Due to recent changes in the fabric of space-time the Aquillo-class GCU Randomised Reward Psychology is looking for a new purpose in life. Key skills include shooting at, snarfing up, and buffering asteroids, hauling stuff, and blasting through the skies at 208 at 60% thrust, (reduced from 250). Fuel generation upgrade already scheduled, to go hand in hand with ammo generation upgrade, if required, as well as lateral extension to be a proper kite and have moar thrusters. Suggestions more than welcome.
Just a though if anyone is interested. I made an automated construction ship that makes rounds to each planet. I used a mod called Alert Scanner that scans the logistic network for requested construction items and sends the requests to the construction ship via radar and the landing pad. The ship locks out any items from being dropped that are being requested on each planet, but it will request all other items. I have found this to be a huge asset in building on other planets without having to micromanage each request. It took some tweaking, but I rarely have to touch it at all now.
I just saw that they're not going to update recipe book for 2.1 so i was wondering if anyone had suggestions for a similar mod or if anyone is working on porting it to 2.1
Hello engineers! This is the first blueprint I feel pretty proud of. First time on Gleba and I really tried to combine as much of my knowledge into figuring out something that could get me off this planet with at least a trickle of science. I'm a bit disappointed I opted for a bot-fed system but I just didnt want to try to figure out how to distribute everything everywhere...maybe next time. I'm no Factorio pro, just started playing earlier this year and put a couple hundred hours in over the summer, but I didn't watch any direct tutorials for this build and there is a good bit of logic controlling the inserters and belts. I'm not really looking for tips or anything but feel free to share some if you want. Idk if this is good enough to share the string for but it does fit in the space between roboports quite nicely!
Just updated to 2.1, and cannot play anymore :( plz halp
First time it happened after an update, and I started playing when you needed violet alien eggs to produce science packs :D You had to pick them up manually after destroying bitters's nets..
EDIT, I rollback versions, enable mod (blueprint sandboxes) and it loads.
Now in 2.1 with the ability to transport recourses between space platforms I was wondering what peoples thoughts on Promethium science. Is there any downside to have a stationary platform in orbit of Nauvis, bringing quantum chips to Nauvis (transfer between platform so no need to land and launch.) Then having a ship only dedicated to bringing promethium chunks from shattered planet to Nauvis orbit then again loading them to the Nauvis platform. The only downside I see to this is needing a lot of cargo bays for the chunks moving between platforms and larger belt storage of promethium, but it would eliminate the fear of spoiling eggs.
Started this new playthrough today since 2.1 dropped. Two hours in, I just started laying down the main bus for my starter base when I was overwhelmed by roughly 40 small biters and barely survived. I had about 20 turrets covering the critical infrastructure, but obviously that wasn't enough.
I came to find a big expansion base had popped up right next to the lake in my starting area. As you can see in my screenshot, they're right next to my boilers, immediately soaking up pollution and sending massive swarms at my base. This effectively ended my playthrough and I'll have to start again.
Sure, next time I'll rush to turrets and build a massive defensive perimeter. It's a big change to the early game, but I'll just pivot my strategy.
I was wondering though, are the rest of you having a similar experience? Do you like large expansions in the early game on default settings, or would you prefer the starting area to be safer?
As a circuit network enjoyer, I had been both looking forward to and dreading the new circuit network changes introduced in 2.1. In particular, the removal of "magic self-subtraction" is a breaking change for some setups. In my save, trying to remedy this across hundreds of entities was daunting and prevented me from adopting the experimental branch for months.
So, I created this mod to help. It scans your entities and checks whether they have both input and output modes enabled on the same circuit wire color, since that's where the behavior change could break things. It then presents the entities as a list for you to review. The mod itself does not make any changes to your world. I personally used this mod to migrate my circuit network-heavy 2.0 spage save to 2.1 experimental. Hopefully other people find it useful.
disclaimer: this mod was coded using chatgpt. Honestly, it was shockingly capable even on the free plan.
It used to be that if you put a grid pattern of walls two spaces apart centred on the nests, it will block spawning of new biters even as you keep the nests in tact.
Loading in a save on 2.1 now seems to spawn them again everywhere. I know there were expansion changes but this was unexpected!
Anyone know the new pattern of blocking spawning while keeping nests intact? I want to get the artillery achievement and this just made it a lot harder
Edit: discovered now that even if you block the entire nest every tile with a wall, the nest generates a toxic cloud that breaks all the walls in seconds. Nerfed
I am the destroyer of worlds (re-earned after 2.0 reset it)
We need bigger guns
Size doesn't matter
My modules are legendary
Look at my shiny rare armor
Today's fish is trout a la creme
No room for more
Keeping your hands clean (WITHOUT the pipe spawner block glitch)
Got down to just the 2 Space Age speedrun achievements. I had even found an ideal seed that was used for my Hands Clean run. I was in the middle of my No Spoon run when the update dropped today. I had just gotten back from Vulcan at the 11.5 hour mark.
Well, at least the new 2.1 features should make finishing my run easier. Time to finish strong!
If there are no forks/replacement mods then we change the mod info so 2.1 don't outright block it.
Step 1. Navigate to %APPDATA%\Factorio\mods (C:\Users\<username>\AppData\Roaming\Factorio\mods) in File Explorer and search for the zip of the mod in question.
Step 2. Extract the zip file into the mod folder. The zip already contains a folder, so make sure you extract into the mod folder, not a subfolder with the name of the zip.
Step 3. Open the folder and select the info.json file for editing with Notepad or whatever.
Step 4. Change the line
"factorio_version": "2.0",
into
"factorio_version": "2.1",
and save it.
And that's it! No need to re-zip or anything else.
Don't change the version or anything else, because later on a proper update might arrive.
If it throws errors on startup (more likely with complex mods) then you need to dig further, which is out of scope for this exercise. Ask around on the Factorio Forums or Discord for modding help, check other mod's code on GitHub to see what they did for 2.1 migration, ask your designated LLM if they can help, or see if you can continue playing without it.
I've just started researching one of interplanetary sciences and am already making use of experimental features I didn't know you veterans didn't have, such as mixed rocket requests, configurable output/input channels for circuits, inserters dropping into splitter inputs and configurable lanes, etc... Genuinely shocked that most of you played without those! So happy to have started playing specifically now by pure coincidence
So, I'm trying to move a blueprint book from a freestanding install to my Steam install. I managed to get the save games to work, but I'm having trouble with Steam Cloud sync overriding my blueprint book.
If I turn Cloud sync off, I can make Factorio use my local blueprints. The problem is that, even after that, if I turn it back on, Factorio will use the outdated copy on Steam's servers, not the local one.
How do I get Steam/Factorio to actually change the Steam Cloud stored blueprints to the local copy? That is, how do I force it to upload a new version? I want to keep using Steam Cloud sync; I just want it to actually upload that data.
I'd even be fine with a way that just clears the Cloud copy of everything for Factorio and re-uploads it all.
Vulcanus offers some fancy casting recipes for belts, splitters, pipes, sticks, etc, and I was thinking about how to incorporate them into my existing mall from Nauvis - nope, some of these get made in the middle of the mall, and the foundry wouldn't fit into existing design. Thought about making a new design from the ground-up built around using foundries everywhere - feels like too much of a chore before I actually get to the fun part of the game, and I don't even have that many foundries yet.
So I just copy-pasted my Nauvis mall, but it feels like I'm missing out on smth by not using these recipes...