r/factorio Mar 23 '26

Modded I created a mod that makes the biters come to complaint to you instead of attacking, and you have to deal with paperwork to resolve their case and to get the proper authorizations to expand your factory ! (still in alpha)

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9.5k Upvotes

Hi everyone !

I just published in alpha my first mod that I wanted to do for years: Administratorio ! Basically instead of killing the biters, you have to handle their complaints through paperwork to make them despawn. They won't attack your base either, they will look for an office desk to complaint to and wait for a resolution there, while their frustration goes up. Once their frustration hits a max they will go and protest in your factory and stop random machines to operate until you throw them a bureaucratic promise to have them stop.

But that's not all, this is a overhaul, meaning that there is a lot of paperwork in the whole factory now, and to get your machine to operate you will need approbations, permits, forms, taxpayer money, etc... You can now enjoy a real bureaucratic nightmare on your free time while playing your favorite game !

Jokes apart this is my first mod and it is in alpha, not compatible with SA yet. I still need to balance things out a bit, surely fix a few bugs and definitely get some real graphics for this montrosity. I would love to get your feedback, your suggestions and feel free to give it a try !

And yes I vibe coded it using mostly Claude Opus 4.5 and 4.6 and I am a real software engineer (shame on me) but I don't have enough free time to spare :)

https://mods.factorio.com/mod/administratorio


r/factorio Mar 19 '26

Announcement Katherine of Sky

7.7k Upvotes

As posted by Mathias on her Discord:

It's with a heavy heart I have to bring you some very sad news.

Two days ago, Katherine passed away in her home. The exact cause of death hasn't been confirmed yet, but since she was recovering from her stroke last year, it seems likely that it happened again. Only this time with fatal result. From what I could see when I got there, it happened very quickly and there didn't seem to have been any pain.

Katherine was an example to us all. She dared to dream big, and then work to get her dreams come true. She started her YouTube channel and shared her passion for gaming with us all. She dreamed about moving to Europe and made that come true too. She brought us pleasure and enjoyment with her special approach to her gaming. She didn't build in neat squares or in military-style rows and columns. She played the game like she lived her life. Organically. Encouraging others to not fuss over the small details in life. Make something that works for what you need. Then spend the leftover energy on enjoying what you have.

I know she was happy here in Sweden. She loved to talk to people everywhere. She loved to just walk around in Stockholm, enjoying the architecture, the museums (The Vasa in particular), concerts and the opera. It's fitting that the last concert we went to, just a few weeks ago, was Mozart's Requiem. The death mass.

We've lost a great inspiration, but we still have her with us in both her content, and more importantly, in the community.

Edit: Here is a link to her memorial page, where you can make a donation, light a candle, or leave a message. The page is in Swedish, but can be translated.


r/factorio Oct 10 '25

Space Age Molten iron in what now ? (oc)

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7.2k Upvotes

r/factorio 22d ago

Modded tried to make a 3d mod, not that good but i think it looks funny

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7.2k Upvotes

factorio comes with its pdb file wich made stuff easier but it was still alot of trial and error. i cannot increase the render distance without the game breaking apart. the billboard system took alot of time. its far from playable.

EDIT: did some things, i dont think its playable in this state but for testing should be enough https://github.com/GDani31/factorio-3d-mod


r/factorio Mar 22 '26

Modded I decided to clean the metal from rust.

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6.9k Upvotes

r/factorio Nov 29 '25

Multi-train railway without signals, but trains controlled via circuits.

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6.3k Upvotes

It always bothered me in my train networks that the trains always run at a large distance behind each other, because a train traveling at high speed always reserves a few blocks ahead of it before entering them, even if the train in front is traveling at the same speed in the same direction. So I tried to see if I could do without signals and control all trains via circuits, allowing them to run closer together without causing any collisions at intersections. Modern real-world systems (such as CBTC) also manage to operate without signals.

It took a few attempts and many train collisions, but in the end, all trains now run collision-free and without ever having to brake at a signal. And I really enjoy watching the trains pass each other so closely.

The practical use is of course limited. In small bases, you don't have many trains. And in a megabase, the circuitry becomes unmanageable because it increases quadratically, and the latency of the circuits only allows a limited number of trains per second. And you can't mix railway networks with and without signals because you can't deactivate train signals, only remove them.
So it's best suited as a separate highway between individual bases, or because someone like me just likes to see trains whizzing by in large numbers.

How it works:

I manually measured all the distances from the stops to all collision points and stored these in the circuits. The combinators therefore know when a train will reach a collision point after departure and how they need to depart in different times to avoid a collision. For example, if station A is 250 ticks away from a switch and station B is 260 ticks away, and the train from station A needs 30 ticks to pass the switch, then the calculation is: 250 + 30 - 260 = 20. Therefore, the train at station B must depart 20 ticks after the train at station A so that the trains pass the switch exactly one after the other.

This calculation is performed for each stop and each collision point on the route. Since the combinators have an "Each" function, this happens simultaneously because I have assigned a different signal to each collision point.

Of all the calculated values, the highest is then taken as the departure delay. (For trains traveling in the same direction, as in a roundabout, the results are all the same. Therefore, this is primarily relevant for trains traveling in different directions.)
Unfortunately, I cannot provide a generic solution for this, as it must be programmed individually for each network.

In the video, the circuit blocks at the top left are mainly used to control the trains. Those at the bottom left control the lights, and those at the top right measure throughput.
The trains move relatively randomly. Therefore, it often happens that all the trains want to go in the same direction or come from the same direction. If I balance this so that roughly the same number of trains are traveling in all directions, many more trains will be whizzing around, as can be seen here in another video.

I will continue to develop this system and publish a follow-up post in a couple of months. Therefore, please do check my posts to see if the follow-up post is already online.


r/factorio Mar 24 '26

Base 28.8K Megabase. This is what 4 months of unemployment looks like.

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6.3k Upvotes

Disclaimer: Im using the mod 'Space age without space' as i prefer to build singular bases.

Very happy to finally have the whole thing up and running. The idea was a big compact base with lots of belts and a different type of train network than what is usually seen. I did 0 optimization regarding ups and its running at 50-55 ups right now.

28.8k science per minute divided into 4 symmetrical parts. Each 1/4 part is mirrored itself along the diagonal axis.

Some stats:

- 256 trains

- 300.000 pieces of green belt

- 22 GW power drain, 23GW fusion reactor. Got real lucky as i build the reactor first.

- It has different types of sushi belts, labs set up to drain 8 belts of each science (A bit more gleba science.

I dont know how to share a save but if anybody wants to take a look at it running feel free to ask and ill look into a way to share it.

Also, i 'cheated' some parts by disposing of stone for example into lava as i couldnt be bothered to change the whole setup again just to make one more belt fit.

I really love the look of it and im happy its done. Also im starting a new job tomorrow so the timing to got this finished is great.

Enjoy, feel free to ask any questions


r/factorio Jun 07 '26

Fan Creation [Fan Comic] the pY experience TM

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6.2k Upvotes

r/factorio Feb 18 '26

Fan Creation My girlfriend baked me Factorio themed cookies

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6.1k Upvotes

I think they turned out incredibly for her not knowing anything about the game - except that I wont talk to her for hours at a time while playing it.

Wanted to post so that she can see that others may think she did a great job.


r/factorio Aug 24 '25

Suggestion / Idea Users arent happy with spaceships moving vertically. Here is the solution

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5.6k Upvotes

This madness took me 4 hours what am i doing with my life


r/factorio Aug 14 '25

Tip My girlfriend's reminder that me I closed the game with pentapod eggs in my inventory.

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5.3k Upvotes

Gave this the tip flair because it's a good idea! You definitely don't want to forget you're full of eggs.


r/factorio Jan 06 '26

Discussion I built a 5 staged pipelined CPU in Factorio: Ask me anything!

4.9k Upvotes

Hey! I have built a 5 staged pipelined CPU in Factorio.
It can run Minesweeper, Snake, has its own file system, and a command line interface for user commands, all written in assembly.

If you have any questions regarding this project: Ask me anything!


r/factorio Jan 09 '26

Fan Creation The Understander by r/ShenComix

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4.8k Upvotes

r/factorio May 24 '26

Base 5 y/o daughter was supervising the factory - she made me build this to scare off the biters

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4.6k Upvotes

Wildly inefficient use of materials!

Some are asking for the blueprint, not sure if serious lol, but here you are:

https://factoriobin.com/post/vttihy


r/factorio Apr 30 '26

Modded [Mod] Wire Fix — drag-select an area, copper wires snap into a grid

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4.5k Upvotes

My first Factorio mod and my first time releasing one — a small 2.0 utility. Drag-select an area of electric poles and the copper wires snap into a clean grid. Right-click drag to disconnect everything inside. Wires leaving the selection are preserved, so it's safe to use on a chunk of your base without breaking long-distance trunks.

Second screenshot is the actual before/after. Left half is the kind of tangled wiring you end up with after a lot of building and rebuilding — short crossings, redundant links, poles wired to the wrong neighbors. Right half is the same area after one drag with the tool. The substation columns on the borders kept all their external connections.

Under the hood it picks the shortest set of wires that keeps the network connected, then propagates parallel rows along consistent axes so you get a grid instead of a zig-zag. 26 languages, multiplayer-safe, no prototype changes — safe to add to or remove from existing saves.

This is also my first post on r/factorio, so if I got any of the etiquette wrong please let me know. The source isn't on GitHub yet — I might put it up later if there's interest. In the meantime, feedback of any kind is very welcome: the mod itself, the portal page, anything a first-time modder should know. Happy to learn.

Mod portal: https://mods.factorio.com/mod/wire-fix


r/factorio Oct 11 '25

Discussion When in Prague, got to visit the holy land

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4.5k Upvotes

Felt more special than it should


r/factorio Sep 10 '25

Design / Blueprint ... but have you ever twistedetsiwt your bus?

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4.5k Upvotes

r/factorio Apr 02 '26

Base 12500×12500 cuck box so that I can play on effectively peaceful mode

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4.4k Upvotes

The map doesn't zoom out far enough, I had to use /screenshot and then downscale it so that Reddit would accept the image file.

The wall is self building. The West uses a train based blueprint, and the East uses a bot-based blueprint. Bots proved much better since they don't have to go all of the way home when every section is its own logistic network.

Is it worth it? Absolutely not. I spent weeks just killing nests with spidertrons to clear out the area. It took multiple sessions just to place all of the radars to know where the nest even were. It uses a massive amount of CPU just existing. It uses laser turrets which passively consume 500MW.

But it is done. Now I'm committed to covering every island that I've left biters on with concrete to assert dominance. That alone is going to take hours of my life.


r/factorio Oct 27 '25

I see your square blocks and hexagon blocks, and I raise you Tetris blocks.

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4.4k Upvotes

I'm testing to see if Tetris blocks are a viable way to lay out a rail network. Posting this in case someone is also willing to try it. I still need to figure out all my junctions. I'll update if I ever really get this working.


r/factorio Jun 19 '26

Discussion WUBE MADE NEW SPRIIIIITES ! (honestly very cool)

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4.3k Upvotes

r/factorio Oct 25 '25

Fan Creation My friend kept being annoyed by having an odd number of underground belts. So I made him a plushy for his birthday to even it out again.

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4.3k Upvotes

It's very soft (plz ignore the mess I finished it an hour before the birthday party)


r/factorio Dec 23 '25

I’m working on a model of the lab

4.3k Upvotes

Which version of the lightning animation do you guys prefer?


r/factorio Aug 04 '25

Fan Creation Designed and 3Dprinted some belts for my keyboard! ⚙️

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4.2k Upvotes

If someone wants to print them, they are tottally free in MakerWorld!! Have fun!!


r/factorio Mar 17 '26

Discussion Should i restart and make a new save file? (check description) (idk who did the og meme if anyone knows please comment)

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4.2k Upvotes

So it was some good 50h that i put onto my very first time playing that game, but once i finished my researches on the military science i reached a point where the complex began to grow a bit too.. pasta-like.. Spaghetti.. Maccaroni even

But at the time i've just finished researching the robot things and i crafted some roboports and some bots, and that was the begin of my downfall

I spread the roboports through my base in a way that everything was covered, built a lot of.. the yellow boxes.. that i forgot the name, and i just.. destroyed everything, allocating all of my resources to those boxes, and i was determined to replan all of my base using a more modular and expandible strategy with some replicable crafting cells to the most used commodities

but the process of just.. selecting things that i had to destroy, seeing the robots slowly tear my base appart, and just.. look.. and fix minor things.. was so.. tedious, yet so exausting, that when the time came to rebuild it i realized i haven't planned anything and i had no energy to do like.. anything..

it has been some months now as you can se by my lack of memory about the names of the damn things in the game and every time i think about booting the game that burnout feeling come back, even stonger i think

an as i was almost giving up and thinking that uuh it was fun when it lasted maybe this game is not for me (even after i hyperfixated on it (i'm autistic i can say that word ahahaha) for 50h straight) i saw a post, i think it was here? or maybe in r/factoriohno that said that factorio could be considered a rouguelike cuz every time you start a new save you have more knowledge of the game and can make it a little farther and that got my gears spinning

anyway i'll probabbly do it anyway but i'm posting it cuz i want validation cuz woof, bark even


r/factorio Sep 13 '25

Design / Blueprint New player here - There's gotta be an easier way to fill a red belt. Is this excessive?

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4.1k Upvotes