /&gt;
The &#039;&#039;&#039;wires layer&#039;&#039;&#039;, accessible by pressing {{Kbd|switchLayers}}, is a parallel surface for placing wires &amp;amp; logic components. Because it is separate from the regular layer, wires can be built overlapping the rest of the factory, bar any buildings with additional wire controls such as [[storage]] and [[Switch|switches]].&lt;br /&gt;
&lt;br /&gt;
== Wires ==&lt;br /&gt;
&#039;&#039;&#039;Wires&#039;&#039;&#039; are responsible for carrying signals between buildings, equivalent to how belts transport items for the regular layer. Signals are transmitted instantly to any connected wire of matching color, irrespective of distance, in any direction. [[Wire crossing|Wire crossings]] can be used to bridge over unconnected wires.&lt;br /&gt;
&lt;br /&gt;
Connected wires are highlighted with a blue outline when the cursor is hovered over a network, and the current signal is displayed as a tooltip near the cursor. Pressing {{Kbd|copyWireValue}} while hovering over a wire will copy the current signal to the system clipboard.&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
All wires buildings operate upon &#039;&#039;&#039;signals&#039;&#039;&#039;, which represent items or other useful information. The default state of a wire is null {{Signal|null}}, or the absence of a signal. Depending on the building, signals can be categorized into several groups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Signal types&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Signal&lt;br /&gt;
!Type&lt;br /&gt;
!Truthy&lt;br /&gt;
!Can conflict&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|null}}&lt;br /&gt;
|null&lt;br /&gt;
|null&lt;br /&gt;
|False&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|false}}&lt;br /&gt;
|&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|true}}&lt;br /&gt;
|&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|uncolored}}&lt;br /&gt;
|&amp;lt;code&amp;gt;uncolored&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|red}}&lt;br /&gt;
|&amp;lt;code&amp;gt;red&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|green}}&lt;br /&gt;
|&amp;lt;code&amp;gt;green&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|blue}}&lt;br /&gt;
|&amp;lt;code&amp;gt;blue&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|yellow}}&lt;br /&gt;
|&amp;lt;code&amp;gt;yellow&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|cyan}}&lt;br /&gt;
|&amp;lt;code&amp;gt;cyan&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|purple}}&lt;br /&gt;
|&amp;lt;code&amp;gt;purple&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|white}}&lt;br /&gt;
|&amp;lt;code&amp;gt;white&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|any shape&lt;br /&gt;
|Shape&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
Conflict {{Signal|conflict|inline}} is a special case that only occurs when two or more unique non-null signals are output onto the same wire network. Connected wires turn red, and any building with a connected input will cease functioning. While it is presented as an error state to be avoided, conflict {{Signal|conflict|inline}} can be a useful tool in advanced designs.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Wire buildings all have a combination of inputs, displayed as grey knobs on the side, and outputs, shown as white squares protruding from the edge. When the input requirements of a building are met, the corresponding outputs will be generated on the next tick. A building with a conflict  input will always output null {{Signal|null|inline}}.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Building signal requirements&lt;br /&gt;
!Building&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Inputs&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Outputs&lt;br /&gt;
|-&lt;br /&gt;
|Constant signal&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
|-&lt;br /&gt;
|Transistor&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
|-&lt;br /&gt;
|AND gate&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|NOT gate&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|OR gate&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|XOR gate&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|Compare&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|Shape analyzer&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|Color&lt;br /&gt;
|-&lt;br /&gt;
|Virtual cutter&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|-&lt;br /&gt;
|Virtual rotator&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Shape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
|-&lt;br /&gt;
|Virtual unstacker&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|-&lt;br /&gt;
|Virtual stacker&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
|-&lt;br /&gt;
|Virtual painter&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Color&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
|-&lt;br /&gt;
|Hub&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
|-&lt;br /&gt;
|Painter (quad)²&lt;br /&gt;
|Bool¹&lt;br /&gt;
|Bool¹&lt;br /&gt;
|Bool¹&lt;br /&gt;
|Bool¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Storage&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|Boolean&lt;br /&gt;
|Shape&lt;br /&gt;
|-&lt;br /&gt;
|Belt reader&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|Boolean&lt;br /&gt;
|Shape&lt;br /&gt;
|-&lt;br /&gt;
|Switch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|Filter&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Display&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
¹ Boolean inputs accept any signal type and use the &amp;quot;truthy&amp;quot; signal property.&lt;br /&gt;
&lt;br /&gt;
² Quad painters require at least one truthy signal to function.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Switch&amp;diff=134</id>
		<title>Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Switch&amp;diff=134"/>
		<updated>2026-02-02T23:22:02Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Add mouse button formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Lever.png|alt=Switch tutorial|thumb|The switch tutorial as seen in the game.]]&lt;br /&gt;
[[File:Tutorial Wire.png|alt=Wire tutorial|thumb|The wire tutorial as seen in the game, showing the switch in-use on the wires layer.]]&lt;br /&gt;
The &#039;&#039;&#039;switch&#039;&#039;&#039; is a building used to control [[Wires system|wires]] manually. Using &amp;lt;kbd&amp;gt;&amp;lt;kbd&amp;gt;LMB&amp;lt;/kbd&amp;gt; Interact&amp;lt;/kbd&amp;gt; on the building will toggle the state between off (grey) and on (green). While it is placed on the regular layer, the switch&#039;s only connection is a single output on the wires layer, which depending on the state will emit either false {{Signal|false}} or true {{Signal|true}}.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Filter&amp;diff=133</id>
		<title>Filter</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Filter&amp;diff=133"/>
		<updated>2026-02-02T23:20:12Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Initial version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Lever.png|alt=Filter tutorial|thumb|The filter tutorial as seen in the game.]]&lt;br /&gt;
[[File:Tutorial Wire.png|alt=Wire tutorial|thumb|The wire tutorial as seen in the game, showing the filter in use on the wires layer.]]&lt;br /&gt;
The &#039;&#039;&#039;filter&#039;&#039;&#039; is a building used to sort and control the flow of items. It has a single belt input and two belt output connections — one opposite of the input, and one to the right, marked by a red X.&lt;br /&gt;
&lt;br /&gt;
On the [[Wires system|wires layer]], there is a single wire input. Depending on the signal provided, the filter has three modes of operation. Null {{Signal|null}} and conflict {{Signal|conflict}} disable the filter entirely, blocking any item from passing through, true {{Signal|true}} will forward all input items to the output opposite, and any other signal will forward only matching items to the output opposite, while outputting the rest to the side output. In this way, false {{Signal|false}} can be used to output all items to the side.&lt;br /&gt;
&lt;br /&gt;
If one output is completely backed up, this will not necessarily cause the filter to back up in turn, provided that the next items were due to be sent through the other output.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Switch&amp;diff=132</id>
		<title>Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Switch&amp;diff=132"/>
		<updated>2026-02-02T22:47:44Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Lever.png|alt=Switch tutorial|thumb|The switch tutorial as seen in the game.]]&lt;br /&gt;
[[File:Tutorial Wire.png|alt=Wire tutorial|thumb|The wire tutorial as seen in the game, showing the switch in-use on the wires layer.]]&lt;br /&gt;
The &#039;&#039;&#039;switch&#039;&#039;&#039; is a building used to control [[Wires system|wires]] manually. Left clicking on the building will toggle the state between off (grey) and on (green). While it is placed on the regular layer, the switch&#039;s only connection is a single output on the wires layer, which depending on the state will emit either false {{Signal|false}} or true {{Signal|true}}.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Wire.png&amp;diff=131</id>
		<title>File:Tutorial Wire.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Wire.png&amp;diff=131"/>
		<updated>2026-02-02T22:11:11Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The Wire tutorial as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Wire tutorial as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Lever.png&amp;diff=130</id>
		<title>File:Tutorial Lever.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Lever.png&amp;diff=130"/>
		<updated>2026-02-02T22:10:27Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The Switch tutorial as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Switch tutorial as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Main_Page&amp;diff=129</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Main_Page&amp;diff=129"/>
		<updated>2026-02-02T17:53:11Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Correct capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= {{SITENAME}} =&lt;br /&gt;
Welcome to the {{SITENAME}}!&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
&#039;&#039;&#039;shapez Community Edition&#039;&#039;&#039; (abbreviated as &#039;&#039;&#039;CE&#039;&#039;&#039;) is a community-maintained version of the game shapez by tobspr Games.&lt;br /&gt;
&lt;br /&gt;
CE was created as the tobspr Games team moved away from shapez to work full-time on the upcoming Shapez 2. CE aims to:&lt;br /&gt;
&lt;br /&gt;
* Continue the development of shapez as guided as the community.&lt;br /&gt;
* Allow contributors to continue submitting new features and improvements to the game.&lt;br /&gt;
* Provide an experimental and forgiving environment for faster development.&lt;br /&gt;
&lt;br /&gt;
shapez is an easy-going, minimalist factory building game about the automation of shapes through extraction and satisfying production lines. Adapt to increasingly complex shapes and grow your factory across an infinitely expanding map. Your only limitation is your creativity!&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/tobspr-games/shapez-community-edition/ shapez Community Edition Github]&lt;br /&gt;
* [https://git.ce.skimnerphi.net/ shapez Community Edition Forgejo]&lt;br /&gt;
* [https://store.steampowered.com/app/1318690/shapez/ Official shapez Steam page]&lt;br /&gt;
* [https://tobspr.io/ tobspr Games website]&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Wires_system&amp;diff=128</id>
		<title>Wires system</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Wires_system&amp;diff=128"/>
		<updated>2026-02-02T16:47:47Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Initial version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlocked progressively from levels 20–25, the &#039;&#039;&#039;wires system&#039;&#039;&#039; allows for automated controls of factories. Intended to be used in [[Make Anything Machine|Make Anything Machines]] for completing [[Levels#Freeplay|freeplay levels]], wire circuits are powerful tools that can do anything from controlling [[Filter|belt flow]] to emulating entire computers.&lt;br /&gt;
&lt;br /&gt;
== Wires layer ==&lt;br /&gt;
The &#039;&#039;&#039;wires layer&#039;&#039;&#039;, accessible by pressing {{Kbd|switchLayers}}, is a parallel surface for placing wires &amp;amp; logic components. Because it is separate from the regular layer, wires can be built overlapping the rest of the factory, bar any buildings with additional wire controls such as [[storage]] and [[Switch|switches]].&lt;br /&gt;
&lt;br /&gt;
== Wires ==&lt;br /&gt;
&#039;&#039;&#039;Wires&#039;&#039;&#039; are responsible for carrying signals between buildings, equivalent to how belts transport items for the regular layer. Signals are transmitted instantly to any connected wire of matching color, irrespective of distance, in any direction. [[Wire crossing|Wire crossings]] can be used to bridge over unconnected wires.&lt;br /&gt;
&lt;br /&gt;
Connected wires are highlighted with a blue outline when the cursor is hovered over a network, and the current signal is displayed as a tooltip near the cursor. Pressing {{Kbd|copyWireValue}} while hovering over a wire will copy the current signal to the system clipboard.&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
All wires buildings operate upon &#039;&#039;&#039;signals&#039;&#039;&#039;, which represent items or other useful information. The default state of a wire is null {{Signal|null}}, or the absence of a signal. Depending on the building, signals can be categorized into several groups:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Signal types&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Signal&lt;br /&gt;
!Type&lt;br /&gt;
!Truthy&lt;br /&gt;
!Can conflict&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|null}}&lt;br /&gt;
|null&lt;br /&gt;
|null&lt;br /&gt;
|False&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|false}}&lt;br /&gt;
|&amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|true}}&lt;br /&gt;
|&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|uncolored}}&lt;br /&gt;
|&amp;lt;code&amp;gt;uncolored&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|red}}&lt;br /&gt;
|&amp;lt;code&amp;gt;red&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|green}}&lt;br /&gt;
|&amp;lt;code&amp;gt;green&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|blue}}&lt;br /&gt;
|&amp;lt;code&amp;gt;blue&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|yellow}}&lt;br /&gt;
|&amp;lt;code&amp;gt;yellow&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|cyan}}&lt;br /&gt;
|&amp;lt;code&amp;gt;cyan&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|purple}}&lt;br /&gt;
|&amp;lt;code&amp;gt;purple&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Signal|white}}&lt;br /&gt;
|&amp;lt;code&amp;gt;white&amp;lt;/code&amp;gt;&lt;br /&gt;
|Color&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|any shape&lt;br /&gt;
|Shape&lt;br /&gt;
|True&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
Conflict {{Signal|conflict}} is a special case that only occurs when two or more unique non-null signals are output onto the same wire network. Connected wires turn red, and any building with a connected input will cease functioning. While it is presented as an error state to be avoided, conflict {{Signal|conflict}} can be a useful tool in advanced designs.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Wire buildings all have a combination of inputs, displayed as grey knobs on the side, and outputs, shown as white squares protruding from the edge. When the input requirements of a building are met, the corresponding outputs will be generated on the next tick. A building with a conflict  input will always output null {{Signal|null}}.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Building signal requirements&lt;br /&gt;
!Building&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Inputs&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Outputs&lt;br /&gt;
|-&lt;br /&gt;
|Constant signal&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
|-&lt;br /&gt;
|Transistor&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
|-&lt;br /&gt;
|AND gate&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|NOT gate&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|OR gate&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|XOR gate&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|Compare&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|Shape analyzer&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|Color&lt;br /&gt;
|-&lt;br /&gt;
|Virtual cutter&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|-&lt;br /&gt;
|Virtual rotator&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Shape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
|-&lt;br /&gt;
|Virtual unstacker&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|Shape&lt;br /&gt;
|-&lt;br /&gt;
|Virtual stacker&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
|-&lt;br /&gt;
|Virtual painter&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Color&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
|-&lt;br /&gt;
|Hub&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Shape&lt;br /&gt;
|-&lt;br /&gt;
|Painter (quad)²&lt;br /&gt;
|Bool¹&lt;br /&gt;
|Bool¹&lt;br /&gt;
|Bool¹&lt;br /&gt;
|Bool¹&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Storage&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|Boolean&lt;br /&gt;
|Shape&lt;br /&gt;
|-&lt;br /&gt;
|Belt reader&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
|Boolean&lt;br /&gt;
|Shape&lt;br /&gt;
|-&lt;br /&gt;
|Switch&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Boolean&lt;br /&gt;
|-&lt;br /&gt;
|Filter&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Display&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |any&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
¹ Boolean inputs accept any signal type and use the &amp;quot;truthy&amp;quot; signal property.&lt;br /&gt;
&lt;br /&gt;
² Quad painters require at least one truthy signal to function.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Buildings&amp;diff=120</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Buildings&amp;diff=120"/>
		<updated>2026-01-30T22:26:24Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Make building names consistent with in-game names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Buildings&#039;&#039;&#039; are objects that can be placed on the world grid by the player and have unique effects on items and signals supplied to them. While most buildings can be created and destroyed in any quantity at will, there is only one [[Hub]], and it cannot be moved, built, or destroyed. The [[Belt]] and [[Extractor]] are immediately available when you start the game. The other buildings and building types can be unlocked by completing different [[levels]]. These buildings can also be improved by purchasing [[upgrades]] with different shapes.&lt;br /&gt;
&lt;br /&gt;
== Regular Layer ==&lt;br /&gt;
The regular &amp;quot;belts&amp;quot; layer is unlocked from the start of the game, and is where nearly all pre-freeplay gameplay occurs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Sprite&lt;br /&gt;
! Building !! Group !! Level Unlocked !! Base Speed !! Buildings per Belt !! Internal name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Hub.png|frameless|50px]]&lt;br /&gt;
| [[Hub]] || n/a || n/a || unlimited || n/a || &amp;lt;code&amp;gt;hub&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Belt top.png|frameless|50px]]&lt;br /&gt;
| [[Belt]] || Belt || 0 || 2 i/s || 1 || &amp;lt;code&amp;gt;belt&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Balancer.png|frameless|50px]]&lt;br /&gt;
| [[Balancer]] || rowspan=&amp;quot;3&amp;quot; | Balancers || 2 || 2 i/s (×2) || ½ || &amp;lt;code&amp;gt;balancer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Balancer-merger.png|frameless|50px]]&lt;br /&gt;
| [[Balancer#Merger|Merger (compact)]]|| 9 || 2 i/s || 1 || &amp;lt;code&amp;gt;balancer-merger&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Balancer-splitter.png|frameless|50px]]&lt;br /&gt;
| [[Balancer#Splitter|Splitter (compact)]]|| 19 || 2 i/s || 1 || &amp;lt;code&amp;gt;balancer-splitter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Underground belt entry.png|frameless|50px]]&lt;br /&gt;
| [[Tunnel]] || rowspan=&amp;quot;2&amp;quot; | Tunnels || 5 || 2 i/s || 1 || &amp;lt;code&amp;gt;underground_belt&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Underground belt entry-tier2.png|frameless|50px]]&lt;br /&gt;
| [[Tunnel|Tunnel tier II]] || 13 || 2 i/s || 1 || &amp;lt;code&amp;gt;underground_belt-tier2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Miner.png|frameless|50px]]&lt;br /&gt;
| [[Extractor]] || rowspan=&amp;quot;2&amp;quot; | Extractors || 0 || ⅖ i/s || 5 || &amp;lt;code&amp;gt;miner&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Miner-chainable.png|frameless|50px]]&lt;br /&gt;
| [[Extractor|Extractor (chain)]] || 11 || ⅖ i/s || 5 || &amp;lt;code&amp;gt;miner-chainable&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Cutter.png|frameless|50px]]&lt;br /&gt;
| [[Cutter]] || rowspan=&amp;quot;3&amp;quot; | Cutters || 1 || ½ i/s || 4 || &amp;lt;code&amp;gt;cutter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Cutter-quad.png|frameless|50px]]&lt;br /&gt;
| [[Cutter#Quad cutter|Cutter (quad)]]|| 17 || ½ i/s || 4 || &amp;lt;code&amp;gt;cutter-quad&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Trash.png|frameless|50px]]&lt;br /&gt;
| [[Trash]] || 1 || unlimited || n/a || &amp;lt;code&amp;gt;trash&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Rotator.png|frameless|50px]]&lt;br /&gt;
| [[Rotator]] || rowspan=&amp;quot;3&amp;quot; | Rotators || 4 || 2 i/s || 1 || &amp;lt;code&amp;gt;rotater&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Rotator-ccw.png|frameless|50px]]&lt;br /&gt;
| [[Rotator|Rotator (CCW)]] || 7 || 2 i/s || 1 || &amp;lt;code&amp;gt;rotater-ccw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Rotator-rotate180.png|frameless|50px]]&lt;br /&gt;
| [[Rotator|Rotator (180°)]]|| 18 || 2 i/s || 1 || &amp;lt;code&amp;gt;rotater-rotate180&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Painter.png|frameless|50px]]&lt;br /&gt;
| [[Painter]] || rowspan=&amp;quot;3&amp;quot; | Painters || 6 || ⅓ i/s || 6 || &amp;lt;code&amp;gt;painter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Painter-double.png|frameless|50px]]&lt;br /&gt;
| [[Painter#Double painter|Painter (double)]]|| 17 || ¼ i/s (×2) || 4 || &amp;lt;code&amp;gt;painter-double&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Painter-quad.png|frameless|50px]]&lt;br /&gt;
| [[Painter#Quad painter|Painter (quad)]]|| 20 || 1 i/s || 2 || &amp;lt;code&amp;gt;painter-quad&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Mixer.png|frameless|50px]]&lt;br /&gt;
| [[Color mixer]]|| Mixer || 8 || ⅖ i/s || 5 || &amp;lt;code&amp;gt;mixer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Stacker.png|frameless|50px]]&lt;br /&gt;
| [[Stacker]] || Stacker || 10 || ¼ i/s || 8 || &amp;lt;code&amp;gt;stacker&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Storage.png|frameless|50px]]&lt;br /&gt;
| [[Storage]] || Storage || 15 || unlimited || n/a || &amp;lt;code&amp;gt;storage&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Reader.png|frameless|50px]]&lt;br /&gt;
| [[Belt reader]]|| Belt reader || 14 || 2 i/s || 1 || &amp;lt;code&amp;gt;reader&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Lever.png|frameless|50px]]&lt;br /&gt;
| [[Switch]] || Switch || 20 || n/a || n/a || &amp;lt;code&amp;gt;lever&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Filter.png|frameless|50px]]&lt;br /&gt;
| [[Filter]] || Filter || 21 || 2 i/s || 1 || &amp;lt;code&amp;gt;filter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Display.png|frameless|50px]]&lt;br /&gt;
| [[Display]] || Display || 23 || n/a || n/a || &amp;lt;code&amp;gt;display&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wires Layer ==&lt;br /&gt;
The wires layer unlocks at level 20, and is an overlay to the regular layer for logic circuits. Wires layer buildings can be placed in the same tiles as most regular layer buildings, with the exception of any building that has an additional wire connection, such as belt readers or filters.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Sprite&lt;br /&gt;
!Building&lt;br /&gt;
!Group&lt;br /&gt;
!Level Unlocked&lt;br /&gt;
!Internal name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wire First cross.png|frameless|50px]]&lt;br /&gt;
|[[Wire]] (Green)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Wires&lt;br /&gt;
|20&lt;br /&gt;
|&amp;lt;code&amp;gt;wire&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wire Second cross.png|frameless|50px]]&lt;br /&gt;
|[[Wire]] (Blue)&lt;br /&gt;
|20&lt;br /&gt;
|&amp;lt;code&amp;gt;wire-second&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Wire tunnel.png|frameless|50px]]&lt;br /&gt;
|[[Wire crossing]]&lt;br /&gt;
|Wire crossing&lt;br /&gt;
|20&lt;br /&gt;
|&amp;lt;code&amp;gt;wire_tunnel&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Constant signal.png|frameless|50px]]&lt;br /&gt;
|[[Constant signal]]&lt;br /&gt;
|Constant signal&lt;br /&gt;
|22&lt;br /&gt;
|&amp;lt;code&amp;gt;constant_signal&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Transistor.png|frameless|50px]]&lt;br /&gt;
|[[Transistor]]&lt;br /&gt;
|Transistor&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;transistor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Logic gate.png|frameless|50px]]&lt;br /&gt;
|[[Logic gates|AND gate]]&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Logic gates&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;logic_gate&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Logic gate-not.png|frameless|50px]]&lt;br /&gt;
|[[Logic gates|NOT gate]]&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;logic_gate-not&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Logic gate-or.png|frameless|50px]]&lt;br /&gt;
|[[Logic gates|OR gate]]&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;logic_gate-xor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Logic gate-xor.png|frameless|50px]]&lt;br /&gt;
|[[Logic gates|XOR gate]]&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;logic_gate-or&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Comparator.png|frameless|50px]]&lt;br /&gt;
|[[Compare]]&lt;br /&gt;
|Compare&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;compare&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Analyzer.png|frameless|50px]]&lt;br /&gt;
|[[Shape analyzer]]&lt;br /&gt;
|Shape analyzer&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;analyzer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor.png|frameless|50px]]&lt;br /&gt;
|[[Virtual processors|Virtual cutter]]&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Virtual processors&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor-rotator.png|frameless|50px]]&lt;br /&gt;
|[[Virtual processors|Virtual rotator]]&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor-rotator&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor-unstacker.png|frameless|50px]]&lt;br /&gt;
|[[Virtual processors|Virtual unstacker]]&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor-unstacker&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor-stacker.png|frameless|50px]]&lt;br /&gt;
|[[Virtual processors|Virtual stacker]]&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor-stacker&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor-painter.png|frameless|50px]]&lt;br /&gt;
|[[Virtual processors|Virtual painter]]&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor-painter&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Restricted Buildings ==&lt;br /&gt;
Some buildings are unobtainable through regular gameplay, and can only be unlocked through other means.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Sprite&lt;br /&gt;
!Building&lt;br /&gt;
!Source&lt;br /&gt;
!Internal name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Item producer.png|frameless|50px]]&lt;br /&gt;
|[[Item producer]]&lt;br /&gt;
|Sandbox mods&lt;br /&gt;
|&amp;lt;code&amp;gt;item_producer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Constant producer.png|frameless|50px]]&lt;br /&gt;
|[[Constant producer]]&lt;br /&gt;
|Puzzle DLC&lt;br /&gt;
|&amp;lt;code&amp;gt;constant_producer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Goal acceptor.png|frameless|50px]]&lt;br /&gt;
|[[Goal acceptor]]&lt;br /&gt;
|Puzzle DLC&lt;br /&gt;
|&amp;lt;code&amp;gt;goal_acceptor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Block.png|frameless|50px]]&lt;br /&gt;
|[[Block]]&lt;br /&gt;
|Puzzle DLC&lt;br /&gt;
|&amp;lt;code&amp;gt;block&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Trash&amp;diff=105</id>
		<title>Trash</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Trash&amp;diff=105"/>
		<updated>2026-01-29T03:39:15Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Initial copy from Fandom wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Trash.png|alt=Trash tutorial|thumb|The trash tutorial as seen in the game.]]&lt;br /&gt;
The &#039;&#039;&#039;trash&#039;&#039;&#039; is one of the first buildings to be unlocked in the game, alongside the [[cutter]]. It accepts inputs from all four sides, destroying all items of any type.&lt;br /&gt;
&lt;br /&gt;
While the trash cannot be rotated normally while placing, there is an Easter egg where they can be placed in any orientation using [[blueprints]].&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Buildings&amp;diff=104</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Buildings&amp;diff=104"/>
		<updated>2026-01-29T03:30:29Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Capitalization changes for style consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Buildings&#039;&#039;&#039; are objects that can be placed on the world grid by the player and have unique effects on items and signals supplied to them. While most buildings can be created and destroyed in any quantity at will, there is only one [[Hub]], and it cannot be moved, built, or destroyed. The [[Belt]] and [[Extractor]] are immediately available when you start the game. The other buildings and building types can be unlocked by completing different [[levels]]. These buildings can also be improved by purchasing [[upgrades]] with different shapes.&lt;br /&gt;
&lt;br /&gt;
== Regular Layer ==&lt;br /&gt;
The regular &amp;quot;belts&amp;quot; layer is unlocked from the start of the game, and is where nearly all pre-freeplay gameplay occurs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Sprite&lt;br /&gt;
! Building !! Group !! Level Unlocked !! Base Speed !! Buildings per Belt !! Internal name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Hub.png|frameless|50px]]&lt;br /&gt;
| [[Hub]] || n/a || n/a || unlimited || n/a || &amp;lt;code&amp;gt;hub&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Belt top.png|frameless|50px]]&lt;br /&gt;
| [[Belt]] || Belt || 0 || 2 i/s || 1 || &amp;lt;code&amp;gt;belt&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Balancer.png|frameless|50px]]&lt;br /&gt;
| [[Balancer]] || rowspan=&amp;quot;3&amp;quot; | Balancers || 2 || 2 i/s (×2) || ½ || &amp;lt;code&amp;gt;balancer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Balancer-merger.png|frameless|50px]]&lt;br /&gt;
| [[Balancer#Merger|Merger (compact)]]|| 9 || 2 i/s || 1 || &amp;lt;code&amp;gt;balancer-merger&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Balancer-splitter.png|frameless|50px]]&lt;br /&gt;
| [[Balancer#Splitter|Splitter (compact)]]|| 19 || 2 i/s || 1 || &amp;lt;code&amp;gt;balancer-splitter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Underground belt entry.png|frameless|50px]]&lt;br /&gt;
| [[Tunnel]] || rowspan=&amp;quot;2&amp;quot; | Tunnels || 5 || 2 i/s || 1 || &amp;lt;code&amp;gt;underground_belt&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Underground belt entry-tier2.png|frameless|50px]]&lt;br /&gt;
| [[Tunnel|Tunnel tier II]] || 13 || 2 i/s || 1 || &amp;lt;code&amp;gt;underground_belt-tier2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Miner.png|frameless|50px]]&lt;br /&gt;
| [[Extractor]] || rowspan=&amp;quot;2&amp;quot; | Extractors || 0 || ⅖ i/s || 5 || &amp;lt;code&amp;gt;miner&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Miner-chainable.png|frameless|50px]]&lt;br /&gt;
| [[Extractor|Chain extractor]] || 11 || ⅖ i/s || 5 || &amp;lt;code&amp;gt;miner-chainable&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Cutter.png|frameless|50px]]&lt;br /&gt;
| [[Cutter]] || rowspan=&amp;quot;3&amp;quot; | Cutters || 1 || ½ i/s || 4 || &amp;lt;code&amp;gt;cutter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Cutter-quad.png|frameless|50px]]&lt;br /&gt;
| [[Cutter#Quad cutter|Quad cutter]]|| 17 || ½ i/s || 4 || &amp;lt;code&amp;gt;cutter-quad&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Trash.png|frameless|50px]]&lt;br /&gt;
| [[Trash]] || 1 || unlimited || n/a || &amp;lt;code&amp;gt;trash&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Rotator.png|frameless|50px]]&lt;br /&gt;
| [[Rotator]] || rowspan=&amp;quot;3&amp;quot; | Rotators || 4 || 2 i/s || 1 || &amp;lt;code&amp;gt;rotater&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Rotator-ccw.png|frameless|50px]]&lt;br /&gt;
| [[Rotator|Rotator (CCW)]] || 7 || 2 i/s || 1 || &amp;lt;code&amp;gt;rotater-ccw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Rotator-rotate180.png|frameless|50px]]&lt;br /&gt;
| [[Rotator|Rotator (180°)]]|| 18 || 2 i/s || 1 || &amp;lt;code&amp;gt;rotater-rotate180&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Painter.png|frameless|50px]]&lt;br /&gt;
| [[Painter]] || rowspan=&amp;quot;3&amp;quot; | Painters || 6 || ⅓ i/s || 6 || &amp;lt;code&amp;gt;painter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Painter-double.png|frameless|50px]]&lt;br /&gt;
| [[Painter#Double painter|Double painter]]|| 17 || ¼ i/s (×2) || 4 || &amp;lt;code&amp;gt;painter-double&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Painter-quad.png|frameless|50px]]&lt;br /&gt;
| [[Painter#Quad painter|Quad painter]]|| 20 || 1 i/s || 2 || &amp;lt;code&amp;gt;painter-quad&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Mixer.png|frameless|50px]]&lt;br /&gt;
| [[Color mixer]]|| Mixer || 8 || ⅖ i/s || 5 || &amp;lt;code&amp;gt;mixer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Stacker.png|frameless|50px]]&lt;br /&gt;
| [[Stacker]] || Stacker || 10 || ¼ i/s || 8 || &amp;lt;code&amp;gt;stacker&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Storage.png|frameless|50px]]&lt;br /&gt;
| [[Storage]] || Storage || 15 || unlimited || n/a || stacker&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Reader.png|frameless|50px]]&lt;br /&gt;
| [[Belt reader]]|| Belt reader || 14 || 2 i/s || 1 || &amp;lt;code&amp;gt;reader&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Lever.png|frameless|50px]]&lt;br /&gt;
| [[Switch]] || Switch || 20 || n/a || n/a || &amp;lt;code&amp;gt;lever&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Filter.png|frameless|50px]]&lt;br /&gt;
| [[Filter]] || Filter || 21 || 2 i/s || 1 || &amp;lt;code&amp;gt;filter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Display.png|frameless|50px]]&lt;br /&gt;
| [[Display]] || Display || 23 || n/a || n/a || &amp;lt;code&amp;gt;display&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wires Layer ==&lt;br /&gt;
The wires layer unlocks at level 20, and is an overlay to the regular layer for logic circuits. Wires layer buildings can be placed in the same tiles as most regular layer buildings, with the exception of any building that has an additional wire connection, such as belt readers or filters.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Sprite&lt;br /&gt;
!Building&lt;br /&gt;
!Group&lt;br /&gt;
!Level Unlocked&lt;br /&gt;
!Internal name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wire First cross.png|frameless|50px]]&lt;br /&gt;
|[[Wire]] (Green)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Wires&lt;br /&gt;
|20&lt;br /&gt;
|&amp;lt;code&amp;gt;wire&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wire Second cross.png|frameless|50px]]&lt;br /&gt;
|[[Wire]] (Blue)&lt;br /&gt;
|20&lt;br /&gt;
|&amp;lt;code&amp;gt;wire-second&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Wire tunnel.png|frameless|50px]]&lt;br /&gt;
|[[Wire crossing]]&lt;br /&gt;
|Wire crossing&lt;br /&gt;
|20&lt;br /&gt;
|&amp;lt;code&amp;gt;wire_tunnel&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Constant signal.png|frameless|50px]]&lt;br /&gt;
|[[Constant signal]]&lt;br /&gt;
|Constant signal&lt;br /&gt;
|22&lt;br /&gt;
|&amp;lt;code&amp;gt;constant_signal&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Transistor.png|frameless|50px]]&lt;br /&gt;
|[[Transistor]]&lt;br /&gt;
|Transistor&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;transistor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Logic gate.png|frameless|50px]]&lt;br /&gt;
|[[Logic gates|AND gate]]&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Logic gates&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;logic_gate&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Logic gate-not.png|frameless|50px]]&lt;br /&gt;
|[[Logic gates|NOT gate]]&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;logic_gate-not&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Logic gate-or.png|frameless|50px]]&lt;br /&gt;
|[[Logic gates|OR gate]]&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;logic_gate-xor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Logic gate-xor.png|frameless|50px]]&lt;br /&gt;
|[[Logic gates|XOR gate]]&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;logic_gate-or&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Comparator.png|frameless|50px]]&lt;br /&gt;
|[[Compare]]&lt;br /&gt;
|Compare&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;compare&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Analyzer.png|frameless|50px]]&lt;br /&gt;
|[[Shape analyzer]]&lt;br /&gt;
|Shape analyzer&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;analyzer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor.png|frameless|50px]]&lt;br /&gt;
|[[Virtual processors|Virtual cutter]]&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Virtual processors&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor-rotator.png|frameless|50px]]&lt;br /&gt;
|[[Virtual processors|Virtual rotator]]&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor-rotator&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor-unstacker.png|frameless|50px]]&lt;br /&gt;
|[[Virtual processors|Virtual unstacker]]&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor-unstacker&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor-stacker.png|frameless|50px]]&lt;br /&gt;
|[[Virtual processors|Virtual stacker]]&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor-stacker&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor-painter.png|frameless|50px]]&lt;br /&gt;
|[[Virtual processors|Virtual painter]]&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor-painter&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Restricted Buildings ==&lt;br /&gt;
Some buildings are unobtainable through regular gameplay, and can only be unlocked through other means.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Sprite&lt;br /&gt;
!Building&lt;br /&gt;
!Source&lt;br /&gt;
!Internal name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Item producer.png|frameless|50px]]&lt;br /&gt;
|[[Item producer]]&lt;br /&gt;
|Sandbox mods&lt;br /&gt;
|&amp;lt;code&amp;gt;item_producer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Constant producer.png|frameless|50px]]&lt;br /&gt;
|[[Constant producer]]&lt;br /&gt;
|Puzzle DLC&lt;br /&gt;
|&amp;lt;code&amp;gt;constant_producer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Goal acceptor.png|frameless|50px]]&lt;br /&gt;
|[[Goal acceptor]]&lt;br /&gt;
|Puzzle DLC&lt;br /&gt;
|&amp;lt;code&amp;gt;goal_acceptor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Block.png|frameless|50px]]&lt;br /&gt;
|[[Block]]&lt;br /&gt;
|Puzzle DLC&lt;br /&gt;
|&amp;lt;code&amp;gt;block&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Tunnel&amp;diff=103</id>
		<title>Tunnel</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Tunnel&amp;diff=103"/>
		<updated>2026-01-29T03:23:45Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Capitalization changes for style consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Underground belt.png|alt=Tunnel tutorial|thumb|The tunnel tooltip tutorial as seen in the game.]]&lt;br /&gt;
&#039;&#039;&#039;Tunnels&#039;&#039;&#039; are used to transport items underground for a set maximum distance. This allows for item lines to cross buildings or other item lines. Tier I tunnels are black and trapezoidal, while Tier II tunnels are white and rectangular.&lt;br /&gt;
&lt;br /&gt;
They come in pairs, with each pair consisting of one entry tunnel and one exit tunnel. Tier I tunnel pairs can be placed 5 tiles apart, while Tier II tunnel pairs can be placed 9 tiles apart. This allows them to cross 4 tiles and 8 tiles, respectively. &lt;br /&gt;
&lt;br /&gt;
Each entry tunnel automatically links itself to the nearest in-range exit tunnel of the same tier and direction. This can be exploited in conjunction with [[blueprints]] to allow overlapping (referred to as weaving) the same tier belt in opposite directions through the same tiles.&lt;br /&gt;
[[File:Tutorial Underground belt-tier2.png|alt=Tunnel tier II tutorial|thumb|The tunnel tier II tooltip tutorial as seen in the game.]]&lt;br /&gt;
Tunnel pairs do not act like teleporters, and instead, they will form a hidden track that acts like a regular belt. Tunnels provide little to no speed advantage when used in replacement of regular belts.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
Like [[belts]], tunnels will not be automatically deselected after being placed. An exit tunnel will be placed if a valid tunnel pair can be formed; otherwise, an entry tunnel will be placed. While placing tunnels, if the location where the cursor is at can form a valid tunnel pair, the potential pair will be shown by a green line.&lt;br /&gt;
&lt;br /&gt;
Because exit tunnels are treated as facing in the opposite direction as their corresponding entry tunnels, placing a tunnel will flip the current building placement rotation. Holding the &amp;quot;disable automatic orientation&amp;quot; key (default &amp;lt;code&amp;gt;CTRL&amp;lt;/code&amp;gt;) will override this behavior.&lt;br /&gt;
&lt;br /&gt;
== Smart tunnels ==&lt;br /&gt;
The &amp;quot;smart tunnels&amp;quot; setting, turned on by default, allows tunnels to automatically delete unnecessary belts when being placed.&lt;br /&gt;
&lt;br /&gt;
A newly-formed tunnel pair will check for and delete a stretch of belts facing the same direction that occupies the entire space between the two tunnels. Smart Tunnels will also delete unnecessary extra tunnels if a potential new tunnel pair stretches past them, allowing for tunnels to be placed via dragging.&lt;br /&gt;
&lt;br /&gt;
The setting only works for exit tunnels and cannot detect both belts and unnecessary tunnels in tandem.&lt;br /&gt;
&lt;br /&gt;
== Effect on performance ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Tunnels are way faster to render, but they are harder to compute than a (long) belt.&lt;br /&gt;
&lt;br /&gt;
That is because a belt can move all its items with a single tick (no matter its length), whereas if you replace the same track with tunnels, each tunnel updates individually&lt;br /&gt;
&lt;br /&gt;
So: I recommend belts, except for the parts of your factory you watch actively, there I&#039;d use tunnels.&lt;br /&gt;
&lt;br /&gt;
―tobspr, on [https://www.reddit.com/r/shapezio/comments/kcjhe6/comment/gfsdug1/ reddit]&amp;lt;/blockquote&amp;gt;While tunnels do function similarly to belts without rendering items on their path, tunnels are not considered to be part of [[Belt#Belt paths|belt paths]], a powerful optimization. Therefore, while not significant at smaller scales, a negative impact on performance can be noticed in extreme cases, such as replacing as many belts as possible with tunnels. However, the inverse may also be true for areas of the map that the camera is frequently focused on, such as near the [[hub]].&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Extractor&amp;diff=102</id>
		<title>Extractor</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Extractor&amp;diff=102"/>
		<updated>2026-01-29T03:23:34Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Capitalization changes for style consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Miner.png|alt=Extractor tutorial|thumb|The extractor tooltip tutorial as seen in the game.]]&lt;br /&gt;
[[File:Tutorial Miner-chainable.png|alt=Chain extractor tutorial|thumb|The chain extractor tooltip tutorial as seen in the game.]]&lt;br /&gt;
The &#039;&#039;&#039;extractor&#039;&#039;&#039; is a building used to extract shapes or colors from resource patches. It is one of two buildings available to build at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Extractors will only produce output when placed on a shape or color resource tile. If placed on a blank tile, they will do nothing.&lt;br /&gt;
&lt;br /&gt;
== Chain extractor ==&lt;br /&gt;
The &#039;&#039;&#039;chain extractor&#039;&#039;&#039; is an unlockable variant of the extractor. It has the unique ability to pass its output to another &#039;&#039;active&#039;&#039; Chain Extractor directly in front of it, ultimately summing together the production of all extractors in the group.&lt;br /&gt;
&lt;br /&gt;
If the resources mined by a group are dissimilar, such as when a paint patch overlaps a shape patch, then the total output will be representative of that. However, since extractors on a blank tile are considered inactive, they will break the chain, not passing through the outputs of any other connected Chain Extractors.&lt;br /&gt;
&lt;br /&gt;
Hovering the cursor over any chain extractor will highlight the connected group and display the total production of the group. While the tooltip will show a warning that production is limited by belt speed, this is misleading — like many other buildings, they can be [[Supercharging|supercharged]] at up to 1.25× belt speed.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Color_mixer&amp;diff=101</id>
		<title>Color mixer</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Color_mixer&amp;diff=101"/>
		<updated>2026-01-29T03:21:36Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Initial copy from Fandom wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial_Mixer.png|alt=Color mixer tutorial|thumb|The color mixer tutorial as seen in the game.]]&lt;br /&gt;
The &#039;&#039;&#039;color mixer&#039;&#039;&#039; is a building used to mix paints not available from resource nodes. When the two inputs are supplied with a single paint each, the mixer outputs a new paint determined by the color mixing table. Because redundant recipes still output one paint, some recipes are more wasteful than others — for example, to get white, it is better to mix a secondary color and the complimentary primary color rather than two secondary colors.&lt;br /&gt;
&lt;br /&gt;
The mixing logic behaves according to [[wikipedia:Additive color|additive color]] rules, making red, green, and blue primary colors. The building icon can be used as a Venn diagram guide representing the inputs required for a given color.&lt;br /&gt;
&lt;br /&gt;
== Mechanic ==&lt;br /&gt;
In lieu of black as with light, a grey color called &amp;quot;uncolored&amp;quot; represents a complete lack of color. Despite not being obtainable legitimately in-game, it is included in the following table for completeness.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Color mixing results&lt;br /&gt;
!&lt;br /&gt;
![[File:Color_Uncolored.png|alt=Uncolored|32x32px]]&lt;br /&gt;
![[File:Color_Red.png|alt=Red|32x32px]]&lt;br /&gt;
![[File:Color_Green.png|alt=Green|32x32px]]&lt;br /&gt;
![[File:Color_Blue.png|alt=Blue|32x32px]]&lt;br /&gt;
![[File:Color_Yellow.png|alt=Yellow|32x32px]]&lt;br /&gt;
![[File:Color_Cyan.png|alt=Cyan|32x32px]]&lt;br /&gt;
![[File:Color_Purple.png|alt=Purple|32x32px]]&lt;br /&gt;
![[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Color_Uncolored.png|alt=Uncolored|32x32px]]&lt;br /&gt;
|[[File:Color_Uncolored.png|alt=Uncolored|32x32px]]&lt;br /&gt;
|[[File:Color_Red.png|alt=Red|32x32px]]&lt;br /&gt;
|[[File:Color_Green.png|alt=Green|32x32px]]&lt;br /&gt;
|[[File:Color_Blue.png|alt=Blue|32x32px]]&lt;br /&gt;
|[[File:Color_Yellow.png|alt=Yellow|32x32px]]&lt;br /&gt;
|[[File:Color_Cyan.png|alt=Cyan|32x32px]]&lt;br /&gt;
|[[File:Color_Purple.png|alt=Purple|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Color_Red.png|alt=Red|32x32px]]&lt;br /&gt;
|[[File:Color_Red.png|alt=Red|32x32px]]&lt;br /&gt;
|[[File:Color_Red.png|alt=Red|32x32px]]&lt;br /&gt;
|[[File:Color_Yellow.png|alt=Yellow|32x32px]]&lt;br /&gt;
|[[File:Color_Purple.png|alt=Purple|32x32px]]&lt;br /&gt;
|[[File:Color_Yellow.png|alt=Yellow|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_Purple.png|alt=Purple|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Color_Green.png|alt=Green|32x32px]]&lt;br /&gt;
|[[File:Color_Green.png|alt=Green|32x32px]]&lt;br /&gt;
|[[File:Color_Yellow.png|alt=Yellow|32x32px]]&lt;br /&gt;
|[[File:Color_Green.png|alt=Green|32x32px]]&lt;br /&gt;
|[[File:Color_Cyan.png|alt=Cyan|32x32px]]&lt;br /&gt;
|[[File:Color_Yellow.png|alt=Yellow|32x32px]]&lt;br /&gt;
|[[File:Color_Cyan.png|alt=Cyan|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Color_Blue.png|alt=Blue|32x32px]]&lt;br /&gt;
|[[File:Color_Blue.png|alt=Blue|32x32px]]&lt;br /&gt;
|[[File:Color_Purple.png|alt=Purple|32x32px]]&lt;br /&gt;
|[[File:Color_Cyan.png|alt=Cyan|32x32px]]&lt;br /&gt;
|[[File:Color_Blue.png|alt=Blue|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_Cyan.png|alt=Cyan|32x32px]]&lt;br /&gt;
|[[File:Color_Purple.png|alt=Purple|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Color_Yellow.png|alt=Yellow|32x32px]]&lt;br /&gt;
|[[File:Color_Yellow.png|alt=Yellow|32x32px]]&lt;br /&gt;
|[[File:Color_Yellow.png|alt=Yellow|32x32px]]&lt;br /&gt;
|[[File:Color_Yellow.png|alt=Yellow|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_Yellow.png|alt=Yellow|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Color_Cyan.png|alt=Cyan|32x32px]]&lt;br /&gt;
|[[File:Color_Cyan.png|alt=Cyan|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_Cyan.png|alt=Cyan|32x32px]]&lt;br /&gt;
|[[File:Color_Cyan.png|alt=Cyan|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_Cyan.png|alt=Cyan|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Color_Purple.png|alt=Purple|32x32px]]&lt;br /&gt;
|[[File:Color_Purple.png|alt=Purple|32x32px]]&lt;br /&gt;
|[[File:Color_Purple.png|alt=Purple|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_Purple.png|alt=Purple|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_Purple.png|alt=Purple|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|[[File:Color_White.png|alt=White|32x32px]]&lt;br /&gt;
|}&lt;br /&gt;
Internally, color recipes are computed by regarding each color as a combination of 1-3 primary colors, using a [[wikipedia:Bitwise_operation#OR|bitwise OR]] operation to find each combination.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Yellow.png&amp;diff=100</id>
		<title>File:Color Yellow.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Yellow.png&amp;diff=100"/>
		<updated>2026-01-29T02:35:18Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The color Yellow as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The color Yellow as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Color_White.png&amp;diff=99</id>
		<title>File:Color White.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Color_White.png&amp;diff=99"/>
		<updated>2026-01-29T02:35:06Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The color White as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The color White as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Uncolored.png&amp;diff=98</id>
		<title>File:Color Uncolored.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Uncolored.png&amp;diff=98"/>
		<updated>2026-01-29T02:34:52Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The color Uncolored as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The color Uncolored as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Red.png&amp;diff=97</id>
		<title>File:Color Red.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Red.png&amp;diff=97"/>
		<updated>2026-01-29T02:34:40Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The color Red as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The color Red as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Purple.png&amp;diff=96</id>
		<title>File:Color Purple.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Purple.png&amp;diff=96"/>
		<updated>2026-01-29T02:33:59Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The color Purple as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The color Purple as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Green.png&amp;diff=95</id>
		<title>File:Color Green.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Green.png&amp;diff=95"/>
		<updated>2026-01-29T02:33:42Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The color Green as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The color Green as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Cyan.png&amp;diff=94</id>
		<title>File:Color Cyan.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Cyan.png&amp;diff=94"/>
		<updated>2026-01-29T02:33:27Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The color Cyan as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The color Cyan as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Blue.png&amp;diff=93</id>
		<title>File:Color Blue.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Color_Blue.png&amp;diff=93"/>
		<updated>2026-01-29T02:33:12Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The color Blue as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The color Blue as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Mixer.png&amp;diff=92</id>
		<title>File:Tutorial Mixer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Mixer.png&amp;diff=92"/>
		<updated>2026-01-29T02:30:39Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The Color Mixer tutorial as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Color Mixer tutorial as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Trash.png&amp;diff=91</id>
		<title>File:Tutorial Trash.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=File:Tutorial_Trash.png&amp;diff=91"/>
		<updated>2026-01-29T02:30:01Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: The Trash tutorial as found in the game source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Trash tutorial as found in the game source.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Extractor&amp;diff=90</id>
		<title>Extractor</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Extractor&amp;diff=90"/>
		<updated>2026-01-29T01:44:32Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Fix imprecise assertion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tutorial Miner.png|alt=Extractor tutorial|thumb|The Extractor tooltip tutorial as seen in the game.]]&lt;br /&gt;
[[File:Tutorial Miner-chainable.png|alt=Chain Extractor tutorial|thumb|The Chain Extractor tooltip tutorial as seen in the game.]]&lt;br /&gt;
The &#039;&#039;&#039;extractor&#039;&#039;&#039; is a building used to extract shapes or colors from resource patches. It is one of two buildings available to build at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Extractors will only produce output when placed on a shape or color resource tile. If placed on a blank tile, they will do nothing.&lt;br /&gt;
&lt;br /&gt;
== Chain extractor ==&lt;br /&gt;
The &#039;&#039;&#039;chain extractor&#039;&#039;&#039; is an unlockable variant of the extractor. It has the unique ability to pass its output to another &#039;&#039;active&#039;&#039; Chain Extractor directly in front of it, ultimately summing together the production of all extractors in the group.&lt;br /&gt;
&lt;br /&gt;
If the resources mined by a group are dissimilar, such as when a paint patch overlaps a shape patch, then the total output will be representative of that. However, since extractors on a blank tile are considered inactive, they will break the chain, not passing through the outputs of any other connected Chain Extractors.&lt;br /&gt;
&lt;br /&gt;
Hovering the cursor over any chain extractor will highlight the connected group and display the total production of the group. While the tooltip will show a warning that production is limited by belt speed, this is misleading — like many other buildings, they can be [[Supercharging|supercharged]] at up to 1.25× belt speed.&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
	<entry>
		<id>https://wiki.ce.skimnerphi.net/index.php?title=Buildings&amp;diff=89</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.ce.skimnerphi.net/index.php?title=Buildings&amp;diff=89"/>
		<updated>2026-01-29T01:38:04Z</updated>

		<summary type="html">&lt;p&gt;SkimnerPhi: Additional information for intro and wires layer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Buildings&#039;&#039;&#039; are objects that can be placed on the world grid by the player and have unique effects on items and signals supplied to them. While most buildings can be created and destroyed in any quantity at will, there is only one [[Hub]], and it cannot be moved, built, or destroyed. The [[Belt]] and [[Extractor]] are immediately available when you start the game. The other buildings and building types can be unlocked by completing different [[levels]]. These buildings can also be improved by purchasing [[upgrades]] with different shapes.&lt;br /&gt;
&lt;br /&gt;
== Regular Layer ==&lt;br /&gt;
The regular &amp;quot;belts&amp;quot; layer is unlocked from the start of the game, and is where nearly all pre-freeplay gameplay occurs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Sprite&lt;br /&gt;
! Building !! Group !! Level Unlocked !! Base Speed !! Buildings per Belt !! Internal name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Hub.png|frameless|50px]]&lt;br /&gt;
| [[Hub]] || n/a || n/a || unlimited || n/a || &amp;lt;code&amp;gt;hub&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Belt top.png|frameless|50px]]&lt;br /&gt;
| [[Belt]] || Belt || 0 || 2 i/s || 1 || &amp;lt;code&amp;gt;belt&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Balancer.png|frameless|50px]]&lt;br /&gt;
| [[Balancer]] || rowspan=&amp;quot;3&amp;quot; | Balancers || 2 || 2 i/s (×2) || ½ || &amp;lt;code&amp;gt;balancer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Balancer-merger.png|frameless|50px]]&lt;br /&gt;
| [[Merger (Compact)]] || 9 || 2 i/s || 1 || &amp;lt;code&amp;gt;balancer-merger&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Balancer-splitter.png|frameless|50px]]&lt;br /&gt;
| [[Splitter (Compact)]] || 19 || 2 i/s || 1 || &amp;lt;code&amp;gt;balancer-splitter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Underground belt entry.png|frameless|50px]]&lt;br /&gt;
| [[Tunnel]] || rowspan=&amp;quot;2&amp;quot; | Tunnels || 5 || 2 i/s || 1 || &amp;lt;code&amp;gt;underground_belt&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Underground belt entry-tier2.png|frameless|50px]]&lt;br /&gt;
| [[Tunnel|Tunnel Tier II]] || 13 || 2 i/s || 1 || &amp;lt;code&amp;gt;underground_belt-tier2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Miner.png|frameless|50px]]&lt;br /&gt;
| [[Extractor]] || rowspan=&amp;quot;2&amp;quot; | Extractors || 0 || ⅖ i/s || 5 || &amp;lt;code&amp;gt;miner&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Miner-chainable.png|frameless|50px]]&lt;br /&gt;
| [[Extractor|Chain Extractor]] || 11 || ⅖ i/s || 5 || &amp;lt;code&amp;gt;miner-chainable&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Cutter.png|frameless|50px]]&lt;br /&gt;
| [[Cutter]] || rowspan=&amp;quot;3&amp;quot; | Cutters || 1 || ½ i/s || 4 || &amp;lt;code&amp;gt;cutter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Cutter-quad.png|frameless|50px]]&lt;br /&gt;
| [[Quad Cutter]] || 17 || ½ i/s || 4 || &amp;lt;code&amp;gt;cutter-quad&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Trash.png|frameless|50px]]&lt;br /&gt;
| [[Trash]] || 1 || unlimited || n/a || &amp;lt;code&amp;gt;trash&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Rotator.png|frameless|50px]]&lt;br /&gt;
| [[Rotator]] || rowspan=&amp;quot;3&amp;quot; | Rotators || 4 || 2 i/s || 1 || &amp;lt;code&amp;gt;rotater&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Rotator-ccw.png|frameless|50px]]&lt;br /&gt;
| [[Rotator|Rotator (CCW)]] || 7 || 2 i/s || 1 || &amp;lt;code&amp;gt;rotater-ccw&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Rotator-rotate180.png|frameless|50px]]&lt;br /&gt;
| [[Rotator|Rotator (180°)]]|| 18 || 2 i/s || 1 || &amp;lt;code&amp;gt;rotater-rotate180&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Painter.png|frameless|50px]]&lt;br /&gt;
| [[Painter]] || rowspan=&amp;quot;3&amp;quot; | Painters || 6 || ⅓ i/s || 6 || &amp;lt;code&amp;gt;painter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Painter-double.png|frameless|50px]]&lt;br /&gt;
| [[Double Painter]] || 17 || ¼ i/s (×2) || 4 || &amp;lt;code&amp;gt;painter-double&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Painter-quad.png|frameless|50px]]&lt;br /&gt;
| [[Quad Painter]] || 20 || 1 i/s || 2 || &amp;lt;code&amp;gt;painter-quad&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Mixer.png|frameless|50px]]&lt;br /&gt;
| [[Color Mixer]] || Mixer || 8 || ⅖ i/s || 5 || &amp;lt;code&amp;gt;mixer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Stacker.png|frameless|50px]]&lt;br /&gt;
| [[Stacker]] || Stacker || 10 || ¼ i/s || 8 || &amp;lt;code&amp;gt;stacker&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Storage.png|frameless|50px]]&lt;br /&gt;
| [[Storage]] || Storage || 15 || unlimited || n/a || stacker&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Reader.png|frameless|50px]]&lt;br /&gt;
| [[Belt Reader]] || Belt Reader || 14 || 2 i/s || 1 || &amp;lt;code&amp;gt;reader&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Lever.png|frameless|50px]]&lt;br /&gt;
| [[Switch]] || Switch || 20 || n/a || n/a || &amp;lt;code&amp;gt;lever&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Filter.png|frameless|50px]]&lt;br /&gt;
| [[Filter]] || Filter || 21 || 2 i/s || 1 || &amp;lt;code&amp;gt;filter&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Display.png|frameless|50px]]&lt;br /&gt;
| [[Display]] || Display || 23 || n/a || n/a || &amp;lt;code&amp;gt;display&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wires Layer ==&lt;br /&gt;
The wires layer unlocks at level 20, and is an overlay to the regular layer for logic circuits. Wires layer buildings can be placed in the same tiles as most regular layer buildings, with the exception of any building that has an additional wire connection, such as belt readers or filters.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Sprite&lt;br /&gt;
!Building&lt;br /&gt;
!Group&lt;br /&gt;
!Level Unlocked&lt;br /&gt;
!Internal name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wire First cross.png|frameless|50px]]&lt;br /&gt;
|[[Wire]] (Green)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Wires&lt;br /&gt;
|20&lt;br /&gt;
|&amp;lt;code&amp;gt;wire&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wire Second cross.png|frameless|50px]]&lt;br /&gt;
|[[Wire]] (Blue)&lt;br /&gt;
|20&lt;br /&gt;
|&amp;lt;code&amp;gt;wire-second&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Wire tunnel.png|frameless|50px]]&lt;br /&gt;
|[[Wire Tunnel]]&lt;br /&gt;
|Wire Tunnel&lt;br /&gt;
|20&lt;br /&gt;
|&amp;lt;code&amp;gt;wire_tunnel&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Constant signal.png|frameless|50px]]&lt;br /&gt;
|[[Constant Signal]]&lt;br /&gt;
|Constant Signal&lt;br /&gt;
|22&lt;br /&gt;
|&amp;lt;code&amp;gt;constant_signal&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Transistor.png|frameless|50px]]&lt;br /&gt;
|[[Transistor]]&lt;br /&gt;
|Transistor&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;transistor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Logic gate.png|frameless|50px]]&lt;br /&gt;
|[[Logic Gates|AND Gate]]&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Logic Gates&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;logic_gate&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Logic gate-not.png|frameless|50px]]&lt;br /&gt;
|[[Logic Gates|NOT Gate]]&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;logic_gate-not&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Logic gate-xor.png|frameless|50px]]&lt;br /&gt;
|[[Logic Gates|XOR Gate]]&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;logic_gate-xor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Logic gate-or.png|frameless|50px]]&lt;br /&gt;
|[[Logic Gates|OR Gate]]&lt;br /&gt;
|24&lt;br /&gt;
|&amp;lt;code&amp;gt;logic_gate-or&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Comparator.png|frameless|50px]]&lt;br /&gt;
|[[Compare]]&lt;br /&gt;
|Compare&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;compare&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Analyzer.png|frameless|50px]]&lt;br /&gt;
|[[Shape Analyzer]]&lt;br /&gt;
|Shape Analyzer&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;analyzer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor.png|frameless|50px]]&lt;br /&gt;
|[[Virtual Processors|Virtual Cutter]]&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Virtual Processors&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor-rotator.png|frameless|50px]]&lt;br /&gt;
|[[Virtual Processors|Virtual Rotator]]&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor-rotator&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor-unstacker.png|frameless|50px]]&lt;br /&gt;
|[[Virtual Processors|Virtual Unstacker]]&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor-unstacker&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor-stacker.png|frameless|50px]]&lt;br /&gt;
|[[Virtual Processors|Virtual Stacker]]&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor-stacker&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Virtual processor-painter.png|frameless|50px]]&lt;br /&gt;
|[[Virtual Processors|Virtual Painter]]&lt;br /&gt;
|25&lt;br /&gt;
|&amp;lt;code&amp;gt;virtual_processor-painter&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Restricted Buildings ==&lt;br /&gt;
Some buildings are unobtainable through regular gameplay, and can only be unlocked through other means.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Sprite&lt;br /&gt;
!Building&lt;br /&gt;
!Source&lt;br /&gt;
!Internal name&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Item producer.png|frameless|50px]]&lt;br /&gt;
|[[Item Producer]]&lt;br /&gt;
|Sandbox mods&lt;br /&gt;
|&amp;lt;code&amp;gt;item_producer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Constant producer.png|frameless|50px]]&lt;br /&gt;
|[[Constant Producer]]&lt;br /&gt;
|Puzzle DLC&lt;br /&gt;
|&amp;lt;code&amp;gt;constant_producer&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Goal acceptor.png|frameless|50px]]&lt;br /&gt;
|[[Goal Acceptor]]&lt;br /&gt;
|Puzzle DLC&lt;br /&gt;
|&amp;lt;code&amp;gt;goal_acceptor&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Building Block.png|frameless|50px]]&lt;br /&gt;
|[[Block]]&lt;br /&gt;
|Puzzle DLC&lt;br /&gt;
|&amp;lt;code&amp;gt;block&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SkimnerPhi</name></author>
	</entry>
</feed>