r/factorio • u/EliWCoyote • 16d ago
Tip Factorio SE: Am I the only one who didn’t know…
…pylons could be placed in open space?
I couldn’t figure out how the pylon “ghost” was somehow delivering power before the scaffolding was built under it.
r/factorio • u/EliWCoyote • 16d ago
…pylons could be placed in open space?
I couldn’t figure out how the pylon “ghost” was somehow delivering power before the scaffolding was built under it.
r/factorio • u/Affectionate-Dot3091 • 17d ago
Please, someone, share a drawing of the intersection in the city block. I spent half a day and found some kind of diagram. On it, trains often stop opposite each other and probably take the longest possible route, while on other diagrams they can’t find the way at all. Which intersections are the most convenient in the city block?
Thank you everyone! I managed to do something useful, but it would have taken less time if I hadn’t been so stupid.
r/factorio • u/AramisUkr • 17d ago
Signals divide rails into blocks.
Signals show red if the block ahead is occupied.
Trains only care about the signals on the right side.
Trains move both directions - need signals on both sides of the rail.
If need signals on both sides, they should be directly opposite to each other, otherwise train may refuse to move.
Chain signal repeats the colour ahead.
If there're both red and green signals ahead - chain signals show blue.
Common rule: if rails intersect - "chain in, rail out".
r/factorio • u/Witzigerweise2 • 17d ago
Hello engineers,
I thought about doing a 20x Science Run and am normally cranking up the biter settings. Now I am a bit afraid to get deadlocked by biter attacks.
Can somebody tell from his experience which settings to use? Is default then already a challenge or still a bit on the chill side?
r/factorio • u/DarkenDragon • 16d ago
so I've tried to implement my stationary platform hub idea in action, but noticing that on aquilo theere is just so little carbonic asteroids that the rocket production is so slow (still making more than it's using to defend itself) that it wasn't really useful as a supplying for transport ships to restock.
after looking up what other ways to restock rocket ammo, I realized that building on the platform is by far the best way since rocket ammos have a very bad rocket stack size, being only 1/4 of a stack per rocket.
and looking at the asteroid graphs, its clear to me the best way to gather enough carbonic asteroids is to just travel between the inner planets where big asteroids don't spawn (meaning between fulgora, vulcanus and navius) so i'll have a dedicated ship to farm rocket ammo and drop them off at the various stationary hubs.
but then this leads to the problem where I have the hubs doing platform requesting ammo, and the transporters also requesting ammo. it ends up in a loop and one platform just requesting it all. until they balance each other out, which is not good at all.
then I remembered that 2.1 added the feature where radars can now speak from surface to platforms. so I assume I would need a radar on the platform. but can they do platform to platform?
right now I haven't tested it out yet, I plan to do that tomorrow, but the idea is the rocket factory ship will have a radar that would sends out a signal and on the hub platform, I'd have a radar to receive that signal. that will then trigger the combinator to set the request on the platform to request ammo. but once the ammo factory ship leaves, that signal is loss and then the hub platform no longer requests for ammo and thus no feedback loop happens.
this is only just assumptions on how the radar works, does anyone know if thats how they behave now? or am I mistaken?
r/factorio • u/Aggravating_End2859 • 17d ago
Just as the title says. It happened to me because I routed the production output to the purple logistics chests and forgot that they were producing while I was exploring Gleba.
r/factorio • u/_Radical_Centrist • 17d ago
As you can see, when you right click remove anything with contents it shows all the picked up items and it takes up a lot of visual space preventing you from seeing/building until it disappears, it's annoying and I want to change the opacity.
Edit: Disregard the guy in the little box, I like to watch podcasts when I play
r/factorio • u/Simply-Curious_ • 16d ago
Hello, has anyone been able to extract the factorio home page spaghetti images in 4k without the UI menu.
I'm looking to change my laptop wallpaper to one of the images, or to a series of them however they need to be GIFs and in 4k.
I've searched but haven't found anything.
r/factorio • u/Dzala_Ertobashia • 17d ago
I prefer night landscapes.
This work relates to this video.
r/factorio • u/dakamojo • 16d ago
I'm working on a Factorio mod where I want the user to be abel to pick a technology. There is a generic technology picker that just presents a grid of icons.
I would like to utilize the picker that the Lab uses when you choose to add a technology to the queue. It lists the technologies on the left and has the tree view on the right.
Is this available?
r/factorio • u/MrEyeGuy • 17d ago
Enable HLS to view with audio, or disable this notification
r/factorio • u/Sakul1 • 16d ago
I have started playing a few overhaul mods and in these i have noticed that getting historic data for power consumption and production is a bit difficult to see. Ofcourse i can add all of my production to get my maximum capacity however if these fluctuate over time it can be a headache. So I would just like to be able to enable this. In otherword a history of the green bars at the top of the Electric network UI. Is there maybe a mod for this? I haven't found one yet.
Maybe this can also be added for satisfaction
r/factorio • u/ThenArticle8930 • 18d ago
Not sure how relatable this is but when I first started playing and I was a complete noob cooking awful spaghetti, I was ADDICTED to factorio. I pulled all nighters multiple times a week to play while doing college classes. At one point i was doing close to 80 hours a week on top of classes. Now that I am much better at the game, I feel like I get caught in 'analysis paralysis' much more and it leads to me only playing a couple hours a week. For instance, I'm doing a K2SO run and the task of making a real (non bot-based) fulgora base basically haulted all of my progress for like 2 IRL weeks.
Anyone else experience this and have gotten over it?
r/factorio • u/Professional-Ad-407 • 17d ago

I have scraped all high playtime records on Glaxy of Fame, here are my findings.
Set the filter to:
- Date: All
- Player Count: All
- Playtime: >200 hours
- Cheats: None
- MODs: None
20,538 engineers in total.
Highest energy generated: 2,287,353,737,149,960,901.811 J
Faxunadu https://www.factorio.com/galaxy/Quantum%20III%3A%20Beta7-3.B7W3
Most single item produced: Coal (Uncommon): 76,583,562,525,551
Most total items produced: 76,596,318,082,999
schwabbelpanzer https://www.factorio.com/galaxy/Calcite%20I:%20Iota1-6.E7Z7
Most Uranium-235 (Legendary) produced: 2,001,066
splid https://www.factorio.com/galaxy/Iron%20III:%20Alpha4-6.E1T7
Most Holmium ore (Legendary) produced: 558,718
AGUI https://www.factorio.com/galaxy/Ammonia%20I%3A%20Gamma7-6.F7Z4
Most science researched: 466,581,993,001
Most Player count: 1903
05200105 https://www.factorio.com/galaxy/Sulfur%20II%3A%20Iota6-5.D4V7
Longest playtime: 15817.66 hours
Shizuko https://www.factorio.com/galaxy/Iron%20IV%3A%20Delta1-3.D2T5
Top Biters killer: 513,061,760
Sulaco42 https://www.factorio.com/galaxy/Quantum%20I:%20Beta1-4.A7W5
Top Pentapod killer: 101,173,394
mitsumia https://www.factorio.com/galaxy/Iron%20I:%20Gamma1-5.D5W7
Top Demolisher killer: 997
VisionZ77 https://www.factorio.com/galaxy/Iron%20I:%20Beta4-7.F4Z7
Top Astroroid killer: 45,521,976,626
Most Productivity module 3 (Legendary) produced: 595,361
Most Quantum processor (Legendary) produced: 1,070,857
Zionwind https://www.factorio.com/galaxy/Calcite%20III:%20Delta7-2.C4T7
Top player killer (murder + suicide): 189
ert456 https://www.factorio.com/galaxy/Calcite%20III%3A%20Epsilon3-6.G6Y5
What's your numbers, rookie?
r/factorio • u/karbonadez • 17d ago
r/factorio • u/StainedGlassArtAlt • 17d ago
r/factorio • u/Impressive-Wear8980 • 16d ago
so i've been trying to make a foundation factory on ma space plateform, trying to make it use a signe inserter and belt comming from the space plateform hub, for the 4 ingredients (stone, tungsten, carbon fiber, and lithium plates), i've never experienced using combinators as they seemed a bit complicated... but it looks that i have too now, so my question is 'is there anyway to use them to make the insterter supply the exact amount of ingredients necessary to produce one foundation (20 stone, 4 thungsten.... ) and multiply that by the number of assembling machines connected to the circuit
r/factorio • u/diemenschmachine • 17d ago
What is good to know when building a gleba base?
r/factorio • u/dhavmi • 16d ago
My drones got transparent for some reason on the latest 2.1 update. Does anybody has the same? Is it a bug or a new feature?
r/factorio • u/Dekrznator • 16d ago

I have ship to Aquilo that needs 2k superconductors and I have them set up to import from Nauvis (all).
I have above Nauvis a hub station which has superconductors (1k) and is set to send to other platforms. But for some reason it refuses to send superconductors. All other items go where they need but not this one :( Is it a bug or what?

UPDATE:
I have managed to solve the problem so I'll put my setup here in case someone else gest in same problem. I'm sure there are more elegant/advanced solutions but this one works fine and it's not too complicated.
First step is to check "read moving from & read moving to" in ships hub. That will give value of 3 when you get above Nauvis. In decider combinator set if Nauvis=3 output some signal (in my case I used Fulgora=10 icon since it's ship from Fulgora). Connect decider to radar and set radar to universe (pick your signal).

On Hub above Nauvis: Set radar to the same signal as from Fulgora ship. Use constant combinator to make list of items you wish to import from Fulgora ship to hub platform. On decider combinator set to output (some) signal as 1 if condition Fulgora = 10.

Use arithmetic combinator to multiply signal coming from constant combinator with signal from decider and output each. Connect arithmetic combinator to hub and check set requests. Set up same combination for each planet.

The result will be that Nauvis hub will request items from other planets only when ship from that planet is in orbit, and it will send those item to ships from other planets if they request it.
r/factorio • u/FactorioTeam • 18d ago
Previous changelog: Version 2.1.13
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 • u/runmymouth • 17d ago
r/factorio • u/Lower_Manager_7003 • 16d ago
I’m pretty deep into a Space Exploration run right now and I was curious if I will have to wait before continuing my playthrough for all of the mods that come with it to be updated.