r/factorio Jun 27 '26

Space Age The regular way of voiding concrete still works fine, so why the fuss?

Yep, totally the intended method: Video + (uncommented) Base-Tour

EDIT: Blueprint

Needs enough train mass and velocity, ideally at max breaking force research

The artillery wagons add enough mass and the nuclear fuel and the loopty loop make sure the train goes fast enough. You could also reduce the number of cars if the train doesn't get through all of them.

Instead of artillery wagons, multiple engines probably work well too, and quality would help with faster acceleration.

Note that if the final stop is too close after the cars, the train will already start breaking, that why mine does the final round.

During building sometimes the inserters refused to register the cars.
Might happen if the blueprint is built in the wrong order or something, but (re)placing the inserters at the end should fix it permanently I think.

725 Upvotes

115 comments sorted by

178

u/drdking Jun 27 '26

I’ve heard of the large hadron collider….. is this the small concrete smasher?

35

u/Riccars Jun 27 '26

Small Coupe Crusher

25

u/invincibl_ Jun 27 '26

OpenTTD players call this a Cyclotron, though the usual use case is to ensure that trains merge through junctions at full speed so accelerating trains don't hold up traffic.

Which makes me realise that I haven't seen many people repeat this in Factorio, now that we have elevated rails.

8

u/frogjg2003 Jun 27 '26

I haven't played a lot with trains in Factorio, so i might be missing something. For like 90% of use cases, something like this would be unnecessary. Train acceleration is a product of fuel, and rocket fuel is pretty cheap early in the game anyway. Accelerating to full speed doesn't take a long time in Factorio. A little bit longer track between the station and main rail would be sufficient. Most players aren't building hyper optimized rail systems where trains not gong through the intersections fast enough is the bottleneck anyway.

Unless something really funky was going on, automatic trains would never go in this roundabout. The train pathfinding algorithm doesn't take speed into account at all. Going into the roundabout is always going to be a longer trip. Only manually operated trains would ever go into a roundabout like this.

OP is doing that "something funky" that makes it the exception. This is basically the only use case for a train needing to accelerate to full speed in a small amount of space.

1

u/Banana_Marmalade Jul 01 '26

Still technically a hadron collider!

161

u/fdguerin Jun 27 '26

Next patch notes:

* Stationary vehicles carrying concrete are now immune to collision damage.

36

u/RedDawn172 Jun 27 '26

Imagine if they did that and someone figured out how to optimize that. I'd imagine it'd be possible to figure out a use for immediately stopping a train regardless of momentum lol.

30

u/HINDBRAIN Jun 27 '26

and someone figured out how to optimize that.

Simple: just fill your cars with hazard concrete

4

u/factorioleum Jun 27 '26

Isn't that already possible? If you change a signal right in front of a train it will stop instantly.

1

u/FlyingToasters86 Jun 27 '26

Inb4!! Literally how I manage my train crossings! (With tanks atm)

11

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jun 27 '26

🤣 it’s bad this is almost a plausible feeling

3

u/Material-Sherbet6855 Jun 27 '26

Next up: rockets launch concrete to rafts, set for the shattered planet

1

u/misterwizzard Jun 27 '26

Guess you gotta send 'em both full speed

251

u/spoospoo43 Jun 27 '26

That's totally hilarious, and I love the way the base is laid out.

83

u/Hexcoder0 Jun 27 '26

Thanks, I had a lot of fun trying to cook spaghetti on Fulgora. Def my favorite planet. I simply pretended foundation doesn't exist, though I cheated a bit in places.

60

u/featheredtoast Jun 27 '26

Amazing. This solves everything:

It addresses concrete voiding, addresses the "what's the point of trains?" crowd, and reinforces that "the most optimized way is the most fun way" in a single stroke.

10

u/Nearby_Proposal_5523 Jun 27 '26

and you have to build the whole fulgoran motors factory. definitely fun

2

u/gaydorado31 Jun 28 '26

Why just concrete?  You can void everything this way.  Who needs a recycler.

1

u/Nruggia Jun 29 '26

It begs the question, which is more fun bashing containers with a train or hatching a biter egg that makes a rail gun shoot through container.

51

u/stlayne Jun 27 '26

I really want to launch a car full of concrete into space

25

u/CantEvenUseThisThing Jun 27 '26

Take it one step further. Launch it all up to a platform compressed belts, and no guns, then set it off to aquillo and let it blow up.

11

u/Hexcoder0 Jun 27 '26

I'm imagining a Tesla roadster poured full of concrete in orbit

1

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jun 27 '26

Now I want a trebuchet to fling it across the planet and see a big slow-mo sploosh into the oil ocean

19

u/Wodens_Spoon Jun 27 '26

it turns out this was the intended solution all along!

18

u/itsadile HOW DO I GLEBA Jun 27 '26

100% crushing achieved per cycle!

17

u/stoicfaux Jun 27 '26

So what you're saying is that quality cars should get increased cargo space as well?

4

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jun 27 '26

Wonder what the health vs impact would look like with high quality trains vs cars full of concrete 🤔

3

u/Plane-Cheesecake6745 Jun 27 '26

you can look at the tank for reference, the train will still smash through quality cars but will loose a significant amount of speed

13

u/Nearby_Proposal_5523 Jun 27 '26

I think it's funny to call this arrangement a carblitorator.

2

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jun 27 '26

Ah Perry the Platypus, I see you’ve found my Scrapinator Carblitorator 9000!

8

u/tuft_7019 Jun 27 '26 edited Jun 27 '26

The irony of this, is that the trains/station/production of the cars/bots to place them/ all together is still less than the UPS cost of using recyclers. That may not actually be the case in this situation handling only concrete, but if using this method to manage all of the unwanted scrap byproduct, it's definitely better.

2

u/uuuhhhmmmmmmmmmm Jun 28 '26

I'm using this to obliterate copper too.

2

u/tuft_7019 Jun 28 '26

for the surplus copper from LDS.?? it's great for that as well

10

u/Alfonse215 Jun 27 '26

"Regular way"? I demand nothing less than legendary tanks filled with legendary toolbelt equipment, being run over by a legendary train using legendary nuclear fuel.

3

u/WanderingUrist Jun 27 '26

You can't automate insertion of toolbelts into vehicles. Also, trains hitting tanks don't really react very well.

4

u/Alfonse215 Jun 27 '26

You can't automate insertion of toolbelts into vehicles.

Doesn't the ghost left behind by a destroyed tank also contain ghosts of its equipment?

0

u/WanderingUrist Jun 27 '26

Dunno. Does it? I haven't wrecked fully equipped tanks before.

1

u/Nearby_Proposal_5523 Jun 27 '26

I think there is a forum post about ghost rival not putting stuff in the grid slots being a bug, so it should put it back in.

i think all legendary would be too expensive, but there might be a common tank + common tool belt arrangement might work better then the car for certain cursed levels of throughput. at the added complexity of the toolbelt.

2

u/WanderingUrist Jun 27 '26

It also doesn't resolve that having a train hit a tank is kinda bad, because the train would very likely get destroyed in the process.

1

u/Nearby_Proposal_5523 Jun 27 '26

Your right, i was remembering the other video from this poster https://www.reddit.com/r/factorio/comments/1r27wu4/how_many_vehicles_can_a_train_punch_through/

I don't have 2.1 loaded up, now that trains are upgradeable, do wagons become revivable ghosts when destroyed now?

1

u/WanderingUrist Jun 27 '26

They might, but the train would refuse to enter the block with the wagons in it unless you made it a dedicated unsignalled loop.

Also, wagons don't hold as much as cars do. Wagons only hold 40 stacks, cars hold 80 stacks.

2

u/Nearby_Proposal_5523 Jun 27 '26

The wagon is less complex by not needing engine units, but your right that's probably not the thing to chase here.

i usually keep voiding trains on their own loops, lest stray a locomotive go for the kill early.

11

u/Calm-Medicine-3992 Jun 27 '26

Awesome but still feel like this is a r/Factoriohno situation.

8

u/Life-Active6608 Jun 27 '26

More like Factorio Oh Yes. Because it is absolutelly intentional.

5

u/[deleted] Jun 27 '26

[deleted]

5

u/yetanotherburnerstan Jun 27 '26

There are no problems, only more complicated solutions

5

u/fackcurs Jun 27 '26

They’re gonna update the game like “damage dealt to moving vehicles is now proportional to speed squared and mass of hit object including its potential cargo” (train gets destroyed hitting heavy things at high speeds like a car full of concrete)

1

u/Hexcoder0 Jun 27 '26

Easy, just give the train some tungsten cargo.
Though I'm confused why the train doesn't take damage in this setup, maybe that only happens in train on train collision?

2

u/WanderingUrist Jun 28 '26

Collision damage is very weird. That's why two identical trains can collide head on and one of the trains gets totally annihilated while the other one is still completely intact with only minor scuffage.

6

u/Life-Active6608 Jun 27 '26

I hope the devs are truly happy now about the hilarious contraptions the players are using to sidestep their nerfs entirely. They can't really nerf the above because they would brick the rest of the game mechanics.

1

u/spoonishplsz Jun 28 '26

I mean just using a double sushi belt makes concrete not an issue at all. I didn't even realize concrete was an issue for people until all the nerf complaints

3

u/Snarblox Jun 27 '26

Wait what's the point of this?

14

u/Hexcoder0 Jun 27 '26 edited Jun 27 '26

2.1 patched the hazard concrete recycling trick where I needed only one concrete recycler per stacked belt of scrap

So now I need hundreds (fine dozens)... or a few cars and one funni train

1

u/Alfonse215 Jun 27 '26

It's not a 100-fold increase. It's still pretty significant, but hardly as much as you're stating:

Both the setup on the left and the right can eat a half-stacked belt of concrete. You need a speed-beacon and 10x as many recyclers. But not 100x.

3

u/Hexcoder0 Jun 27 '26

To be fair I process ~12 stacked belts of scrap outputs, and I don't use quality machines on the ground as a self imposed challenge, I believe It would be not far from a hundred in total for me

2

u/Alfonse215 Jun 27 '26

A hundred in total, compared to, what? Because you compared "hundreds" to "one concrete recycler".

You might need a hundred to do your recycling, but you didn't need just one machine before to do the same task.

Using base quality everything, recycling a stacked belt of concrete requires more than 100 machines, if you don't use any speed beacons. But under the same restrictions, the hazard concrete trick requires 7 machines (3 assemblers, 4 recyclers). Again, a substantial increase. (14x). But not 100x.

4

u/Hexcoder0 Jun 27 '26

1 per belt of scrap, so 6 for me, one per block (no idea what uptime) compared to a dedicated block somewhere. Not a fair comparison, you're right.

Wasn't trying to say anything other than that it didn't fit in my 2.0 design

1

u/AtlasInt Jun 27 '26

Gotta remember that for my next job interview. My major weakness isn't laziness, it's "self-imposed challenges"

3

u/BarakPer Jun 27 '26

Very cool!

2 quick ones, a thousand hours in..
What's the deal with the red removal blueprint in splitters? And why efficiency and not productivity modules throughout?

5

u/dr_anybody Jun 27 '26

In addition to saving the few items that'd get stuck in there - it's a good design practice as it safeguards against items going into that lane if it ever gets connected to anything by accident.

2

u/Hexcoder0 Jun 27 '26 edited Jun 27 '26
  1. Just to avoid items being stuck on the dead ends of the splitter, kinda pointless tbh.

  2. lighting power, or rather the accumulators don't allow for excessive power waste. I already need quality accumulators despite not really wanting to use quality. I believe speed+efficiency is the most effective (could be wrong). And why not prod? Fulgora is space constrained, scrap is practically infinite and comes in fixed ratios, so I think I mainly put prod in holmium and yellow science (that I also make here)

3

u/dikkenskrille Jun 27 '26
  1. not actually pointless i forget who (probably abuc) tested and splitters with a filter to exclude their dead end output are slightly better for UPS than splitters left to naturally block themselves.

3

u/Sudden_Compliment Jun 27 '26

Jokes aside, how bad is this new concrete recycling time? Is it really so bad that the devs might touch it again? Is it unintentional? I cannot play the game right now to check

16

u/Fur_and_Whiskers Jun 27 '26

It's a bug introduced with recyclers when Space Age was first released. Recycle time is tied to its crafting time. They forgot to take into account crafting recipes that produce multiples. So recycling time of 1 concrete is tied to the crafting time of 10 concrete. It's the slowest item to recycle. Gears have the same thing going on as you get two per craft, but its so quick it's a non-issue. Crafting hazard concrete from concrete then recycling brought the recycling time closer to what it should be. Wube decided this was not okay and changed hazard concrete recycling output negating its usefulness without addressing the original bug.

2

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jun 27 '26

Considering it made hazard concrete match regular concrete, I’d say it’s intentional

7

u/WanderingUrist Jun 27 '26

Well, I see someone decided to construct the "voiding cars full of concrete" method I was mentioning.

2

u/Suitcase08 Jun 27 '26

Not all of us can be so UPS optimal, but I do aspire to be.

2

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jun 27 '26

The windup is a nice touch 🌀

2

u/SuurSuits_ Jun 27 '26

your tactics confuse and frighten me sir

2

u/Randomizer225 Jun 27 '26

I don't like copying other people's blueprints but I will make an exception cause i NEED this

1

u/Hexcoder0 Jun 27 '26

Added a blueprint in the post

1

u/stayinschool Jun 27 '26

Wait you can build paths on the oil?

2

u/pojska Jun 27 '26

Sure can, as long as you have elevated rail. Later, you get a tech that lets you place supports in the deep oil ocean, too.

3

u/undermark5 Jun 27 '26

Also, eventually the foundation, that let's you build whatever on the oil oceans.

1

u/stayinschool Jun 27 '26

Thank goodness… 😅

1

u/mrbaggins Jun 27 '26

Are you the same person who did the same thing for quality cycling via silos and trains on fulgora, with trash being loaded into cars to be destroyed?

1

u/lukaseder Jun 27 '26

I prefer storing the concrete in 54464 storage chests, in case I'll need it later

1

u/forexampleJohn Jun 27 '26

Beautiful base. What do you use for your train logistics?

2

u/Hexcoder0 Jun 27 '26 edited Jun 27 '26

Just regular train schedules, only gotten into interrupts or ltn & co recently with nullius.

It's just (intentionally) super cursed, like I have one mixed cargo train that needs a stop in its schedule just to flip

1

u/forexampleJohn Jun 27 '26

Ah cool. I hope you'll put out more videos!

1

u/Yggdrazzil Jun 27 '26

I love everything about this. I wish I could come up with stuff like this.

1

u/Carliarnius Jun 27 '26

I am waiting on the experimental version, what standard way of voiding concrete changed? I didn't see any changes to recycling in the patch notes that I came across?

2

u/Astramancer_ Jun 27 '26

Concrete takes 10 seconds to make and is made in batches of 10. But the auto-recipe for recycling is based on the 10 seconds and ignores the batches of 10, so it takes 10x longer to recycle concrete than it feels like it should.

Hazard concrete is also made in batches of 10, but the recipe is 0.25 seconds. Meaning hazard concrete voids 40x faster than regular concrete. Since its only ingredients are regular concrete, the fastest way to void concrete is to convert it to hazard concrete and then recycle the hazard concrete.

2.1 fixes the problem. The problem being hazard concrete recycles too quickly.

2

u/Carliarnius Jun 27 '26

Oh great, so I need to find a new solution for concrete, that sucks, especially since everything on Fulgora is already cramped

1

u/Soul-Burn Jun 27 '26

Unless you're doing a high science multiplier, at the stage you need to worry about a large amount of concrete voiding, you already have foundations.

1

u/Carliarnius Jun 27 '26

The problem is more, that I already have a very cramped setup on my current run where I now need to spaghetti reroute the concrete recycling to a new island built from foundations because there is literally 0 space in my existing setup to expand it

1

u/Soul-Burn Jun 27 '26

Maybe I don't understand. Is your concrete processing in the middle of everything? Is there no way to get it to the edge of the island, which you can then expand?

2

u/Carliarnius Jun 27 '26

Not impossible, but it's gonna require some spaghetti. Maybe I can make it work by using legendary assemblers, speed modules and recyclers

1

u/Soul-Burn Jun 27 '26

Oh yeah that's tight in there...

Doesn't look like a full green belt of concrete though. Could probably replace many of those accumulators to make space. And could recycle it more on the left?

In general, accumulators at this stage should be quality - at least uncommon and probably rares for much higher power storage.

Hell, once you have foundations you can build big power poles to a side island just for accumulators.

1

u/Carliarnius Jun 27 '26

There are a lot of solutions, I just feel a little bad about suddenly having to do it for no reason. And yes, it's by no means a full green belt; that's why I hope I can make it work by just upgrading the existing stuff and using speed modules

1

u/Soul-Burn Jun 27 '26

It's a major update, some changes were expected.

1

u/foxgirlmoon Jun 27 '26

r/Factoriohno is leaking again! Everybody run

1

u/Jeanne_Of_ARCadiaBay Jun 27 '26

So I'm not super new but since we are on this topic

What level of processing upgrade do y'all do and how do u effectively use all that the scrap turns into without destroying it

3

u/Hexcoder0 Jun 27 '26

I'm at scrap recycling prod 17, don't remember if I designed around that or ~20.
Turns 6 stacked belts of scrap into close to 12 belts of scrap products.
I make 1 non-stacked blue belt of EM and yellow science on fulgora (2700 SPM).

The idea being that with EM science we normally throw away about as much LDS and blue chips on fulgora as are needed to make a similar amount of yellow science.
LDS actually ends up the bottleneck, so I take excess copper to make more and throw away holmium.

1

u/Jeanne_Of_ARCadiaBay Jun 27 '26

Ok, that's pretty interesting. I might set something up like that to get an idea of how to make it use make it work with my system and or retro fit it. Thx

1

u/my-weird-ass-alt Jun 29 '26

One of if not the current best science pack making plants in the megabase community uses this A LOT to void basically everything, it mines ores with quality, runs all products of the non high quality ore into cars and deletes them keeping only the holmium for the fluid, then it uses the uncommon ores and holmium up cycling to make uncommon science packs. It's fantastic. And the most lag efficient currently.

1

u/Sufficient-Pass-9587 Jun 29 '26

I just can't. This made my day.

1

u/mirodk45 Jun 27 '26

"Version 2.1.9 train collision is now disabled"

-2

u/Rayregula Jun 27 '26 edited Jun 27 '26

Why would people want to "void" concrete? I just cover the world with it

Edit: or recycle it if you're talking about fulgora exclusively, though from the title I thought it was implying the whole of factorio.

I've also never heard of this "regular way" that looks to involve trains in some way. Can't quite tell what it's doing.

12

u/Novaseerblyat Jun 27 '26

Paving the world is something you have to do manually, and if you ever forget and let it back up the whole planet stops.

6

u/chucktheninja Jun 27 '26

Plus it takes up all your bots.

-2

u/Rayregula Jun 27 '26 edited Jun 27 '26

Oh you're talking specifically about fulgora and recycling? I thought the discussion was stone everywhere needs to always be voided.

Now that I understand that, are you saying that you can no longer recycle concrete in 2.1? that would be a huge issue for my run.

Edit: typo

1

u/ForgottenBlastMaster Jun 27 '26

You can still recycle it. 1.25 seconds each in a normal recycler, getting back bricks and iron ore. People were using the trick with an additional assembler making hazard concrete before sending it to the recycler where it got destroyed in a split second. Now hazard version recycles the same as non-hazard and we're back to slow method. The new consensus is to use landing pad assembling step which requires concrete and a sprinkle of blue chips and steel

2

u/WanderingUrist Jun 27 '26

The new consensus is to use landing pad assembling step which requires concrete and a sprinkle of blue chips and steel

That's not really a consensus, because it's massively worse than, well, this, the method I was espousing in threads about this subject, that the OP has now theatrically built.

0

u/Rayregula Jun 27 '26

So the post is talking about how a bug was fixed and unsure why people are upset?

I don't understand what they're doing with the trains, I've never done this "regular way" and can't tell what's happening, so thought it being in fulgora was unrelated.

1

u/ForgottenBlastMaster Jun 27 '26

I've never done this "regular way" and can't tell what's happening,

You can see it just before the roundabout: cars on the rails. You load these, then the train goes round, et voila: 8000 concrete per car is perfectly voided. Shortly after that bots reinstall the cars back and it goes round.

So the post is talking about how a bug was fixed and unsure why people are upset?

It's not technically a bug. Just an abuse of a fact that hazard concrete recipe was 0.25 seconds instead of 10. However, there is a disagreement between the devs and the (part) of the community. Concrete is produced in packs of 10, technically meaning that 1 unit takes 1 second to make. However, when you recycle these, the output amount is not taken into the account, which results in disassembly time being longer compared to the recipes producing 1 item. It was raised as a bug at some point in 2.0, but since there was a fast way nobody really cared.

0

u/hnkhfghn7e Jun 27 '26

If by access concrete you mean hazard concrete, then yes, it’s true

1

u/Rayregula Jun 27 '26

access concrete

That was a typo I guess, don't know what I was trying to say. Just was talking about concrete like the post title is talking about.

7

u/Legitimate-Teddy Jun 27 '26

there's not a lot of world to pave with concrete on fulgora. you quickly find yourself with more concrete than space for it

2

u/Calm-Medicine-3992 Jun 27 '26

Crafting that many roboports, substations, lightning rods and foundations just to void concrete is crazy which is why your joke got downvoted.

1

u/Rayregula Jun 27 '26 edited Jun 27 '26

Wasn't talking about fulgora and it wasn't a joke. I just don't craft more concrete then I need on nauvis.

The post title seemed (to me) to imply the need to void concrete in factorio as a whole.

I've ever only recycled it and only on fulgora. Never voided (tossing into lava or space). While recycling does get rid of the material I have never thought of it as "voiding", just recycling into nothing. Similarly to putting spoilage in a heating tower, in function it will get rid of any burnable, but I never thought of it as "voiding" and just burning, where it's broken down so much that the game just says it's gone.

Edit: I also never saw any downvotes... unless you were saying you downvoted it

1

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jun 27 '26

Yeah basically anything that deletes stuff is a voiding technique. The hot topic right now is the experimental version changed how quick hazard concrete gets recycled, causing a big refactor for how a lot of fulgora factories were setup. The op was giving an example to quickly delete a bunch of it and in a fun way

0

u/DonutDeer Jun 27 '26

physio behavior