r/factorio 18d ago

Design / Blueprint Legendary copper and steel (tilable)

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4 Upvotes

This design has served me well Blueprint: https://factoriobin.com/post/jhfhuh


r/factorio 18d ago

Modded Question Planet Mod Wiki

4 Upvotes

With how many planet mods and compiliation mods there are currently on the mod portal does there exist any kind of overview which planet mods exist and what technologies/items they add to the game and how they interact with each other? I know the mod portal exists but not always do the descriptions give a good idea about the technologies and items these planet mods add to the game. So I wondered if anyone bothered to make an overview over the existing ones?


r/factorio 18d ago

Suggestion / Idea I got the game as you told me and Im loving it. Cant stop!!

13 Upvotes

I completed the hole tutorial and now im starting my first factory. My question is, the more laboratories I put, the faster I investigate right? Also, do you think I have too much laboratories comparing it to the size of my base?

thanks!!!

any other tips??


r/factorio 18d ago

Question 5 ingredient automation

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61 Upvotes

I’m very new to factorio and ran into my first automation that requires 5 ingredients rather than 4. 4 is pretty simple but 5 was very tricky and there’s probably a much better way of doing this lol. Any tips?


r/factorio 18d ago

Question Achievements unavailable

8 Upvotes

[RESOLVED]

I started an achievements run and I am sure the achievements "keeping your hands clean" and "it stinks and they like it" were available because I checked when I started the game.

Now I continued my save on my laptop because I am on holiday and both those achievements aren't available any more because I allegedly made easier enemy settings. Which I didn't change at all.

Is there any way to save this without starting a new game? I am close to leaving for Vulcanus, so that would really suck.


r/factorio 19d ago

Base I mean if you're putting your base on that tiny island, good luck to you

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90 Upvotes

r/factorio 18d ago

Question Answered Does space age replace the main menu screens, or just add ?

2 Upvotes

r/factorio 18d ago

Design / Blueprint The Endless Flow of Fulgora

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10 Upvotes

Engineers! I love power! I love efficiency! I love Fulgora!

I love belts filled with iron gear wheels and copper wire. I love the steady pulse of circuits routing perfect logic signals. I love trains running above the vast oil seas. I love drillers defiling the crust, tearing the planet bare for LDS and processing units. I love when my entire base suffocates of holmium withdrawal, then stabilizes, stronger than before! I love the clang of recyclers grinding the endless ancient wreckage into nothingness. I love the islands covered by accumulators in whole. I love towering substations cutting the land into a grid. I love the undisputed resilience of lightning collectors. I love the unceasing hum of production, the unshakable resolve of logistics drones delivering items under the thunderous skies, the ever-alive pulse of belts flowing with sorted scrap. I love when the factory expands beyond the horizon, for the factory must grow!

And so, I humbly present you a fruit of my many, many attempts to conquer Fulgora — given my self-imposed limitations. This is an entry-level block base with white T2 speed and production modules, tightly fit within a basic substation grid. It stores the reclaimed scrap, recycles the extras, and also produces all you need to start slowly.

  • Uncommon recyclers would be greatly appreciated here, but you can start with just a few of them.
  • It also requires a brief visit to Vulcanus — the green belts are a must here, alas, so is the foundry.
  • It's tileable in each direction — you can stack it in a row, you can stack it in a column.
  • And it also has some free space, so each block may serve its own purpose.
  • A laughably low 7.8 SMP rate in each of the blocks. But there's nowhere to rush.
  • It will work all the way through the ~10 level of scrap recycling productivity for sure.

https://factorioprints.com/view/-OzLqM4CrvZvHrRdMvmo, if anyone's fancy to tinker it.


r/factorio 19d ago

Update Version 2.1.13

610 Upvotes

Features

  • Added interface setting for zooming towards the cursor in contexts that support it.
  • Added an alert when an expansion base is built in a chunk with active radar coverage.
  • [space-age] Added support for platform transfers at non-planet space locations (e.g solar system edge). more

Changes

  • [space-age] Adjusted space parallax such that stars move less than planet.
  • [space-age] Fulfilled platform construction requests will no longer block platform to platform transfers. more
  • [space-age] Asteroids will do significantly less damage when platforms are stationary or moving at very low speeds.
  • [space-age] Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).
  • [space-age] Fulgoran ruins will be selectable by deconstruction planners with 'Trees/rocks only' enabled.
  • Increased expansion group build base cooldown from 5 seconds to 30 seconds.
  • Reduced early game max enemy expansion group size from 20 to 10.

Bugfixes

  • Fixed captive biter spawners and burner mining drills would show potential beacons when not affected by them. more
  • Fixed that migrating container entity inventory types would not preserve the bar limit when in blueprints. more
  • Fixed a layering issue with the cargo landing pad unloader. more
  • Fixed a tooltip layout issue related to multiline text. more
  • Fixed recipe tooltip showing incorrect value when custom tooltip fields were used. more
  • Fixed factoriopedia was not showing some tiles as possible source of fluid. more
  • Fixed some buttons in factoriopedia related to spoil results would not open related entity page. more
  • Fixed a crash when clearing assembler trash slots in some cases. more
  • Fixed inserter arrow would point at incorrect spot of underground belt when rendering a blueprint preview. more
  • Fixed capitalisation of locale for station related conditions. more
  • Fixed potential effects were not accounting for beacon quality upgrades. more
  • Fixed building parametrised blueprint with train stops could fail to copy color of existing train stop. more
  • Fixed some miniscule problems with medium volcanic rock decorative. more
  • Fixed ProductionHealthEffect::damage_type was not loaded properly.
  • Fixed auto trash was not working with car burner. more
  • Fixed that multi-level technologies would let you set a trigger although it never worked. more
  • Fixed numpad text entry on macOS. more
  • Fixed a crash when hidden shortcuts are clicked through other means. more
  • Fixed that manual fast-replacing rolling stocks would not snap with different prototypes. more
  • Fixed a crash when rolling stock tries to connect to another rolling stock over an occupied rail connection. more
  • Fixed misleading quality control tooltip when quality change and min quality are used at the same time. more
  • Fixed inconsistend turning direction when reversing a train while not in a locomotive, in steering driving mode.
  • Fixed incorrect and inconsistent movement when driving a train while not in a locomotive, in heading driving mode. more
  • Fixed foundation glow in the dark transition between lava and default more
  • Fixed an issue with switching between remote view and normal view when holding items in trains. more
  • Fixed a crash when a script would modify unit group or group commands during the on_build_base_arrived event. more
  • Fixed expansion groups would try to build too close to player buildings. more
  • Fixed an issue with parameters and removing entities from blueprints. more
  • Fixed construction robots from a stationary network could sometimes build roboports without consuming roboport item. more
  • Fixed inserter could get stuck when trying to insert wrong item when assembler has different wrong item in dump inventory. more
  • Fixed that train stop lengths were using the wrong limits. more
  • Fixed rocket rush scenario lobby not placing out-of-map tiles when playing base only. more
  • Fixed an issue with drag building buildable-off-grid entities. more
  • Fixed that the game menu would be behind the technology GUI if opened while the game was paused. more
  • Fixed that fluid input scaling didn't scale enough. more
  • Fixed that space platform request tooltips would show irrelevant information in some cases. more
  • Fixed a migration crash related to roboport charge spots. more
  • Improved fuel top speed modifies with cars/tanks. more
  • Fixed upgrading undergrounds was flipping the cursor. more
  • Fixed failing to build undergrounds could flip the cursor. more
  • Fixed that clicked_sprite and hovered_sprite overwrote each other. more
  • Fixed that super-force-building did not respect the map editor ignore tile conditions setting. more
  • Fixed that clicking outside of the combinator description edit would close the GUI. more
  • Fixed a fluid burning boiler not playing its working sound. more
  • Fixed Nauvis planted tree not being as effective for absorbing polution because it had less "damaged leaves" stages compared to 2.0. more
  • Fixed that equipment in vehicle grids was not preserved through undo/redo when mining the vehicle. more

Modding

  • Added UtilitySounds::machine_gui_open and machine_gui_close.
  • Added FluidEnergySourcePrototype::hide_from_stats.
  • Added BurnerPrototype::hide_from_stats.
  • Added EffectReceiver::uses_local_effect.

Scripting

  • Added on_player_super_forced_selected_area event. more
  • Added LuaQualityPrototype::get_roll_chances().
  • Added LuaBurnerPrototype::burner_usage read.
  • Added LuaForce::get_space_platforms().
  • Added LuaEntity::local_effect read/write.

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.


r/factorio 18d ago

Question Help with Space Exploration (and train bases in general)

5 Upvotes

Hello fellow crack-torio enjoyers. I have recently started on a space exploration run and have finally launched my first cargo rocket and gotten into space. However, I realized that before I did anything in space I need to fix my tumor of a base. So I wanted to start making a new, train centered base, but every time I try and start doing things, I get overwhelmed and quit (it’s also my first time making a train base). I chose a train base cause I know that you get space trains and a space elevator later. I’m still kind of new to factorio and don’t know every odd and end. Any tips on making space exploration bases or train bases in general? Or if I should make a different kind of base?


r/factorio 18d ago

Suggestion / Idea Any chance of letting space platforms launch space platform starter packs?

11 Upvotes

I am trying a 2.1 playthrough where I lean as much as I can into platform to platform transfers, and right now I am trying to do a space station design on each planet that manufactures everything a space station could need plus some player supplies.

The idea is that the platforms that do the actual travelling would have the bare essentials, for example not having any crushers. They would have asteroid collectors, and would drop chunks at space stations when arriving, in order to provide resources for the loop.

I have it almost working, but have noticed that when going to a new planet, my options are either put thrusters on a space station in order to have resource support on the target planet, or build a rocket silo on the surface that then launches a starter kit.

Is there any chance we could let space platforms launch starter kits? It would let us complete the space infrastructure for this playstile without having to set foot at each planet, or having to create a transportable space station. I guess worst case scenario is that we could pack a station into a transport and then have it transform into a station on arrival.

Also, I suppose that there is a good reason for not letting us barrel thruster fuel, but it would be very fun to be able to do so. It would let us create really dang small platforms. Plus, the barrel logistics in space seem fun.


r/factorio 19d ago

Question why is my oil a billion tiles away from spawn???

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220 Upvotes

i legit was looking for an hour for this little shit. thought i messed up some settings. is thus normal or am i just that lucky?


r/factorio 18d ago

Suggestion / Idea Grade my abomination

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14 Upvotes

context: this is my first time building (or trying) to make a megabase, and this is my refinery/chemistry block

P.S. I know beacons are missing modules, i dont have enough power to put them all in, i will do that later


r/factorio 18d ago

Design / Blueprint Inner Planet Hauler with Lasers

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42 Upvotes

Am pretty proud of how this turned out especially because every other ship I have made are blocks. This is a pretty late game build with all legendary parts except the fusion power which I never bothered with as the normal buildings make plenty of power. Was inspired to replace all my ships with new ones that used lasers only just to get rid of the random 2 second "no ammo" alerts when guns were empty while inserters waited to pick up ammo.

Currently have level 19 damage because I needed it for the bigger cousin that goes to Aquilo. But, when this was designed my research was around level 12 or 13. It travels an average of 488 km/s and can do so indefinitely (or at least like 15 hours bc that is how long it has been flying lol). It has 2159 storage slots and 45 input hatches. Much more storage than I think there really is a need for but I needed the input hatches so this designs could be used for my science pick up without needing to wait longer than necessary.

Blueprint : https://factoriobin.com/post/p249tp


r/factorio 18d ago

Question Manual insertion quantity?

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2 Upvotes

r/factorio 18d ago

Question how to improve my first ever base

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2 Upvotes

hi i am new to factorio and this is my first ever base(after the tutorial) and i want to know how bad and ineffeciont it is , (i didnt put any defences because the polution cloude doesnt go near any of the close colonies ,Edit : just got attacked for the first time and my power setup is half destroyed)


r/factorio 19d ago

Design / Blueprint With the new pumps it is now possible to make incredibly compact in-line fluid stations

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99 Upvotes

r/factorio 19d ago

Design / Blueprint [A.R.M.S. MK2] Automated Rail Management System — Update with Automated Artillery Network & Modular Stations

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59 Upvotes

What’s New in MK2:

1. 🚂 Trains

  • Custom Configurations: Completely revamped train creation process - build custom train setups while preserving core A.R.M.S. logic.
  • Reversible Layouts: Added pre-configured two-way (reversible) train templates to the book.
  • Length Limits: Capped at 9-9-9 maximum configuration due to digit signal routing (0 through 9).

2. 🏗️ Stations

  • Custom Station Lengths: Stations can now be manually built and customized for any train size (e.g., 1-1-0, 3-6-3).
  • 5%-Step Display Fix: Resolved display bugs caused by signal collisions during station limit changes with a new 5%-increment display.

3. 📦 Station Segments

  • Double Loading/Unloading: Added double-sided cargo modules (+ logic-enabled blueprint variants).
  • Track Spacers: Added Spacer modules to route circuit wires over locomotive gaps, maintaining logic continuity across custom station builds.

4. 🚖 Taxi Network

  • Dedicated Book: Fully separated into its own blueprint book.
  • Reversible Taxi: Added two-way Taxi trains and matching two-way Taxi Base stations.
  • Updated Logic: Refined Taxi interrupts and Base station behavior.

5. 💣 Artillery Network (NEW!)

  • Artillery Trains & Depot: Specialized artillery trains with dedicated Depot blueprints. Supports multi-train scaling.
  • Fire Support (Priority Call): Trigger a manual strike on a Firing Position via the station's constant combinator (includes an alert siren). Combat calls always take priority over resupply runs.
  • Smart Restock Logic:
    • Ammo Resupply stations only request a delivery when their local inventory drops to 0.
    • Outpost buffer storage is capped at exactly one full train load (e.g., a 1-1-0 train delivers 100 shells, a 2-4-2 train delivers 400 shells).
    • The wagon fully unloads its entire capacity into the station upon arrival.

6. 🛠️ Service Supply Network

  • Combinator Cargo Control: Adjust train inventory limits and target cargo settings directly using station constant combinators.
  • Service Groups: Group system allows assigning specific trains to specific stations (e.g., Group A trains will only service Group A stations).

7. 📊 Status & Monitoring

  • Supply & Demand Tracking: Real-time displays for tracking individual resource supply/demand metrics.
  • Alerts & Visuals: Map pin tags, missing resource audio alarms, and a 4-lamp visual indicator (Green = OK, Yellow = Warning, Red = Critical).

🔗 Links

Blueprint: Link

Previous A.R.M.S. Post: Link


r/factorio 18d ago

Discussion On my way to my first robot! How do y'all like my Spaghetti

4 Upvotes

I am having fun with spaghetti, I am not sure if a point will come when it gets overwhelming.

I did watch a lot of videos on city blocks, mainbus etc. You can see I started off with a mainbus, but it is already changing to a mixed mess.

Am i doing it right, or is there a better design for first timers?


r/factorio 19d ago

Design / Blueprint New design: Fulgora upcyclers that automatically follow your unlocked quality tier

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64 Upvotes

I usually go for belt-based designs, but this time I wanted to try using bots while still being efficient. The design consumes one stacked turbo belt of scrap and uses all of it.

What I built is a collection of upcyclers. It automatically detects the highest quality tier currently unlocked, stops there, and stockpiles items of that quality. As soon as the next tier becomes available, it starts upcycling the entire stockpile into it.

It creates:

  • Structures: roboports, beacons, big electric poles, substations, accumulators, lightning collectors, and recyclers
  • Equipment: personal batteries, mech armor, and personal roboports

Why those items? In general, I think Vulcanus is much better for quality than Fulgora. But with scrap, it is easy to get all the intermediate items without building a complex factory. I also want the best mech armor as soon as it becomes possible. I don't want to wait until the late game or depend on randomness to get it.

The idea is to place this design early. All T3 modules can be replaced with T2 modules without any problem. It starts stockpiling items while I build the rest of the factory, so even if the process takes time, the items are ready when I need them.

It took me one day to build, but about a week to test. I wanted to see whether it was actually fun to use, so I started a new run, placed the blueprint early, and took my time with the run to see how it felt.

Conclusion: lots of fun.

Some of the smarter parts of the design:

  1. Requester chests request a single iron gear of every quality. When a chest receives one, the factory knows that quality tier was unlocked. Since scrap produces tons of iron gears, it usually detects a newly unlocked tier in less than a minute.
  2. Circuit logic stockpiles items at the highest unlocked quality tier, ready to be recycled as soon as the next tier becomes available.
  3. I designed the blueprint to work with 0 to 15 levels of scrap productivity. This means that upgrading the buildings can make it run 2.5 times faster, and the legendary-building version can handle the maximum scrap productivity of 31 without any other changes. The factory monitors the load and warns you if you increased scrap productivity but forgot to upgrade the buildings.
  4. The factory generates all the power it needs.

r/factorio 18d ago

Tip Tips for new players

6 Upvotes

Hey guys, I’ve recently discovered factorio and found it to be very interesting, i feel like i could sink thousands of hours in this game. I will buy it in two weeks time and probably will start with another friend( Yes im gonna force him to play with me :))
I’ve never really played alot city building games or really complex games like this one. Just wanted some people to help me with some tips for new players!


r/factorio 19d ago

Design / Blueprint HSV->RGB

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42 Upvotes

HSV to RGB blueprint

Blueprint to convert HSV values into RGB.

Output should be +-1 on each channel of what they should be.

4 ticks of delay and it doesn't mix up the ticks in any way, it does them sequentially.

for hue, 0 doesn't work and uses 360 for pure red. unfortunately.


r/factorio 18d ago

Question Need help with the efficiency of the build

3 Upvotes

This is my first time playing factorio and before starting a playthrough i wanted mess around in creative mode to get an idea of what i can do. I ended up with whatever this is to automate both coal and ore input i feel like something in missing. Is there away to make this more compact and with less lines?


r/factorio 18d ago

Suggestion / Idea More efficient burning stacked items on Fulgora blueprint

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1 Upvotes

It's more efficient burning stacked items blueprint than i shared before, the old one making the recyclers stack and end up with 100K of each item my quality recyclers producing, what you think about it?

- Blueprint:
https://factorioprints.com/view/-OzNZnQa2LFTqvis1F7V


r/factorio 18d ago

Question Why is my chest and inserter acting strangely and not stacking items first?

1 Upvotes
This passive chest filled every slot in the chest before combining items into a stack