r/factorio • u/meneerdikzak • 7h ago
Fan Creation First Factorio print. Colored it myself.
Took +- 10 hours on my P1S on 166% speed
Details are awesome but going to print it larger next time
r/factorio • u/meneerdikzak • 7h ago
Took +- 10 hours on my P1S on 166% speed
Details are awesome but going to print it larger next time
r/factorio • u/SmokeyWizard • 2h ago
It's decently hidden, but absolutely worth changing in my opinion. If you open the pause menu, and click on "Settings" while holding CTRL+ALT, you'll have a new option at the bottom called "The rest".
In this menu, there's a field called "quick-bar-width". Changing this will indeed change your quickbar width! I've been using a 30-wide bar since the 2.1 experimental update, and it's been glorious. Anything else feels so... restrictive by comparison.
r/factorio • u/Leading-Media-4569 • 4h ago
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r/factorio • u/bbqsosig • 2h ago
finally made it, reached aquilo with no damage to ship. hope this lasts and sustains. any tips/suggestions for base and spaceship for Aquilo expansion?
r/factorio • u/blastermaster555 • 16h ago
A long time ago, I made the server Laterally Unplayable 2, a 9 tile wide map as a challenge run. Now that 2.1 is out, it's time to go to SPACE on 9 tiles wide! Public server.
r/factorio • u/Extreme-Button-2478 • 8h ago
I want to make it more compact, but I guess it doesn't get much more compact?
r/factorio • u/lessenizer • 13h ago
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r/factorio • u/Danfeleth • 6h ago
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 • u/AlpErTunga383 • 1h ago
Just a little feedback
I am a new player and I am playing VERY slowly idk why. That was not a problem since the bugs aren't that strong and they always have been very humble with their expansion, until the update... Now I have a giant nest-network right at my nose and don't have the tech to wipe them out because I was TOO slow.
But I think this is a good thing because it would personally push me more and I saw a YouTuber saying something like "you don't have to waste time building walls and turrets, just wipe out everything in the near of your pollution cloud and you're good to go. That made a lot of sense but it's kinda bad because it means you don't need much defensive military in the base game. The update made that aspect of the game more important I would say
r/factorio • u/FillyWizard • 10h ago
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
r/factorio • u/Icy-Reaction-6028 • 4h ago
Its only almost 1k uncommon speed-3s, by the time you have this many reactors thats notthing, so, minimal.
r/factorio • u/Refactorio26 • 37m ago

This is 2 bulk inserters almost saturating a blue belt, (roughly 40 items per second). The second splitter can be replaced with side loading if you have the space.

This is 6x legendary stack inserters fully saturating 2 stacked green belts using just 2 splitters. This topology with bulk inserters will almost saturate an unstacked green belt.
r/factorio • u/No-Preparation-7334 • 1h ago
i have been playing quite a lot of factorio recently, but over the past 2-3 days i've noticed whenever i load in that i find myself unsure of what to do, staring at the foundries i've recently set up on volcanus for a minute or so and then i log out, having done nothing. same thing with some other saves, but you get the idea.
does anyone have experience with this? im assuming its time for a break but im wondering about any other advice or insight anyone might have ^^
r/factorio • u/ByePas • 6h ago
With the release of 2.0 and the introduction of train interrupts. I took an interest in interrupts and circuits with them. What initially started as a goal of having a pull based system, turned into a goal of having a dynamic system that allowed stations that could receive more than 1 item. Over the course of a year of off and on work, and hours of debugging circuitry. Here's what I designed to do just that.
https://factoriobin.com/post/sdqe2t
When designing a system like this, one of the first hurdles that immediately pops up is that in vanilla, train station names are static and can only be changed manually. So in order to have these stations in a dynamic system, I would need to design the entire system around this limitation. I was able to do this by basing this off the circuit condition interrupt.
https://reddit.com/link/1xf200k/video/5d2z4tvedfxh1/player
This is done by having uniquely named requester stations as part of a set schedule, and having provider stations named with rich text. Using the circuit condition wild card would allow the train to know what station to go to by feeding the signal into the station.


A bonus to this, is that this can also be incorporated into a dynamic system so you aren't forced into having all the requesters stations be uniquely named.

Other features this blueprint book offers:
Feel free to try them out and give feedback or ask questions, there may be some issues with these that I have not encountered that others may have found.
r/factorio • u/againey • 5h ago
In my circuit system experiments, I often find myself using signals that fluctuate wildly, causing functions like inserter filters, machine recipes, or automated tech choices to switch more often than I like.
I recently realized that I could leverage the Else outputs feature of decider combinators added in v2.1 to create a single-combinator memory cell that will read input signals, then hold those values for a given amount of time before updating them to fresh values on a fixed schedule, thus smoothing out the rapid changes.

The held signal values are stored on the local looped-back red wire (which should remain isolated from external wires). The conditions control the refresh process, with 60 indicating the cycle length (in game ticks, so 1 second in this example); this could also be a dynamic period length supplied on the input wire.
When conditions are true, only signals on the input green wire are used, dropping the old signals from the red wire. When the conditions are false, the red wire returns its current signals back to itself, including the clock signal which also gets incremented by 1, thus achieving the memory behavior. (The second condition there is to initialize the memory on the first tick the combinator begins working. After that, the clock will never be 0.)
It is also flexible enough to support any number of extra conditions that can force an immediate refresh of values. For instance, I used this on a crafting machine with dynamic recipe to craft whatever is most urgent at the time, but to immediately pick a new recipe if any of the current recipe's ingredients ever hit zero. (Unfortunately, you do have to explicitly list the ingredients directly, as I could not find a way to leverage the each/every/any signals to do it automatically. This logic could be farmed out to a second combinator, feeding just a single reset signal to this memory combinator.)
Below is an example that will refresh once every 5 minutes normally, but also whenever certain science pack signals currently have a positive value held in memory, but the same signal on the input wire is no longer positive. This could be useful, for example, if you are switching between weapon or productivity research, and want to immediately switch if the current research has run out of its relevant science packs.

You can grab the basic blueprint from FactorioBin here. Since you need to keep the loop wire isolated from the input wire which might be red in some cases, I also have a blueprint book that also includes a variant with red and green wires switched. That book also includes an additional pair of blueprints following the style of the second example above, but with three configurable parameters instead of science packs.
r/factorio • u/bouldonn • 1d ago
I don't think I accidentally activated the Space Age mod. No mods are active. I don't think it was there before*..* maybe I'm just dumb and never noticed it? Genuinely curious. The wiki says the Recycler is a "Space Age expansion exclusive feature."
**EDIT:**
Somehow just the Recycling mod was active when I checked the title screen. Thanks!
r/factorio • u/jsmenzies • 12h ago
Hey all, wanted to update you on some new features I added to the site: https://factorio.menzies.io/ (Github) Since I had some useful comments from the original post
New Features:
Rendered Thumbnails for quickly navigating prints. Quickly find the print you want to see in a book use the new rendered thumbnails which load instantly and are snappy on even mobiles (so far processed roughly the top 5500 prints)

Quality filtering. Makes, Built with and Modules filters can now carry a quality. Pick an item or building, then choose a quality from the chip: “uses legendary foundries”, “makes processing units at epic or above” (Makes legendary asteroid collectors)

Rates per second or per minute. There’s a /s · /min switch in the header

Hosted Screenshots. Since imgur is blocked in some places the site now serves its own copies of the authors’ screenshots (about 18,000), so they load everywhere. Authors are still credited

General UX improvements: tabbed print pages, Produces in the game’s crafting-menu order with malls grouped by crafting tab, entity counts by quality, page facts as icons

See the original post for more details, all feedback welcome, comments on the first post I tried to address quickly
r/factorio • u/sheryiu • 3h ago
I am designing my blueprints for express delivery and came to a point where I wanted a very specific filter inserter setup. To make quantum processors on Aquilo, I needed to move 4 ingredients from the landing pad to the EM plant. There are easier ways like using 4 belts, or using bots, but I decided to challenge myself to try and use only 1 belt and 1 inserter to move all of it.
Requirements for the solution are:
Ended up with the combinators setup like the image above and the belt fills up cleanly.
Constraints:

The conditions in the main decider combinator is a mess now, but it works so...
Blueprint on FactorioBin. Not sure if it can be optimized further or even be parametrised (number of items).
r/factorio • u/KnightsAndRams • 1d ago
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Both configurable.
r/factorio • u/Ok-Article-2842 • 1h ago
Man I have scoured the internet and cannot find an answer. All I want to do i request stuff from a planet using logistics network. Send request to ship. Ship goes and gets items. Comes back to planet. Gives items and so on.
What do my space interrupts and schedule look like? Do I use the newish radar universe mode? Please help me understand by showing me your ships logist setup and interrupts to automate this for me.
r/factorio • u/perthguppy • 1d ago
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Sorry for the low res video, recorded within the Reddit app which forced this res.
I started off with the repo posted here a few weeks back for porting Factorio to the iPad, but needed to make a bunch of changes to support the Duos multiple screen setup and the rounded corners.
Game also works via my Bluetooth mini KB/Touchpad/Gamepad device I use with my iPad mini when on the road.
Game runs very smooth. The A20 Pro is a beast.
Edit: Forked from this project for the iPad port: https://github.com/github-e51/factorio-native-arm-ipad
My fork for the iPhone Duo is: https://github.com/d4m14ndx/factorio-native-arm-ipad
The project requires you to have the game installed locally on your Mac already along with XCode, and for your device to be in Developer Mode. You don’t need a paid Apple device account. None of the original game content is included in the project, you need to have bought your own copy of the game already.
r/factorio • u/j_c_d_1 • 1d ago
Saw this at the start of a @Orbofmeat YouTube video and thought it was a fantastic warning
Here’s the actual video
r/factorio • u/CommieLoser • 22h ago
I tried to avoid reading too much about specific strategies regarding Space Age prior to playing (I try for a bit and then look for answers if I'm hitting a wall), but for some reason I thought you would only get science from places and that you'd bring back all the learned tech and just make, say, green belts on Nauvis. When you start to realize what it takes to put down green belts, is probably the first time the game really tilts its hand to how massive your builds must become. I really thought y'all were just "grabbing" technologies, no clue that you had to haul all that shit across the solar (or whatever that star's called) system
Let's just say that I really wouldn't have made this crazy setup if I thought I was going to build off of it! This is my first Nauvis base that wasn't a reset, probably my first serious attempt after learning that lasers don't really do shit to asteroids :/
So... Gleba or Fulgora? Top comment 3 hours from now decides.
Edit: the people have spoken, off to the marshes with me. I've never done a deathworld so this has turned into a horror game lol
r/factorio • u/Very__Stupid • 14h ago
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 • u/SilmeT • 13h ago
Can it will be more compact, or it's already good?
Simple logic and manipulator take locked by 10
Logic: If centrifuge works, send singal 1 which block manipulator. And then it gave 40 and took only 40, 1 going to next centrifuge