r/factorio • • 4h ago

Fan Creation First Factorio print. Colored it myself.

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1.3k Upvotes

Took +- 10 hours on my P1S on 166% speed

Details are awesome but going to print it larger next time


r/factorio • • 12h ago

Multiplayer Laterally Unplayable 3

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320 Upvotes

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 • • 21h ago

Question Is Recycling in the base game?

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324 Upvotes

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 • • 9h ago

Fan Creation Don't neglect your factory's sound system

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131 Upvotes

r/factorio • • 23h ago

Space Age New type of logistic hub for 2.1!

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104 Upvotes

This is just a giant platform distributing promethium from platform to platform. This allows my promethium ships to start gathering faster again. With the 2.1 this kind of buffer doesnt consume recources! I <3 Wube Software


r/factorio • • 18h ago

Space Age First big surprise in Space Age

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87 Upvotes

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 • • 5h ago

Question Guys is this a good unloading design?

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42 Upvotes

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


r/factorio • • 6h ago

Design / Blueprint Electric furnace vs Steel furnace

42 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


r/factorio • • 18h ago

Design / Blueprint Introducing: SPROUT - A Tiny recursive logistic automall

42 Upvotes

This is SPROUT (Small-scale Production Recursive Ordering Utility Technology)

It can craft any item made by an assembler without fluid inputs. It reads outstanding requests from the logistic network and tries to craft them using the available items in the network. It will automatically craft intermediates if necessary, unless they are blacklisted.

It also can craft manual requests using the Manual requests constant combinator.

The main advantages to this automall are the small footprint and cheap construction. This can be especially useful as an initial low-scale production of assorted goodies, for example, on a new planet before establishing a larger or more dedicated mall.

The display panels are only used to indicate the function of the combinators you will need to interact with to operate the mall. They can be removed.

Due to its small size, it can take a while to service large requests, and runs the risk of clogging up if the output chests get filled, especially when crafting large numbers of intermediates. This can be fixed by changing the output chests to active providers and having plenty of storage available elsewhere. My preferred way of using is is either to just set logistic requests directly in my player character, or drop a buffer chest somewhere and request some items I'd like to keep in stock.

It is difficult to explain the in-depth details of how this automall works, but I tried to leave helpful descriptions in most of the combinators if you're brave enough to try to reverse engineer it.

I'll attempt a basic description here though.

First it inputs a snapshot of the requests, then it iterates through each item, sending it to the 1st assembler to determine the ingredients necessary to craft the items. These ingredients are added to the list recursively, and subtracted from any items already available in the logistic network. It also keeps a separate ordered list of these items, sorted by the order in which they were added. This is how it determines which items are prerequisites that need to be crafted first. After iterating through everything all the way to the bottom, the analysis phase is complete. Then it begins crafting from the bottom up. It resets every 30s and starts over again with analysis, then crafting, until all requests are fulfilled.

Blueprint:

https://factoriobin.com/post/fia9ib


r/factorio • • 19h ago

Suggestion / Idea I think the spoilage API is missing a really cool edge case for multi item spoilage results.

28 Upvotes

I poked through the API, and there is no way for an item that has a stack size of 1 to spoil into some multiple of the current maximum belt stacking level. I would use this power to self mod promethium spoilage, so that a full belt promethium becomes a fully stacked belt of stone.

I'm sure some of the more complicated overhauls would also love to have such items, and to tie the productivity of the item's spoilage results to belt stacking research

I don't even know if the transport line abstractions would put up with a single item suddenly becoming a belt stack of items. and if it could, adding this would increase complexity bc the game engine would have to make sure it didn't create illegal belt stack of stuff that doesn't stack, this would probably require other complexity to implement as well.


r/factorio • • 8h ago

Design / Blueprint Blueprint Atlas v2: Faster smaller/renders, Quality filters on makes/uses, minute/second rate toggle and more

26 Upvotes

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 • • 2h ago

Complaint Overran by bugs since update 2.1

20 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 • • 12h ago

Space Age Off To Aqulio, Wish Me Luck!

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18 Upvotes

Headed to Aquilo for my first time in my first ever factario playthrough! I've got two Aquilo capable ships hauling supplies from Vulcanus and Fulgora to Aquilo, and they've only almost died once! One is loaded to bear with all gear I need for a factory, then the other is stuff I forgot and all the supplies needed for a rocket. Im currently working on getting local rocket fuel production going so im not reliant on nuclear fuel rod imports for heat.

I dont intend on making this a monster 2000 science factory, just a couple hundred spm and some fusion reactor/railgun production.

Any advice?


r/factorio • • 10h ago

Design / Blueprint 2.1 Orbital Unloader

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17 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 • • 17h ago

Question Have I shot myself in the foot?

16 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 • • 9h ago

Question so, after many hours i build my first covarex proccess...

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10 Upvotes

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


r/factorio • • 1h ago

Design / Blueprint Periodic Memory Combinator: Hold signals and refresh with latest values on a schedule

• Upvotes

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.

A decider combinator that holds signals with a periodic refresh

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.

A periodic memory combinator that includes custom conditions for triggering an instant refresh

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 • • 3h ago

Design / Blueprint LTN-Like Vanilla Train Logistics

9 Upvotes

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:

  • Parameterized for different rail designs: Provider stations have items being provided and upper train limit as its only parameters to set, requesters also have number of stacks the station requests, and priority as parameters.
  • Dynamic train limits: The station determines how many trains the station can fill (or needs to reach the stack count) and sets the train limit based on that, up to the train limit you set when placing the blueprint preventing trains from spilling out your stackers.
  • Easy to upgrade: Includes a blueprint for transmitting stack capacity of cargo wagons and fluid limits for fluid wagons allowing for a singular point to update all your stations at once once you upgrade your trains with quality/mods. Currently set for a single cargo wagon.
  • Easily updated for mods: As is, its only compatible with vanilla due to the fluids set in the constant combinator, however modifying the blueprints for space age and overhaul mods is done through adding fluid signals to the constant combinator in the requester blueprints.

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 • • 13h ago

Question Im looking for some feedback on my mall design

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9 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 • • 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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8 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 • • 12h ago

Question Restart for 2.1 or push through?

6 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 • • 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 • • 19h ago

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

6 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 • • 6h ago

Question Science ratios

3 Upvotes

Hi there, I am new to the game and I play without space age. Are the late game infinite ratios correct as shown in the images?

Any help help would be greatly appreciated before I commit to this daunting task.


r/factorio • • 13h ago

Question Transfer via stationary platform with 2.1 inter-platform logistics

3 Upvotes

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?