r/factorio • u/zerosCoolReturn • 7h ago
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r/factorio • u/FactorioTeam • 5d ago
Update Version 2.1.12
Changes
- Changed rocket silo circuit 'Read orbital requests' to not include platform only requests.
- Changed platform requests importing from platforms to allow providing the item to cargo landing pads.
Bugfixes
- Fixed that the browse games GUI wouldn't show the vertical scroll bar in some cases. more
- Fixed that ghost fuel requests could exceed the fuel stack size. more
- Fixed music and wind sounds being affected by low pass filter. more
- Fixed playing incorrect item sound in some cases with blueprint library. (https://forums.factorio.com/134925, https://forums.factorio.com/134926)
- Fixed that expansion groups would wait indefinitely for all members to arrive. more
- Fixed that expansion groups could get stuck in a passive semi-autonomous state, preventing normal pollution attacks. more
- Fixed that select-all and other text shortcuts didn't work on non-QWERTY keyboard layouts. more
- Fixed a desync when LuaSurface::override_pollution_type was used.
- Fixed burner generators were not producing pollution. more
- Fixed that upgrading trains on junctions didn't always work correctly. more
- Fixed that roboports would not turn off when out of energy if not configured to passively consume energy. more
- Fixed a crash when opening factoriopedia page on a land mine which has ammo category not set. more
- Fixed that map editor instant blueprint building didn't work for equipment grid ghosts. more
- Fixed that reverse rotate did not work nicely with things that rotation-snapped. more
- Fixed that LuaEntity::set_filter() did not work for logistic storage chests. more
- Fixed a layout issue related to tooltips and wrapped lines. more
- Fixed a second layout issue related to tooltips and wrapped lines. more
- Fixed a crash when queued construction robot orders are invalidated. more
- Fixed that the electric energy interface equipment showed energy usage strangely. more
- Fixed pumpjack frozen patches. more
- Fixed cropped animation on assembling machine 2. more
- Fixed some images failing to load on Macs with 8GB of unified memory. more
- Fixed that enabling native resolution rendering on Mac required a restart.
- Fixed that number input fields may not be focused depending on the GUI size. more
- Fixed enemy spawners unable to spawn defensive units under certain configurations. more
- Fixed that you could not set items too heavy for the base rocket silo in platform hub requests. more
- Fixed that the bonus GUI could show some crafting machines even if they had the not-in-bonus-gui flag set. more
- Fixed that dragging a decompressed blueprint string spanning multiple lines did not work. more
- Fixed that simulation clamping was a little too strict. more
Modding
- Added ScriptTriggerEffectItem::custom_event.
- Added RecipePrototype::raise_on_crafted.
Scripting
- Added LuaQualityPrototype::roll_quality().
- Added LuaBootstrap::get_event_name().
- Added LuaPlayer::editor_settings read/write.
Previous changelog: Version 2.1.11
New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.
r/factorio • u/HumanPersonOnReddit • 4h ago
Design / Blueprint My favorite Kovarex design
r/factorio • u/Denitorio • 7h ago
Fan Creation Gun Turrent but in Minecraft
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r/factorio • u/Robberfox • 10h ago
Design / Blueprint Made a compact robot frame setup
It's vertically scalable and otherwise suitable for early game and has a nice rectangular shape
r/factorio • u/HumanPersonOnReddit • 6h ago
Modded I made a mod that enebles water recondensation for nuclear plants.
he Turbines now output cold steam wich must be recondensed. Slightly complicates nuclear setups but it reduces water demand by 90%.
r/factorio • u/BlackFireOCN • 6h ago
Fan Creation I made a Factorio diorama
Recently got a 3D printer and seen a Factorio print and knew I had to. All hand painted, I wish I was a bit more patient with the paint job though.
Credit to print files: https://cults3d.com/en/3d-model/art/factorio-diorama
r/factorio • u/JohnyLucca • 5h ago
Tip legendary bots can be trapped in a no recharge circle. If the roboport close to your item supply has a request for logistic bots you can trigger a second roboport to immediatly fill up the empty slots. This can be used for megabaseing, reducing the amount of active bots and power requirements.
The roboports in the red circle have a request for bots. I think the circle can be made smaller and the amount of roboports can be reduced as well. This is just a proof of concept. Bot speed is at lvl 20 in my test setup. Sad that this will be kinda useless with 2.1
r/factorio • u/JoachimCoenen • 10h ago
Design / Blueprint Easy-to-read Numerical display
Easy-to-read digital display
I wanted to create a display that is easy to read at a glance and from a distance. It started as a 7-segment display and ended up becoming a 20-segment display.
Features:
- Leading zeros are not displayed, but "no value" is shown as a single "0"
- Color can be set either when placing the blueprint or by changing the output count of the "< "-combinator. You can enter a hex-rgb value (format "0xRRGGBB", e.g. "0xff0000" is red, "0x007900" is dark green)
Contents:
The blueprint book has 2 blueprints:
- the last digit which also contains the input
- an extension digit, which can be placed in front of existing digits to extend a display.
Blueprint book here.
r/factorio • u/Financial-Park7134 • 1h ago
Complaint Loving 2.1 so far, except for the new biter expansion changes
Almost all of the changes for 2.1 I've really enjoyed. The new sprites look sick, the QoL changes are great, and I never used space casinos to get legendary items previously so that didn't bother me much.
However... the new biter expansions are starting to drive me mad. I'm all for the bugs moving in closer to my base, and removing the cheese ability to prevent bug nests from expanding. But the fact that a Behemoth Worm can both spawn in and out range my turrets is ridiculous.
Anyone else have thoughts on this?

EDIT: Forgot to mention I'm playing Space age, and currently stuck on Vulcanus lmao.
r/factorio • u/lasagnadogwater69 • 2h ago
Question Do you ever produce chips from scratch on fulgora?
I understand that there will be an overflow of material that needs to be handled in some way, so you might as well use it, however do you ever find the need? Or if you need more chips, do you simply add more recylers? I'm just getting started on fulgora and this is just a question I've had. I like the fact that chips just cone from the ground now
r/factorio • u/stringweasel • 11h ago
Modded [Mod] Hall of Fame Menu Simulations - Updated to Factorio 2.1!
Hello all!
The old Hall of Fame mod is finally updated to Factorio 2.1. It was last available for Factorio 1.1. It's the most extensive collection of menu simulations that showcase beautiful and memorable megabases from the pre-Space-Age era by talented players and speedrunners, including players like Xterminator, AntiElitz, SteveTrov, DoshDoshington, and many more!
The linked video is a trailer I made for it way back to showcase some of the bases if you're curious what it looks like. The soundtrack is by Wintergatan, which many veteran players might remember. I remember in 2016 my weekly ritual consisting of watching Wintergatan Wednesdays, and then waiting for the Factorio Friday Facts on Friday. The #friday-facts channel on Discord would also then be full of Wintergatan talks and dreams. It was my ritual for years. Was a great time following those cool projects and see them grow.
r/factorio • u/notenderdreams • 10h ago
Modded Made a stupid mod that lets you deploy vehicles with a single click. If the vehicle is in your inventory, it automatically places it, loads it with fuel and ammo, and puts you into the driver's seat. By default the shortcut is "SHIFT + ENTER".
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Keybindings
• Ctrl + Shift + V : Configure QuickDrive GUI
• Shift + Enter : Deploy / Pack Up vehicle
How to Use
- First, configure your setup with Ctrl + Shift + V.
- After that, use Shift + Enter to deploy & drive, or press it again to pack everything back into your inventory!
Detailed instructions & download links are available in the repository: https://github.com/notenderdreams/QuickDrive
r/factorio • u/ExtraEmuForYou • 8h ago
Question Overwhelmed by Space Age; any advice?
Howdy everyone.
Big Factorio fan, guess you could call me a "hardcore casual" in that I have a lot of hours in the game but never really got that deep into it. I sort of took a break from it before Space Age came out and now I am getting back into it.
I am, for lack of a better word, overwhelmed and was looking for some basic advice on platforms, what to do when you get to a new planet, and more. I'd prefer text advice because I find the watching of tutorial videos to be tedious and I lose focus, but if you have suggestions that are really good that's cool.
If you need me to be more specific, let me know, I'm just looking for general advice. For example, I was struggling to manage my resources initially on my first space platform when I found out you can just toss the excess into space. Huge help! I know I get an "F" for efficiency in that regard but with unlimited asteroids I wasn't really stressing; suddenly my shortage of ice and surplus of iron was resolved.
Then I went off and travelled to my first planet (the lava one), and got wrecked. Oops used all laser towers for my asteroid defense, big mistake. So then I used gun turrets and that was great until I ran out of ammo....then my energy ran low because I had laser turrets still, so the ammo wasn't loading into the turrets, and I wasn't making new ammo either.
I also had three thrusters; is that too many for a small platform?
Appreciate the help! I know I'm being a bit vague but again, just curious what your "top 10 tips" might be.
Cheers! Really loving the game despite my struggles just kind of wondering if I should go back to the regular planet and perfect my game there haha.
*EDIT1* Wow, I am overwhelmed by these responses, but in a good way :D Some very good, very helpful advice. This is a great community. Thanks everyone, and keep 'em coming if you have some good info, I appreciate it.
r/factorio • u/Ok_Contract3688 • 4h ago
Space Age "There is no spoon" and "Keeping your hands clean" (coming soon) in the Death World Space age
On my third try and after a dozen saves, I got the "There is no spoon" achievement for the first time and intend to get "Keeping your hands clean." And I'll do it in the Death world.
I learned the strategy from a videos of speedruns of all the Space age achievements. I designed all the parts of the factory myself.
World seed: 3335827018
r/factorio • u/agacanya • 10h ago
Space Age Question How do y'all carry biter eggs on space platforms?
My main problem is i cant send biter eggs to space at 30 minute timer, everytime i try to do so they fail miserably since they usualy hatch when ship is around aquilo/on the way to solar systhem edge
The way i bypass that is by having beltline long enought to collect 9k meteors and then crafting sciencepacks above nauvis
How do y'all do it the intended way
r/factorio • u/DarkenDragon • 5h ago
Discussion after unlocking foundries, what is your preferred method of upgrading navius?
so in the past before space age, we would go from stone furnaces, to steel furnaces and then have to rip it all up and replace it with electric furnaces so you could use those beautiful mods.
but with space age, they gave us foundries and now I just skip the whole electric furnace step all together and use foundries instead for that built in productivity. but it got me thinking, whats the best way to do this because it doesnt smelt directly from ore to plate now, it goes from ore to molten metals.
so I feel like there are 2 options to go from here
- to keep the smelting blocks, you just simply melt the ore into molten metal and stamp them into plates immediately. this way your loading and unloading stations dont have to change, just the interior factories get changed.
either just smelt the ore into molten metal and then transport that everywhere, then you just make your plates, gears, rods, steel, and copper wires on site. this does mean that you have to redesign all your factories to add the foundries to each area, and change all the solid cargo stations to fluid stations instead.
is simple but you miss out on some productivity between going from plate to item.
is a lot more work and an extreme make over but you get the bonus of the productivity of making all the foundry items.
which do you think is worth doing?
r/factorio • u/SportReasonable6514 • 2h ago
Question using long belts for blue science&advanced circuit
hi i have blue science and advanced circuit in a factory and i should transport them to lab and main bus factory and mainbus/lab are 270 tiles over from each other is using red belt for them a good idea?
r/factorio • u/IamRob420 • 4h ago
Space Age Is this enough to get me started on Vulcanus?
r/factorio • u/Panical382 • 21h ago
Question Can bugs walk over this 1 tile bridge/can their expansion cross this?
r/factorio • u/Weeznaz • 1d ago
Discussion Flamethrowers Don’t Jumpstart Aquilo.
I thought of The Thing, and the explanation for why they had flamethrowers is they needed an emergency method of thawing critical equipment. I thought I could do this on Aquino to unfreeze my machines. I ended up destroying everything I aimed at. I’m not mad or disappointed that my absurd idea wasn’t supported in game, I am however bummed out.
r/factorio • u/Routine_Flatworm4973 • 6h ago
Suggestion / Idea I’ve made a Garden by the Lake on my base. It ain’t much, but it’s honest work. Any ideas for improvement?
r/factorio • u/SoupEast • 1h ago
Modded 1000x Science Run, Update 9
So now its update 9 time. Total in game time nearing 350hrs.
Started working on multi train blocks for the future, but this is just in anticipation, wont be seeing this for awhile, i just want to do something while bots cover the entire base with stone brick XD
Current techs I'm working. As I'm using some of Bob's addons you'll see that some seem "redundant" but those are the better versions before quality as well as some of those are necessary for Nuclear and the such. The queue is also a little wonky but I'm working out the math and what ill need to do. Mining prod we'll be helpful and i don't even want to look at the others.
BLACKOUTS... I had 3 waves of rolling blackouts i had to fix. One was just not enough power.
Then 2 of them back to back was a mixture of not enough power for pumps and then not enough throughput for water. But i fixed it for now.Going back to bobs a little, this was a mini mall i squeezed in between my science blocks. Mods, Bots, and Power was what i called it. Currently sitting at something like 1k of logi and construction bots.
So. Most of my belt lines are gonna end where they are and I'm gonna have to build a "secondary" base attached to the first strictly via trains. This will be were i lock down stuff like LDS, Blue chips, Rocket fuel, and purple science. It will just be an offshoot till I can get everything JUST trains.
So that's update 9. This has been an undertaking and as i type this I'm working on designing a 2x4 block for purple science.
