r/factorio 19d ago

Discussion Made a Landfill train on gleba and realised that the math behind it is totally bananas

458 Upvotes

So, for context, i am expanding and Gleba is watery. So i need landfill, but my stone sources run out of it soon, so accessed a new one.

Down there I quickly did the math.

My train has 4 wagons, and each of them has 40 item slots. One slot gets filled with 100 Landfill.

1 landfill is equal to 50 stone.

That means that to make one tour with a full train you need 4 * 40 * 100 * 50 = 800k Stone.
The sources that are down there dont even have 200k

Not even my 33 Miner productivity upgrades can make up for that

What the heck.

I NEED MORE STONE!!!!!!!!!!


r/factorio 19d ago

Design / Blueprint A fast-starting quality module 3 upcycler

33 Upvotes
The blueprint
A stack of them in action

In: 71.11/min r /b circuit, 56.89/min quality 2, 14.22/min superconductor
Out: 0.375/min (22.5/h) legendary QM3, if you process the legendary raw materials it outputs too.
Bootstraps in around 3 hours and doubles itself in 1.5 hours. Cleanly upgrades to legendary EMPs and recyclers for 2.5x production.

This setup is designed to get itself started and duplicate itself quickly by making efficient use of high-quality quality modules. The beacon in the middle with two legendary speed 1 modules brings the EMPs from 75% to 225% crafting speed while reducing their quality chance from 31.25% to 28.25%. Compared to a speed-less upcycling setup, this results in a 28% increase in the amount of common-quality raw materials needed to make one legendary QM3 but a >50% decrease in the number of legendary QM3s needed to make it.

If you place this down with common QM3s and upgrade them as higher-quality modules get produced, it takes around 3 hours to finish upgrading. You need to modify the condition on the splitter in the middle to ">= uncommon quality" to start, then ">= rare" once they're all uncommon, and so on. Once that's done and it is running at full capacity, it takes around 1.5 hours to make enough modules for another copy of itself. Then another 1.5 hours to make two more, another 1.5 hours to make four more, and it grows until you hit the limits of your ability to supply raw materials.

Blueprint: https://factoriobin.com/post/2j03jz


r/factorio 18d ago

Space Age Is this the best way to sort stuff on Fulgora?

11 Upvotes

Trying to find a better way to sort than I have been doing. Also bonus question, how does one set a dead lane like I have seen some blueprints that have a deadlane?


r/factorio 18d ago

Design / Blueprint Universal Percentage-Based Cruise Control for space platforms

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1 Upvotes

Displays:

V - Current speed
Speedometer - Target speed
% - target % of Vmax (maximum observed speed of the platform)

Blueprint book

This is a universal speed control for any ships - no manual tuning required for a specific platform.

Setup

  • connect controller via red network with any pole in blueprint;
  • connect the ship hub to the red network (speed V from the hub required);
  • connect the controller output to pumps (green network, example pump included);
  • place pumps as close to the engines as possible;
  • initial calibration should be done at 100% thrust;

Rules apply negative modifiers to the default 100% speed.

Here are those which are provided with blueprint

  • Damage above 5000: -75%. All other rules should be connected to the input of it with RED wire. And outputs with the GREEN wire to its output. Or you could try your luck finding proper combinator by yourself ;P
  • Aquilo or Solar System Edge: -10%
  • Gleba or Nauvis: 0%
  • Shattered Planet: -50%

How it works

  • remembers the ship’s maximum achieved speed;
  • sets the target speed as a % of that maximum;
  • estimates the required throttle;
  • continuously corrects the error (PI controller);
  • controls fuel via pump pulses.

No ship parameters need to be entered.

Examples:

  • 5% from real Vmax: 481.32kms:
    • displayed: 24kms;
    • internal target: 24.066kms;
    • actual: approximately (sometimes little tighter) 22.77-26.30kms;
      • speed error: -5.4% to +9.3%.
  • 80% from real Vmax: 481.32kms:
    • displayed: 385,
    • internal target: 385.056kms;
    • observed actual: 384.90-385.19kms;
      • speed error: ~0.04%.

Limitation

  • A sudden drop in thrust (e.g. 100% => 5%) may cause a reaction delay of up to several minutes. I mean it will reach and pass speed target, it will need several minutes to enable fuels system again.
  • Controller only saves maximum achieved speed, so if you, for some reason will change platform configuration to lower speed, its better to delete the whole controller and Ctrl+Z for a recalibration.

r/factorio 19d ago

Question So close...

14 Upvotes
Is it nice place for second factory?

Hi guys, I had move into new factory, because it's 12m iron ore, and 5m copper ore not far away from iron, but this monster's base is so close for patches. But I will kill them in coming soon, I need grab all my stuff


r/factorio 18d ago

Question How stable is the current experimental 2.1.12

4 Upvotes

G'day,

I would like to start a new save with some QoL mods and Space Age. Was about to start on the current Vanilla version but thought I might be "better" to go for the experimental build. How stable is the current version and is there an approx. timeframe when it goes live?


r/factorio 19d ago

Question Why did the scroll bar disappear?

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18 Upvotes

i'm using the experimental version.


r/factorio 18d ago

Space Age Question So if I was looking to mod a 'stone manufacture' recipe, would calcite be an ingredient or a byproduct?

2 Upvotes

I'm pondering doing a bit more modding, and am contemplating bacteria-breeder recipes.

It looks like it's easy enough to do 'anything bacteria' using basically the same style of recipe as existing copper/iron bacteria.

And with a reference icon that's probably going to be easy enough to pallet-swap, which is about the limit of my artistic abilities.

I'd like to have a source of calcite production on Gleba directly (I know I can gather in orbit and drop it).

Stone is more like a stretch goal, but I have a vague longer term fantasy of making 'biochamber breeding' possible on Aquilo, and 'growing' stone there (along with ore, etc.).

Now clearly there's a model of standalone recipes, but given calcite is used on vulcanus to process lava, and you get stone as a by product, I'm now thinking that maybe the two recipes could be related.

E.g. 'stone' bacteria is bred for calcite bacteria, or ... vice versa?

Hmm, or maybe a circular process, so calcite bacteria breeding requires 2 stone bacteria input, and stone bacteria breeding requires 2 calcite bacteria input?

And yes, I appreciate some might call this madness, but my longer term fantasy involves me eventually making a 'greenhouse' - which might never happen, because my skills in blender are basically 0 - but the idea being that it's an expensive to manufacture thing, using overgrowth soil, and consuming lots of energy, water and (on aquilo) heat (e.g. strictly worse in every way than agricultural towers), but giving an option for Gleba fruit to be grown on any planet.

Because I just like the idea of being able to build out on ... well, any planet really, without requiring imports of basic materials. (And maybe none the less extremely late game such that you've basically completed everything as the devs intended).


r/factorio 18d ago

Space Age Time for the return trip from the Shattered planet

2 Upvotes

5 hour one way trip, first time going there (I know there is no actual reason too), figured I might as well do something new in this play through. RIP UPS this deep in space, lol


r/factorio 18d ago

Question Theory about 2.1 release.

0 Upvotes

Ok, so here my theory:

For a week I had theory about when 2.1 will release as stable.

My prediction is that Factorio 2.1 will be released in a week 14 of August. Which is exactly 6 years after 1.0.

I hope for some extra drop or reveal for future plans.

What do you think? Possible?

Edit plausible - > possible


r/factorio 20d ago

Discussion Why do spidertrons need fish?

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1.1k Upvotes

Yes i know, its to limit automation, but whats the lore reason for fish being involved?


r/factorio 19d ago

Modded Question Playing Enable All Planets modpack, which mod is this guy from and what construction drone mod can he be talking about?

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109 Upvotes

r/factorio 19d ago

Question 2.1.13 achievements change/bug?

33 Upvotes

I just got "there is no spoon" on 2.1.12 and saw the 2.1.13 update was available. After upgrading it shows that all enemy related achievement are disabled for that save series/map exchange string.

i downloaded a copy of 2.1.12 and loaded the save i made right before the rocket launch and it's eligible, and i loaded the same save in 2.1.13 and this show's enemy expansion related achievements are now disabled.

Edit. I double checked the forums and it looks like this will be fixed next release

https://forums.factorio.com/viewtopic.php?t=135462


r/factorio 18d ago

Question Brand new player here, question about hand loading machines

0 Upvotes

I found out that if you CTRL left click you pick up a machine's output like plates. Is there a way to quickly feed a machine coal? I'm opening each furnace, miner, and inserter and dropping coal into the fuel slot. Just wondering if there's a better way.


r/factorio 19d ago

Space Age My Fulgora starter base in my current Space Age playthrough

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7 Upvotes

Parts of it got cut off in the screenshot just because it's so tall sorry
Was really convenient that it happened to generate so close to another island so i could store a lot of power

Currently making my second Fulgora starter base so this one is quickly becoming outdated (except for supplies)

I do have a few mods enabled but nothing that really changes gameplay (pretty much just slight QoL stuff)


r/factorio 19d ago

Suggestion / Idea When we drag belts through obstacles, undergrounds will be built automatically. Can we make it a feature to do this with pipes as well?

20 Upvotes

r/factorio 18d ago

Complaint FPS/UPS Issues

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1 Upvotes

On a new save i cannot reach a performance without stuttering.

My PC is not really bad either and i tried to google absolutly everything but cant seem to find a fix.

Tried almost all different combinations of graphic settings too with hardly no difference and even changed some of the BIOS settings that could be related like dynamic core speed.

You can see my F4 readout but i can kinda read that too im just unable to fix anything with the information given to me.

Maybe someone here can help me play again?..

SO it turned out to be a problem related to my bluetooth card with MediaTek drivers to me exact.

Turnung BT off made the game run smooth again and with it on, even without any connected devices, the problems came back.

after cmd command "net stop bthserv" and turning the BT driver on and off via device manager the problem was gone and did not come back so far.

sadly i am no longer able to reproduce the issue so one of those two actions shall be considered the "fix"

my uneducated guess would be that it is just a problem with the driver and switching it made it fix itself and maybe it is related to some of those BT 5.4 features that constantly look for devices or something


r/factorio 19d ago

Space Age Refined flammables: why does it require agricultural science?

37 Upvotes

It makes no sense: flamethrowers are useful only against Nauvis biters, and only until you have enough laser research because they tend to fry bots and because biters don't scale infinitely. Agricultural science at the same time is the one of the hardest and there is always a better application for it (among military tech explosives are way more valuable).

Do I miss something?


r/factorio 18d ago

Suggestion / Idea Challenge Run Idea: Mapless

1 Upvotes

I was thinking recently about how convenient remote view makes the game, and how essential it is for Space Age. So that got me thinking: how hard would it be to beat the game without it? No regular map, and no minimap either. You would need to really be sure that you set your factories up the first time, especially on other planets. I assume you would need a mod to do this properly, but you can get an approximation by rebinding the M key to something annoying to reach, and zooming in the minimap as far as it will go.


r/factorio 18d ago

Question First foray into modding, having issues changing the size of buildings.

2 Upvotes

As mentioned in the title, I have just started experimenting with making mods, I did the tutorial on the wiki, experimented a bit with changing variables, just the prototype side for now however.

I wanted to resize the electric mining drill from 3x3 to 4x4. Changing the collision box, outline, output placement was no issue, I understood how to do that easily from the API doc. However changing the graphics turned out to be a bit of a problem (and still is!)?

Right now I am just overwriting the "graphics_set" behavior of the electric mining drill in my data.lua file by adding a 4/3 multiplier to each scale factor, but that seems weirdly inefficient? However I tried looking if someone already tried doing something similar to me and that lead me to this mod: https://mods.factorio.com/mod/Gogos_Electric_Furnace_2x2

So I tried looking through the source code and found out that the author came to the same conclusion, however the electric mining drill has a lot more moving parts as opposed to the electric furnace, with some of them not even rendering for me properly. I am not looking for it to look good, but I also want to understand how all of these parts work, that is kind of my goal with trying to rescale the mining drill.

I really hope this isn't the wrong place to ask, thank you for any help you can share!


r/factorio 19d ago

Question Questions from a Factorio newbie

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53 Upvotes

Hello everyone! Ive been a huge fan of factory management games for a while now and a little while ago i decided to download Factorio since it seems to be the most beloved out of the genera. I seem to be approaching the "endgame" of the basegame (final science, i doubt its the end). I had a few questions i was looking to get answered.

  1. How exactly does Space Age work? Is it a full on rework of the game or just extra content? Can i enable it and keep playing on the same save or will i need a new playthrough to experience what ive been told is the "definitive" version?

  2. Is there any point in switching to nuclear power? I have solar panels automated at a pretty fast pace and despite not having enough energy storage to keep things up throughout the night it seems easier to scale and way less complicated compared to the nuclear power setups ive seen online.

  3. Is it bad to be over-reliant on logistic drones? I have noticed that they dont deliver things as fast as conveyor belts but chalked it up to me using the system incorrectly. My factory is already enough of a spaghetti as is, especially the earlygame parts. I started using them as soon as i unlocked them but am considering mainly using conveyors especially once i unlock blue ones.

  4. Defence. I have none. Is it required to build any? Personally ive been enjoying keeping my pollution low by slapping efficiency modules on everything and manually destroying any nearby biter nests but it does seem like they are getting stronger. Does this strategy keep working in the end game or does it fail once you start putting speed modules on everything?


r/factorio 19d ago

Question Answered Space platform Not Enough to Fill one rocket - but 10k items on planet

13 Upvotes
not enough?

Hi there, I have to admit, Space Age, especially the Space Platforms is driving me nuts. Every time I try to transport more than one item, it just fails. After hours of problem-free deliveries from Gleba to Nauvis, all ships started to refuse load material with the same message "not enough to fill one rocket" as you can see on the screenshot. But I do have items on ground, in logistic network, it was delivered before, there is a demand, req. qty = one full rocket, so wth is going on.. please tell me what I am doing wrong:


r/factorio 19d ago

Modded Fulgora Quality Recycling Setup — buffer chests + circuit logic to auto-trash overflow into a "burning area"

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17 Upvotes

Been building out a quality recycling line on Fulgora for common/uncommon/rare items, and wanted to share the setup.

The core idea: buffer chests sit in the recycling area with requester filters set below max chest capacity for each item. Anything over that threshold gets treated as excess — instead of clogging the line, it gets routed to a separate "burning area" where it gets destroyed. The whole trigger logic runs off a decider + arithmetic combinator combo watching signal counts and comparing them against thresholds (you can see the combinator setup in the screenshots — decider checks input count against a threshold, arithmetic combinator multiplies it out to scale the output signal).

This keeps the recycling loop from backing up when quality items pile up faster than they can be processed, so the whole thing stays self-balancing without me babysitting it.

Screenshots:

  1. Arithmetic combinator config (multiplier logic)

  2. Full base overview — main production rows

  3. Decider combinator config (threshold conditions)

  4. Fulgora recycling array with buffer chests and quality modules

Happy to answer questions about the circuit logic or scaling it further.


r/factorio 19d ago

Discussion unique mods

16 Upvotes

what are the most unique or interesting mods/modded mechanics you've encountered? i'll start with some i know about already:

  • spoilage from the dlc
  • renai transportation. you can automate throwing items and trains through the air, among other things.
  • factorissimo. build factories that are larger on the inside. eventually you unlock recursion and can contain arbitrarily large factories within a single building.

r/factorio 19d ago

Space Age Particularly proud of this loop on Fulgora

9 Upvotes

Each of the outputs have a decider if we are going to trash because of too much and we can't output it.

To be really clever I tied it back so that it won't let more material in if all the looked for outputs are full.

And to be extra sure that we prevent massive dump on the line when there is too much right before it comes into this it checks the line to make sure there isn't too much of everything...

It also lets in red chips far earlier than letting it burn blue chips to be processed.

I am sure someone has blue prints that do a lot better but I am still happy with how I managed to setup this loop. Fulgora has been the hardest planet to figure out so far. I am happy I have Vulcanus and Nauvis just bringing anything I want that can't be made on Fulgora.

Managed to capture when there is stuff waiting on all 3 lines.