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Calculate a finite batch before scaling
A target of ten green circuits needs ten iron plates and 30 copper cables. The standard cable recipe creates two cables per copper plate, so making all 30 cables from scratch takes 15 copper plates. This is a raw ingredient calculation: it excludes existing cable or circuit stock, productivity effects, other consumers and transport losses.
If you already hold usable cable, subtract it first and round the remaining cable requirement up to whole two-cable crafts. For example, with five usable cables, the remaining 25 require 13 crafts and 13 copper plates, producing 26 cables and leaving one unused. It does not automatically reserve that stock in your game.
| Ten-circuit target | Iron plates | Cables to craft | Copper plates | Leftover cable |
|---|---|---|---|---|
| No existing cable | 10 | 30 | 15 | 0 |
| Five usable cables already on hand | 10 | 26 from 13 crafts | 13 | 1 |
References: Factorio Wiki: Electronic circuit · Factorio Wiki: Copper cable
Why three cable assemblers can match two circuit assemblers
The base circuit recipe has a 0.5-second base craft time and consumes three cables; the cable recipe also has a 0.5-second base craft time and yields two cables. For machines with identical crafting speed and no productivity effects, two circuit machines consume six cables per shared craft interval while three cable machines produce six in that interval.
For a concrete theoretical rate, ordinary assembling machine 1 has speed 0.5. Each circuit machine can make one circuit per game-second and consume three cables; each cable machine can make two cables per game-second. Two circuit machines therefore demand six cables per game-second, matching three cable machines. These are ideal rates, not measured transfer speeds or a tested arrangement.
| Machines at ordinary assembler-1 speed | Ideal output or demand | Important condition |
|---|---|---|
| 3 cable assemblers | 6 cables / game-second | Continuous copper, power and output access |
| 2 circuit assemblers | Need 6 cables and 2 iron plates / game-second | Continuous inputs and circuit output access |
| 2 cable assemblers for 2 circuit assemblers | 4 cables supplied versus 6 demanded | Cable deficit of 2/game-second before transfer losses |
References: Factorio Wiki: Electronic circuit · Factorio Wiki: Copper cable · Factorio Wiki: Assembling machine 1
Diagnose the missing ingredient
Open a circuit assembler while it should be producing. If its cable input empties, follow copper plate supply into the cable assembler, then follow the cable transfer to the circuit machine. If iron is missing while cable is present, inspect the iron branch independently. If finished circuits fill the output, trace the output destination instead of adding more cable production.
A correct recipe ratio assumes machines run continuously at matching speeds. Unequal machine tiers, modules, productivity, temporary buffers, power shortages, inserter constraints or other consumers invalidate the simple balance. Direct insertion may reduce transport complexity but its performance depends on the actual setup; this guide does not claim a tested arrangement.
- Record the build, machine types, modules and selected recipes.
- Check the circuit assembler's iron, cable and output inventories.
- For the missing ingredient, inspect each producer and transfer point in sequence.
- Change one identified issue, then compare the same buffers and output over a stable interval.
References: Factorio Wiki: Electronic circuit · Factorio Wiki: Assembling machine 1 · Factorio Wiki: Inserters
What to capture when asking for help
Capture a screenshot of both inputs and the transfer path, plus the installed version and mod list. Write down the machine tiers and whether the circuit output is blocked. A screenshot alone does not establish delivered items per game-second; include an observed count and interval if claiming a rate.
Do not use the batch example as a live price, tested blueprint or guarantee that a factory will run at full theoretical speed.
Game build / mods:
Circuit and cable assembler type / modules:
Missing ingredient or full output:
Copper and iron source:
Transfer points / power:
Observation interval and result after one change:Before you play
- Count one iron plate and three cables per base circuit.
- Round missing cables up to complete two-cable crafts.
- Use the 3:2 machine ratio only under equal-speed, no-productivity assumptions.
- Inspect power, transfer and blocked output before adding machines.
Frequently asked questions
How much copper does ten circuits need?
With the ordinary recipe and no existing cable, 30 cables require 15 copper plates; the circuits also need ten iron plates.
Does 3:2 guarantee full output?
No. It is a recipe balance for equal-speed machines without productivity effects; power, transfers, supply and output removal still matter.
Can I apply it to foundries or modded recipes?
Not without recalculating from the actual recipes, machine speeds and bonuses in that save.
Sources & revision notes
Editorial revision: October 28, 2026; not a gameplay test date. The reference notes identify source limits and version differences.
- Factorio Wiki: Electronic circuit (Community)
Community-maintained reference checked October 28, 2026 for the base circuit recipe and equal-tier machine ratio.
- Factorio Wiki: Copper cable (Community)
Community-maintained reference checked October 28, 2026 for the two-cable output and alternative casting recipe.
- Factorio Wiki: Assembling machine 1 (Community)
Community-maintained reference checked October 28, 2026 for ordinary machine speed; not an observed factory rate.
- Factorio Wiki: Inserters (Community)
Community-maintained reference checked October 28, 2026 for transfer mechanics; actual rates depend on the arrangement.
Added a stock-aware circuit batch calculator to the source-based ingredient and machine balance. No in-game test is claimed.
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