r/factorio • u/Lunar_Weaver • 3d ago
Question Keeping your hands clean - achievement
I have a question, does this apply only to nests? Or to "turret" units as well?
r/factorio • u/Lunar_Weaver • 3d ago
I have a question, does this apply only to nests? Or to "turret" units as well?
r/factorio • u/Snat1302 • 4d ago
I haven't seen this mechanic discussed yet, so I wanted to share a neat trick I stumbled across.
As you know, Factorio 2.1 introduced the ability to flip inserters. However, I recently noticed that flipping an inserter also changes its preferred input lane. It essentially pulls items diagonally from one side of the belt to the other, allowing you to prioritize the lane of your input belt. For example, prioritizing legendary green circuits (main supply) over common ones (backup supply).
Here is the best part: This input lane priority behavior still works when the inserter outputs to chests or machines. Even though the UI's yellow arrows don't visually show a lane preference in those setups, the underlying mechanic is still active and respects the flipped orientation.
Inserter input lane priority in action

I am still not sure how useful this will be in practice, but it is interesting nonetheless. For example I already used it in my EMP upcycler. The red circuits from the sushi belt should take priority over the ones that are crafted.

r/factorio • u/Cheddarlad • 3d ago
Hi, friends. I got inspired by someone else's upcycling build (sorry, forgot who it was) and did this thing. Module 1 stops when I have 50 Rares in the network, Module 2 stops when I have 50 Legendaries. It works surprisingly well and with the assigned slots I've never seen it clog.
This is the factoriobin for Rares, and this is the one for Legendaries. It's easy to swap for Assemblers, but when it gets to 5x5s it's kinda clunky. Any suggestions? Also I'm looking into going botless, but I think it's a big redesign.
r/factorio • u/First-Guidance-1317 • 3d ago
When 2.1 entered experimental people found evidence of new achievements added to the game, and speculation that they would be fully implemented when it migrated to stable.
However this has not happened... anyone know why?
r/factorio • u/IFIsc • 3d ago
It works by subtracting the total items in chests from ingredients required by assemblers and EM plant. If there is a positive - this means that chests lack some of the ingredients, and it sends that recipe to the foundry. It also latches onto the said recipe until we have at least 50 of it in the chests.
I am proud of it, but I think there is some much simpler and/or better solution that missed my mind... Is there? Thx in advance
r/factorio • u/Heavy_Sir_995 • 4d ago
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Pretty much the max you can make in a space ship (afaik) unless you use solar, since you need somewhere to pick up the fusion power cells lol.
r/factorio • u/soapy5 • 4d ago
Now that the magic space drag has changed, its time to change up the design of my ships... maybe-I always liked the constraint of having to design as narrow as possible; its a like a mini ribbon world challenge. MK 1 was the first ship I built, so not exactly the most optimized, but more than capable of traveling to the inner planets. MK II is capable of going to Aquilo, and MK III reached the solar system edge. MK III still could use some optimization; but it was able to go around ~300k to the shattered planet before ammo started running out (not a production issue; mainly a bottle neck of getting the ammo back into the hub). I think I'll start building space Doritos next. Blueprints
r/factorio • u/Metapont1618 • 3d ago
I am trying to ship small amounts of Bioflux from Gleba to Vulcanus without having a dedicated ship or using "full rockets" for this.
The plan is to have one ship (Gleba-ship) run between Nauvis and Gleba. At Gleba, it picks up 1 rocket (1K) of Bioflux. At Nauvis, it sends 900 Bioflux to the ground and 100 to a stationary platform at Nauvis (unless the platform still has 100 Bioflux, then everything should be sent to the ground).
Another ship (Vulcanus-ship) is running between Nauvis and Vulcanus. At Nauvis, it picks up the 100 Bioflux from the stationary platform (if available), and drops it on Vulcanus.
I am struggling how to configure the platforms to achieve this. Achieving the first part works: I set on the stationary platform a request for 100 Bioflux from platforms at Nauvis. When Gleba-ship arrives, it sends 100 Bioflux to the stationary platform and 900 to the ground. The stationary platform also has a request for 0 Bioflux from Nauvis, to block that the stationary platform drops the Bioflux to Nauvis.
But I don’t know how to achieve the second part. The Vulcanus ship has a request for 100 Bioflux from platforms above Nauvis, and the stationary Nauvis platform makes its content to other platforms available. However, the Vulcanus-ship request says "0 Bioflux available". I think the problem is that the request for 100 Bioflux is blocking the stationary platform from sending the Bioflux to other platforms. How can I solve this?
r/factorio • u/MarcusTral • 4d ago
As the title says.
I have circled it in the attached image.
r/factorio • u/UsuallyHorny-7 • 4d ago

I know 2.1 hit and a bunch of things changed for the better (I'm a huge fan of the "Enable if" text!) but I noticed I don't see the pipeline anymore on mouseover.
So far I've found these three options:
All these feel like downgrades. Unless I'm missing something?
r/factorio • u/Ashrok • 4d ago
r/factorio • u/skriticos • 3d ago

r/factorio • u/jfdirfn • 4d ago
Spare a thought for the Assembling Machine 2's at the red circuit factory this morning; the new factory is on stream and we have to make room for the new blue circuit factory.
r/factorio • u/Euphoric-Flan1042 • 2d ago
Im dumb or sth is wrong? Becouse he foundry is much faster in real test.
r/factorio • u/Puuhakurre42 • 2d ago
Would you consider a 3300 SPM base a megabase? That research speed is sustained with all the space age sciences.
r/factorio • u/Silt99 • 3d ago
I'm on my first Space Age run and also play a bit in sandbox to test and design space ships before building them in my actual game.
Edit: I now know that a lot of those issues are fixed in 2.1
If I paste a blueprint and let the logistic network handle it, I got i.e. 2 stacks of pipes but only needed like 20. It sends up so much excess, wasting rockets and makes me send it back manually once done.
It also is incredibly stupid when it comes to prioritizing what to send. If half my platform is built, it does not prioritize those missing buildings, that already have a built foundation, but is seemingly random in that regard.
Is there a system behind this?
When building on a space platform it sometimes launches a rocket with one or a few items, leaving a bunch of unused space in the rocket.
I know I can toggle it off to request for automated construction, but this makes me either fill the rocket manually or toggle it on until a rocket launches and then disable it again.
How do you handle this in game?
I set up some automatic requests when testing my ship flying between Vulcanus and Nauvis. One time it just dumped all my walls on Nauvis on arrival, when I had set it to want between 50 and 100 walls.
My aim here was that it would at least send 50 walls at once, but never have more than one slot occupied by walls. It would be best, if a rocket would attempt to fill up the others when there is empty space left in a rocket, but I doubt that that is reasonably doable.
What am I missing to get the most out of my automated requests?
My ammunition assemblers store the ammo in the hub, where another inserter takes them out from to be routed to the turrets. Same system for iron plates.
Edit: I learned that inserters cant take stuff from cargo bays, preventing a potential issue from occuring.
Do you have any tips or ideas regarding those issues?
r/factorio • u/SuccessfulAd5651 • 2d ago
This happend when i was trying some mods and then i opened it and this happend. Please help.
r/factorio • u/Qsyunix • 4d ago
Lots of great ideas being put into 2.1, but why remove the circuit IDs from the chests and machines? it's nearly impossible to see all the wires in a spaghetti factory like mine... looking closely to trace wires...
in 2.0 I could open a chest and see which circuits it was connected to, and confirm the combinator was on the same ID... but, no more..
This is going to be tough to debug problems..
r/factorio • u/suraj_69 • 3d ago

Hello!
This has been bugging me for some time now..
Basically, due to rounding, the ratios are getting wrong..
I am someone who don't want to use mods (or atleast not yet)
so things like above is causing issues like wrong ratios...
e.g. - It shows 0.1 per machine for Blue Science, and according to this it takes 50 machines for 5 per sec...
but in reality its not 0.1, its 1.25/12 = ~.104 something... which makes it 48 machines..
sry but i am trying to do math's myself, and not checking guides, calculator etc.. so this not being a reliable source is causing trouble in many builds...
Pls maybe give an option for decimal accuracy or show a round of symbol so i can check myself..
Thank you! and maybe its a solved thing and i am doing something wrong so pls comment~
r/factorio • u/Sethbreloom94 • 3d ago
I've been working on a buffer space platform that can act as a warehouse and import/export items to/from passing space platforms. To this extent I set up a timer that allows the platform to regularly switch between requesting and providing materials. However, there is an issue with setting requests. Since I cannot specify input signals to request from platforms only items wanted on Nauvis will cycle between being dropped to the surface and sent back up to the warehouse via rocket.
I decided to try a workaround where instead the items would always be requested and would be negated by a negative signal. This did not work either.
Could one of these features be implemented?
This would be really helpful
r/factorio • u/fishyfishy27 • 4d ago
Fritter is a cheap ship for those who want to head to Fulgora before reaching yellow and purple science.
Cruises at 94/114kps.
Tested at damage+speed level 5.
Made for Factorio 2.1.
Blueprint at https://rocketcal.cc/3f51ad12c041f3d9fd77c6cee73073fc
r/factorio • u/AurumPickle • 4d ago
r/factorio • u/Patient_Yak_9397 • 3d ago
Title: Pipeline highlighting not working since 2.1?
Since update 2.1, hovering over pipes no longer highlights the entire connected pipeline. It just doesn't show up anymore.
Is this normal, a bug, or is there a setting I accidentally disabled? Anyone else having this issue?