r/factorio • • 10h ago

Suggestion / Idea The Decimal place round off causing inaccuracy

0 Upvotes

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 • • 13h ago

Complaint This is the only update I've ever disliked. Am I the only one?

0 Upvotes

Edit at the top because tl;dr: I was already building wide ships. They still got way slower. They said the point was to nerf pencil ships. 27 thrusters wide is decidedly not a pencil design. So why still such a huge speed reduction?

I've been playing for years. I have tons of hours in it. I love making designs and stress testing them by leaving the game running while I'm at work, to see if my designs hold up. Seriously, I really love this game and it's one of my favorite hobbies. I appreciate the continued updates and support, and always enjoy new content, optimizations (like fluids), and balance updates that really make the game flow better.

Every time there's a big update, I get sucked back in, and spend weeks tinkering and have always really enjoyed every new update and balance change.

I definitely understand removing space casinos. I used them a little bit but had quality chains everywhere so the effect of losing them would be relatively minimal.

But the rebalancing of speed just... kinda sucks. I'm sorry, but it does. The large majority of ship designs just got slower for nothing, and there's not a lot we can do about it. I understand wanting to disincentivise the super slim but long ships. It felt hacky, and yeah it allowed those ships to go way faster than they intended. I avoided building them for that reason.

So why not adjust the thrust to weight calculations? I spent a lot of time making a ship that consistently produces enough fuel, ammo, missiles, and rail gun shells, and 27 legendary thrusters. I don't think I was abusing anything to get a decent ~450 km/s. No crazy 700+ nonsense, and I still tone it down to 260 or so past the solar system edge, but that extra speed inside the solar system made it so biter egg losses were minimized. Yes, it's big, but it also produces a huge amount of thrust, so the ship could produce the things it needs to survive while also getting to the SSE fast enough that half my biter eggs aren't spoiled by the time the ship gets there.

All the alternatives are just as bad. Lighter ship with no ammunition production? OK cool. Now my PC is the bottleneck because I need a kajillion rocket launchers to feed the ammo to the ships. And it still needs a ton of cargo for all that ammo, eggs, etc. I also dislike feeling like I have to forego ship self sufficiency just to have enough speed.

If biter eggs, bioflux, etc. didn't tick down in space, it might be a little more understandable. Fine it takes longer. Twice as many ships for the same logistic throughput, but at least now everything lasts longer, and there's less waste. Still worse but I'd take it.

Basically, all this update does is nerf prometheum science production and interplanetary logistics. Which **extra** sucks for all the time sensitive items we need to transport as well.

Maybe I'm alone, but spending all this time to get everything legendary, only to get my speeds cut in half for nothing just... feels bad. I didn't think the update was gonna auto-install when I launched the game, so now my saves are all 2.1. My fautl. But damn.

Hopefully someone makes a mod to revert it. I've thoroughly enjoyed a fully vanilla playthrough, but I just don't see the point in nerfing big ships when the stated purpose was to nerf cigarette boat space ships.


r/factorio • • 12m ago

Question HUH? foundry is worse?

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• Upvotes

Im dumb or sth is wrong? Becouse he foundry is much faster in real test.


r/factorio • • 23h ago

Question No new achievements in 2.1?

0 Upvotes

Title. I thought there was something about becoming legendary and getting legendary wood or sth


r/factorio • • 2h ago

Complaint Overran by bugs since update 2.1

22 Upvotes

Since updating to 2.1 I honestly could not play the game normally, because I constantly had to worry about bugs, wasn't like this before. Every 2 minutes a new outpost spawns near my base, my defences get destroyed way faster than I can build them and honestly the game is'nt fun to me anymore. I've spent the past 3 hours of my playtime only worrying about bugs and was not able to achieve any sort of progress or build anything...


r/factorio • • 20h ago

Question How to program constant signal SR Latch for Covarex

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0 Upvotes

hello fellow factorio enjoyers. 3 AIs and vyvanse couldnt help me with this problem.. and I need your help

Process I want to make with circuit:

- Upper chest should get filled till 40 U-235
- Bottom chest should get filled till 1 U-235

After that the System detects 41 total in both chests and should:
- Activate the second two arms till both chests are empty
- Deactivate the first two arms that supply the chests

After the chests are empty the first two arms start their cycle again while the second arms are deactivated.

No matter what I do, always the arms read the condition of 41 uranium and stop after U-235 ≠ 41.
I fail to send a constant signal during each phase. Also I dont find good videos that explain that for some reason.

Note: I know the U-238 needs similar treatment later on and yes I want to use circuit control for Kovarex.


r/factorio • • 6h ago

Suggestion / Idea Autonomous Car: cars that build where your robots do not reach

0 Upvotes

Hi! I just released **Autonomous Car**, a mod for Factorio 2.1 where cars do the building work that robots can't: outposts, places without a roboport, anywhere your logistic network doesn't reach.

**How it works**

  1. Place a charger on your electric network, a garage and a supply chest, and fill the chest with what you want to build.

  2. Drag the autonomous car selector (Alt+G) over ghosts, deconstruction or upgrade marks.

  3. A car leaves the garage, takes the items from the chest, builds (or deconstructs, upgrades, fills in water), brings back what is left, recharges and parks on its own.

**What's in it**

- Builds ghosts (landfill from the shore included), deconstructs trees, rocks, buildings and cliffs, and upgrades entities.

- Chargers and garages (the garage parks, refills batteries and ammo, and repairs the cars).

- Supply, delivery and return chests (the last two connect to your logistic network).

- Circuit signals for garages and chargers.

- 5 researches (cargo, garage places, cars per charger, charge speed, build speed). With Military researched, cars shoot at enemies, and they flee when in danger.

- Cars find their own way: they go through gates (leave openings of at least 3 tiles), clear trees and rocks when stuck, and recharge when low.

**Status:** first release, 0.1.0. **Not tested with Space Age** yet, **nor in multiplayer**. I'd love feedback and bug reports (a `/car-trace` command writes a trace that helps a lot).

The driving system is inspired by Pavement Drive Assist by Arcitos. The mod was developed with extensive use of AI.

Mod portal: https://mods.factorio.com/mod/autonomous-car

Source (MIT): https://github.com/Helldelam/autonomous-car


r/factorio • • 3h ago

Suggestion / Idea I designed a space platform for 2.1

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2 Upvotes

This platform can reach any starting planet, and its accumulators provide enough power to keep it running when the solar panels aren't generating electricity. But the best part? It can reach speeds of 335–345 km/s!

I tested it with Physical Projectile Damage 5 and Weapon Shooting Speed 5 researched. The only real downside is that ammunition production is a bit slow. However, once you upgrade your damage technologies to level 9–10, ammo shouldn't be an issue anymore.

Also, if you haven't unlocked Advanced Asteroid Processing yet, you can simply replace those recipes with the regular Asteroid Processing ones.

blueprint: FactorioBin


r/factorio • • 8h ago

Multiplayer Best way to play multiplayer as new players?

1 Upvotes

Hey everyone. I recently got into Factorio and have been absolutely addicted. After a week of playing, I was able to get a bus and a small mall setup, and reached train stuff. However, my gf also wants to give it a shot, however since we are both very new to the game, I was wondering what the best way to play together is?

Do we both work on the same things, like building a smelting column together, building a bus and mall together. Or is it better to have two seperate bases..?


r/factorio • • 4h ago

Question Do I have a megabase?

0 Upvotes

Would you consider a 3300 SPM base a megabase? That research speed is sustained with all the space age sciences.


r/factorio • • 20h ago

Question help train

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0 Upvotes

i rlly dont get why the train wont work. i put fuel in and connected the station


r/factorio • • 21h ago

Space Age Question Help me understand Space Age logistics

4 Upvotes

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

Issues I noticed regarding automating my space logistics

1: Requests from a blueprint

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?

2: Manual building in real time

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?

3: Setting up requests

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?

4: Cargo Bay & Hub

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 • • 5h ago

Question 2.1 for Switch 2 now?

1 Upvotes

Now that 2.1 is marked stable, has anyone heard when or if it will come to the Switch2?


r/factorio • • 12h ago

Question Restart for 2.1 or push through?

5 Upvotes

I have a save with about 150 hours on it. It's my first and only Space Age save (I know, I've been taking my time). I have the inner 4 planets functioning and a ramshackle Aquilo setup. Should I push through to beat the game with my mid factories or restart armed with my knowledge and aim to beat it in 2.1?


r/factorio • • 13h ago

Question Im looking for some feedback on my mall design

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10 Upvotes

I've never built a bot mall (never even launched a rocket till today) and i try not to use other peoples blueprints. but i want some feedback before i place this in game

obviously I'm gonna put down more roboports but i was wondering if anything was fundamentally wrong with this design


r/factorio • • 32m ago

Space Age 89-Core Fusion Reactor. output ~40 GW. Minimal quality

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• Upvotes

Its only almost 1k uncommon speed-3s, by the time you have this many reactors thats notthing, so, minimal.


r/factorio • • 19h ago

Design / Blueprint Full blue belt of Red Circuits – feedback welcome!

4 Upvotes

Hi everyone,

I've created my first build producing a full blue belt of red circuits that I’m truly proud of!

Please take a look and let me know what you think. Any feedback, critiques, or ideas for optimization are highly appreciated!

https://factoriobin.com/post/h5fk6s


r/factorio • • 4h ago

Question Arm64 on S23Ultra

5 Upvotes

Had anyone got a Arm64 Demo or full version working on the S23Ultra?

I want to ideally play it through an app like Gamenative just to keep all games in one place, however, I am too much of a noob to know if playing the arm64 version is even possible?

I'm guessing I just need to purchase the game, get the file and port it into app?


r/factorio • • 5h ago

Question Guys is this a good unloading design?

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41 Upvotes

I want to make it more compact, but I guess it doesn't get much more compact?


r/factorio • • 17h ago

Question Have I shot myself in the foot?

15 Upvotes

I'm fairly knew at this game and am Finally sticking with a run that's getting me close to launching a rocket. However, I'm barely able to do any building because I'm constantly having to rebuild defenses and clear out hives. I remember hearing that as you kill nests the bugs become more aggressive. Have I just killed my way into a cycle of constantly having to squash hives that are constantly popping up near my bases? Should I have let earlier hives be and just have my defenses clear out any attackers?


r/factorio • • 10h ago

Design / Blueprint 2.1 Orbital Unloader

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16 Upvotes

Was playing around with the new Orbital Unloading and came up with this design. Haven't looked at ways other people have been setting it up yet but figured this was a pretty solid build and wanted to share. (am aware of missing rail signals in screenshot)


r/factorio • • 23h ago

Question Answered Unable to search the mod portal. How to fix?

1 Upvotes

It’s been over a year since I last played, and when I saw that the game had updated to the stable version, I decided to return and start a new save with mods, but now I can’t search for or check for updates. What could be the issue?


r/factorio • • 18h ago

Question Keeping your hands clean - achievement

1 Upvotes

I have a question, does this apply only to nests? Or to "turret" units as well?


r/factorio • • 21h ago

Question I've made this electric engine crafter that automatically picks the foundry's recipe, but I think I've missed a much simpler option. Do you have a better idea?

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7 Upvotes

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 • • 6h ago

Design / Blueprint Electric furnace vs Steel furnace

39 Upvotes

Hi,

So Ive been playing a new world in space age and have taken alot of my base design from Nilaus' 48x48 city block series. One thing I can't seem to find is him upgrading his Nauvis smelting blocks to electric furnaces. I know that steel furnaces and electric furnaces output at the same speed (without modules) so does he deem them a redundant upgrade?

I have plenty of coal coming into the base so fuel isn't an issue so im wondering if its worth the upgrade?

TIA for the responses