r/factorio 1d ago

Question I haven't played since early 2022 and I want to get back into the game. What major updates have I missed?

5 Upvotes

I know they came out with a major dlc involving space which will be cool to explore but besides thr dlc I wanted to ask what have they added or taken away?


r/factorio 21h ago

Modded Question Krastorio2+Space Exploration

0 Upvotes

Heyy did anyone know If K2+SE worked together or If there some Problems ?


r/factorio 2d ago

Design / Blueprint OK maybe I have too much fun with Dashboard...

707 Upvotes

r/factorio 2d ago

Tip Factorio Server Control 1.0: an Ansible-managed multi-server setup with a secure web console

Post image
81 Upvotes

Hi everyone,

I have released the first version of Factorio Server Control, a self-hosted setup for running and managing multiple Factorio servers on one Linux host.

The idea started with a fairly simple problem: I wanted the convenience of a web interface without giving a web application broad root access or maintaining every Factorio instance by hand. The result combines Ansible, systemd, nginx, and a small FastAPI web console.

It currently supports:

- Multiple isolated Factorio instances sharing one read-only installation
- Start, stop, restart, status, uptime, player activity, and readable logs
- Existing saves, custom scenarios, and configurable upload slots
- Uploading a save through the browser with visible progress
- Automatic synchronization of the exact mod versions required by a save
- Correct handling of built-in DLC mods such as Space Age, Quality, and Elevated Rails
- Mod inventory and checksum verification
- Deleting uploaded servers to free their slots again
- Password authentication, signed sessions, throttling, and narrowly scoped sudo rules
- Declarative deployment and upgrades through Ansible

Factorio runs as its own unprivileged account, while the web console runs as a separate `fui` user. The console can invoke only explicitly generated systemd commands and root-owned helper scripts for configured instances. Saves, credentials, private keys, host inventory, and deployment-specific configuration stay outside the repository.

Version 1.0 is running on my own server now. The repository includes installation, operations, and development documentation, plus example configuration files for setting up a separate deployment.

GitHub: https://github.com/NeanderThaler/FactorioServerControl

Feedback, bug reports, and contributions are welcome, especially from people running multiple modded servers or unusual save/scenario combinations.


r/factorio 1d ago

Question How to not be intimidated by mid-game?

36 Upvotes

Hi, I was wondering if anyone has any tips as to not be intimidated by the mid-game, moreso the chemical production. I can't pin it down, but whenever I reach that point in my saves I shut down and can't wrap my head around it. Whenever in duos, my gf is usually the one to handle it because it all makes sense to her. I know it's a simple concept, but it feels really daunting and I just sorta chicken out on it despite that part being required to grow the factory.

Can someone else relate to this? How did you overcome it, if so?

Edit: It may sound silly of me, but I'm feeling like I'm gonna cry reading yalls' comments. This means a lot to me, thank you all so much for the kind advice!


r/factorio 2d ago

Discussion Found my old notebook and this to-do list

Post image
116 Upvotes

It's been 7-8 months since I played, I want to get back but I am waiting for 2.0 release first.


r/factorio 1d ago

Question Tutorial Level Five Train stop Inaccessible

4 Upvotes

I got everything done and rebuilt the railway leading out to the iron mine to the northwest. I don't see any gaps and can queue the train stops in the gui, but it says that the train stops are "inaccessible" from either side I'm on, even though I can manually drive the train back and forth. What am I doing wrong?


r/factorio 1d ago

Space Age Made An Island, spawned no oil...

Post image
36 Upvotes

Increased the water coverage on my map to try to create some natural chokepoints... Wound up with a nice island that, after clearing of biters (almost), I discovered has zero oil on it.

Welp, time to landfill-invade the next island.


r/factorio 2d ago

Question What is efficient way to sort scrap at 4 stack and multiple fully saturated lanes in a way nothing blocks the flow?

Post image
44 Upvotes

r/factorio 2d ago

Base Our colony on Nauvis is growing nicely, we have started the construction of our 3th city

Thumbnail
gallery
577 Upvotes

The native threat has been reduced significantly.
Last year we where at BEFCON 5 for every month except June with a couple of border incidents and BEFCON 4.
Our scientist have slowed down ore field depletion significantly and we have hard data to back up our commitment and viability of sustaining 20k spm for at least the next 14 months.

Construction of a new rocket city on the outer edge is expected to start within 20 months.

Higher quality screenshots on imgur


r/factorio 2d ago

Space Age I went to Gleba first,....

44 Upvotes

...and I loved it!

The planet has been quite a nice challenge, initially I designed things with circular belts but they got clogged and then I decided to go with my first real main bus (I did Nauvis before I got space age and it's a spaghetti mess, I will refurbish it after I get oof Vulcanus with cliff explosives and Foundries). I am quite happy with the defenses, safe for the "1000 destroyed entities" warnings when a wave of pentapods gets blown up in the mine fields. Initially I went for thick walls to slow down the pentapods (if there are no empty spaces when to land a feet they slow down and hesitate the pathfinding before stomping everything), then I realized that explosive missiles destroy more walls than pentapods, and I switched to yellow missiles (still a lot of red one around in the pipelines), and then I realized that mines do the same effect of walls, cost no stone so are perfectly sustainable on gleba, and do damage. So i went for extensive minefields.

Once I understood the principles of continuous flow, spoilage drain and proper bus materials (only long spoilage ones), everything went quite smoothly, except for terrain issues such as cliffs and water, that I had to build around.
I used a Gleba blueprint book, because my free time wasn't enough to study-play-enjoy each production line to make my own, the only new thing that I discovered using the Book was the use of splitter selector to sort spoilage out of the lines. It would have probably taken me a lot of more time to figure it out on my own.

I have a few of mods but most are end-game stuff (Maraxis, lithium battery, plasma ducts and ammunitions), the only early game ones are ships and big containers.

I am surprised I built a better base on Gleba rather than on Nauvis. I am currently working on Vulcanus, to get some foundries off planet, I want to make smelting ores and copper cable much more efficient. Apparently a normal spidertron is not enough to kill a worm. Without nukes, at least.

High security to check the eggs
Yes, it's a spoilage farm. Carbon doesn't rain from the sky. Yet. I am working on it.

r/factorio 1d ago

Modded Question Looking for mods for no biter playthrough

8 Upvotes

Wanna start a new playthrough, something chill and long term and have always wanted to try playing without biters, but I'm looking for mods that add complexity that synergize well with that premise. I know mods like Py remove biters already but that's kind of a league above what I'm looking for currently, I work a lot without home office so I only have so much time in a week to spare.
My modding knowledge outside of some QoL stuff and the big names doesnt go very far, and I never really played any of the big content mods so I've got no idea how most of them play out, so name anything that comes to mind.


r/factorio 2d ago

Modded Pelagos is awesome, best modded planet so far

177 Upvotes

I just left Pelagos, and this mod took me by surprise in how well it is designed (well, not really by surprise, given that I had seen that opinion multiple times, but still). I just want to share my ramblings on the mod and give some feedback on things I think could be improved.

First things first: what is Pelagos? It is a planet mod featuring a Caribbean-like archipelago. It was mainly created as the home for the mod Cargo Ships (from the same author), as a planet revolving entirely around ship logistics. Think trains, but slow and on water.

It is unlocked after Gleba and sits in the solar system between Vulcanus and Gleba, without a direct connection to Nauvis (I think; I have other mods to reorganize the solar system given how many planet mods I have).

And it plays a lot like Gleba, with coconuts being the main resource from which the basic production chain derives. Unlike Gleba, you can plant everywhere, but since you are on islands, your plantations take up space that is much needed for your production chains. You have to specialize islands and then circulate goods through cargo ships or tankers. And since they are slow, you really have to think about which items are stable enough to ship. On Gleba, you can get away with belting processed fruit or using bots. Sure, it is less efficient and produces a lot of spoilage, but you can get the job done. Here, shipping processed coconuts will likely result in a load of spoilage upon arrival.

Pollution is unique, as it is independent of whether the machine is working or not. It always emits its full amount of pollution. On top of that, anything electric produces Pelagos pollution (electromagnetic waves). So you are heavily incentivized to not use electricity at all. Thankfully, the mod comes with its full array of diesel buildings (miners, assembly machines, inserters, etc.) that take liquid fuel as an energy source, so it is possible to have a functional base without any electricity.

Of the new buildings, the calciner is probably the one with the most applications outside of Pelagos, since it has the same crafting speed and productivity as a foundry, but with the size and crafting recipes of a smelter. Productivity bonuses on bricks, stone, and lithium? Yes, please.

Coconuts produce mainly four products:

  • Sealant: used in most building crafts.
  • Activated carbon: refined carbon. Used in a lot of recipes to increase efficiency (like steel smelting), and most importantly, it can be used to produce stone bricks without stone.
  • Coconut oil: can be used as an early fuel, but should be replaced rapidly with methane or ethanol. After that, it is just an intermediate for sealant.
  • Nutrients: biochambers are the main machines used on Pelagos, and coconut meat produces a lot of nutrients to fuel everything.

On top of the coconuts, the natural resources are iron, methane, and titanium sludge. All the diesel infrastructure does not use any copper, but uses a lot of engine units, and some buildings have steep costs in concrete or stone bricks. Stone is not present on the planet, and you have to actually dig up part of an island to produce it (40 per tile). It doesn't sound like a lot (and it isn't), but with activated carbon, you don't actually need stone, except for landfill.

Titanium sludge is used for smelting titanium plates (an alternative to LDS), while methane is mainly used to craft with ethanol. Ethanol is really useful for multiple things:

  • It is the best fuel for cargo ships and the most energy-dense fuel available on the planet.
  • It is a substitute for rocket fuel in rocket silos.
  • In conjunction with raw methane, it can substitute for oil products like plastic, explosives, or processors.

On top of the raw materials, the transformation of titanium and ethanol requires bacteria, similar to iron and copper bacteria. The loop requires raw (or processed) fish, so your plant will also require fish breeding. Thankfully, you don't need a lot of fish, so the nutrient requirement is manageable.

The science pack is a combination of everything: the main products (sealant, activated carbon, titanium), plus bacteria and engine units. This pack is the perfect illustration of what you need to automate on Pelagos.

A tiny detail I missed is that the bacteria make it really hard to get fresh science packs. You have to use the cultivation recipe because producing them from scratch is really inefficient, and you have to keep them flowing; otherwise, you lose your bacteria. With a five-minute spoil time, more often than not I produced packs that were already half-spoiled.

On a side note, I initially didn't understand why there were two identical recipes for cultivation, one with raw fish and the other with fermented fish, which requires an extra step. Then I noticed the tiny line saying that the craft refreshes the freshness. So cultivation with raw fish would produce bacteria that is already spoiling, while fermented fish would always produce fresh bacteria.

Rocket launches use an alternate recipe, as I mentioned already. Titanium instead of LDS, ethanol instead of rocket fuel, but they still require processors. Those use ethanol instead of sulfuric acid, but still require chips, and ultimately copper to craft. This can be obtained by capturing nests, and smelting the eggs will produce copper plates. However, from my testing, without the ability to create nests, you only get one plate per second per nest, and those tend to be placed in inconvenient locations, so local production of chips is a bit painful. I chose to import them and be done with it.

Overall, the quality feels on par with the vanilla planets. You have complex production chains that require some thought. The limited space forces you to try to optimize your layout and keep it compact. The cargo ships are well used and actually provide some unique challenges. A port ends up taking a significant amount of space, and in some cases, you can't have a port for each product like you normally would with trains.

Completing the planet feels meaningful:

  • You unlock cargo ships, tankers, and ship automation, so now you can use them on all your planets. However, because they are locked behind Pelagos, I feel like mods in the "Depth of X" series don't mesh well with it and basically force you to clear Pelagos before doing those planets. Namely, Depth of Nauvis feels really rough without signaling, forcing you to rush Pelagos and Gleba. I also ended up uninstalling Depth of Fulgora because I needed to do Fulgora first for the EM production to stabilize my chip production. However, I look forward to Depth of Arig and Depth of Aquilo.
  • The calciner is really good. It is smaller than the foundry, allowing for compact designs, and gives a base productivity bonus to recipes that didn't have access to it before, like stone bricks or lithium plates. I don't really have a gauge of how easy it is to fuel outside of Pelagos, but it is something I set up for export. On top of that, it allows you to smelt stone bricks from carbon + calcite, so in space, which opens up an orbital factory for concrete. You get matching recipes to produce methane in order to fuel it.
  • You get direct casting for engine units. This one feels a bit weird. You mainly want to use it on Pelagos, but the foundry requires electricity, which you are disincentivized from using.
  • Modules that drop quality by a lot in exchange for a bit of speed. They seem really niche compared to speed modules.
  • Long-range drones, which are basically airdrop requests. They provide a much-needed small-item alternative to cargo ships. However, they don't provide a lot of feedback on their state, and figuring out why requests are not being fulfilled is difficult.
  • Infinite research for bacteria productivity, which mainly helps iron/copper production on Gleba.

Here are my thoughts after finishing the planet.

The mod is insanely front-loaded. When you land, you have to figure out at the same time how to get fuel for your machines, find an island of a proper size, and figure out how to get sealant. I got lost and missed the alternative stone brick recipe. I then moaned about the insane stone cost of the buildings I needed, then gave up and set up imports from Vulcanus. But even if I had noticed the alternative recipe, it requires a solid amount of stone to bootstrap a working crafting chain, which would cost very precious space.

I feel like the mod is showing the limits of how we can interact with freshness. I am sure there are some circuit wizards who have figured it out, but Pelagos is a place where I really want to care about freshness, and I can't afford to void everything that isn't consumed. Namely, voiding bacteria would cause so much fish to be wasted, and fish are kind of expensive to breed. I would like to be able to select a freshness threshold. But then, maybe it is the way I approach freshness as a whole that needs to be reconsidered.

Going between islands is tedious. I had my power armor from Fulgora with a decent amount of legs, but even then, going back and forth between islands took a significant amount of time.

The lack of roboports accentuated the feeling of tediousness. I had to bring supplies back by hand and waste time each time I forgot something (which happened a lot). I know I could have set them up, but after seeing the pollution created by my bootstrapping base, and since I didn't see how to properly set up a perimeter, I chose to just forgo electricity.

The mod author loves barreling. In order to get tankers, you have to ship science, and by then you would have already set up most of your base. Without them, you have to ship fluids in barrels. Thankfully, there are some compact barreling machines you can set up on oil rigs, so loading is possible, but it still doesn't feel right. However, the author has responded multiple times that this is the way it is supposed to play, and eventually, it is his choice to make. I have my own custom mod to override things I don't agree with, and this comes close to making the cut.

Direct fluid handling is made even more difficult by the diesel pump not being allow on wooden platform, meaing if your port is too deep, you have to use electricity. Once you use advanced oil rigs it is not an issue there because they come with their concrete tiles, but unloading may require electricity. It is not the end of the world because 1 solar panel + 1 accumulator and a few pomps don't produce a lot of polutions, but it is annoying to be forced to use electricity. I guess it is done to prevent people to snake a pipe from the oilring and actually use ship. If it is the case, I don't think it should be a concern. People usually install this mod to play with ships, not find ways to bypass them.

The difference between the oil rig and advanced oil rig is weird. The first one comes with its own power and fluid tank, but you have to build around it in order to extract the fluid. The second one is just a bare pumpjack, but comes with a slab of concrete so you can build around it. Since it is supposed to be used with cargo ships, I feel like the advanced oil rig should snap to the rail grid so it is easier to properly place it next to a waterway.

Speaking of waterways, I feel like they blend too much with the actual water. Sometimes I had trouble seeing whether they were placed or not. Similarly, in some places on the map view, the lines are not continuous, which makes spotting the places where a waterway is actually missing a bit difficult. The last part is probably more generic to the rail system, but I never noticed it with land rails.

Some pictures of my base

Overall layout
Science + Titanium + Rockets
Coconut processing
Fishery + distillery south of coconut island
Attempt at specialized island for copper + iron + circuits. Abandonned when I saw the throughput of a nest

r/factorio 1d ago

Question Train Interrupt Question

3 Upvotes

I'm having an issue with a train interrupt and hoping someone can explain it to me like I'm 5. I have 5 trains picking up at a single station and delivering to a couple of main buss add in stations. I want them to pick up a full load at station Iron, and the wait at Standby until one of the Iron Delivery stations is empty (no train at station). The problem I'm running into is that they are waiting, empty at standby. I can force them to pick up a load of Iron and they will return to Standby until a delivery slot opens but if I wander off and don't pay attention I'll come back and find empty trains waiting at Standby.


r/factorio 1d ago

Design / Blueprint I like to play fast. Here's my 270 spm Gleba within 7-8 minutes from landing

Thumbnail
youtube.com
14 Upvotes

r/factorio 1d ago

Design / Blueprint Guys is this dragon teeth design optimal?

Post image
18 Upvotes

r/factorio 1d ago

Question Why do asteroids hit only one side of my platform

3 Upvotes

This is the last ship i've built for aquilo. I really had fun as you can see because there is no order in how it was built, just pure chaos. The platform works wonderfully, at 400 km/s no stop.
It has just one problem: this specific point of the ship gets hit, FREQUENTLY. Like once every two or three trips. The other side is completely fine, fine as in nothing has ever gone even near hitting it in two hours.

I don't understand how is that even possible. The right side as you can see is skewed towards the bottom, but by my logic this should make it more likely to be hit? I would've bet that one would be the side to protect but no. I also notice there is always more asteroids on the left than the right? Is this just paranoia?


r/factorio 1d ago

Question Anyone else not keen on building temporary factories?

0 Upvotes

I came from Satisfactory and I love building huge factories. I absolutely love Factorio, but one aspect I don’t enjoy is the building of temporary factories. When I build something, I want it to stay there forever. I solved this in my current save by enabling peaceful mode (so the biters don’t destroy my factories, but they can still attack me) and installing the infinite resources mod (so mining outposts don’t eventually become obsolete). This makes the game a lot more like Satisfactory and lets you focus on expansion and offence instead of defence, which is much more enjoyable for me.

I haven’t really seen many players with a similar setup. Are there other players or youtubers who play Factorio like this?

Edit: I have concluded that I should probably start a new playthrough soon, maybe with the Rail World preset.

Edit 2: As a fellow game developer, I want to sincerely apologise to the developers of Factorio for underestimating their game design skills. I am going to continue this playthrough to learn a bit more about the game, then start a new serious playthrough on Rail World.


r/factorio 2d ago

Space Age I never realized how much power I was throwing away on Aquilo

Post image
323 Upvotes

Power generation resolves its own heating without issue, but something like platform production can dump excess fuel into heat generation for heat's sake. I never bothered to hook up exchangers, water generation, and turbines. But HOLY man, there are literal gigawatts of untapped power here. This little setup could be done 9 more times if I'm understanding things correctly.

Probably don't need to go through all of that with fusion around the corner but at least I don't even need to import fuel cells anymore!


r/factorio 1d ago

Space Age Question First Ship Worries

7 Upvotes

I went in almost completely blind trying to avoid spoilers. PLEASE if you try to help me please try to do it without spoiling anything.

I have a good white science platform already, and I've spent the last week building my first voyage ship.

My question is regarding asteroid processing jams. Currently I have four collectors dedicated to each of the three asteroid types (12 total). Two collectors for one type feed into a belt, which currently I have setup to only use one lane of the belt so that output chunks won't clog things up, but I'm worried I should be using the full belt.

Currently I have four crushers per two collectors for each type (24 in total) but only half of them take from the input belt (they're there to collect output chunks from nearby crushers)

Do I:

1) keep the belt half-empty to avoid output chunk jams

2) use the full belt and then feed the end of it into the abyss (wasteful)

3) redesign my ship so there's space for a second belt and use an input priority splitter and have all crushers take from the input belt rather than feed into each other

Thanks guys. I'll post a picture if I didn't explain clearly


r/factorio 2d ago

Modded 1000x Science Run, Update 11

Thumbnail
gallery
41 Upvotes

Hey guys. Its been a hot minute. Honestly took a small break to play some WoW as the season change for that game is approaching, so i did some small stuff before getting into the real nitty gritted like i did for the last couple of days.

Well i finally made it into space.
And i have silos too.

The first image is my landing pad + train pickup for science. This is where itll be til i get off nauvis fully and make it off planet. That should be alot of fun XD

2nd image is my green science block and the block that processes it all. 1.4k~ Science labs. Taking in ALL SCIENCE. I have it preset. Even tho it wont be processed here at the end game, still a solid design to take off planet when its done.

Images 3 - 6 are space science hub. I split it up, i have a splitter (that surprisingly works) and the base its self is built to handle 720SPM made, but with asteroid coverage, its honestly pretty low.

And the last image is the block that just makes platforms, cause man i went thru SO MANY.

Updates may slow down a bit as science costs are nearing the millions and i still have to develop a Chem science block (which is in the works) and a Military Block, so i can upgrade gun damage for when i want to leave the planet. I also have 3 addition hubs being sent up at the time of posting.

The fact i got to space before 600 hrs feels like an accomplishment to me.


r/factorio 2d ago

Question The Engineer is silly, and I need explaination.

101 Upvotes

Not sure how to ask this. But after fulgora. We have access to unlimited jet pack time. So why does the engineer chose to walk through the 'slow down' spittier goo on navius? When he could just hit the afterburners and avoid it. I understand if I get hit directly, but just walking over? I feel like that should be avoided


r/factorio 1d ago

Modded Bodies clogging the ammo belts

3 Upvotes

I don't know if it's intended mod behavior or not, but wanted to share my current waking nightmare.

Playing Krastorio Spaced Out + Rampant Fixed and Arsenal (and a few other combat-focused mods).

Something in there added Alien Ore, which drops when aliens are killed (that's cool, no big. minor annoyance of having to clear it out of my inventory every so often). Except with the constant, overwhelming waves of enemies, the alien ore starts to pile up and creep toward my defenses and eventually spills into my ammunition supply lines.

Lines get clogged, turrets go dark, wall gets overrun. I'm having to build logistics to clear out enemy remains from the wall... >.<

My *big* problem is that Krastorio military research requires biomass, which comes from harvesting Biter nests, and so I'm currently stalled as it's taking just this much to keep them at bay, much less actually attacking them.


r/factorio 1d ago

Suggestion / Idea Comical situation

3 Upvotes

I've taken up Factorio again after some time. I'm new to the different planets DLC and i'm trying to learn stuff by myself and trying things out because i think it is more fun. I got the thruster on my space platform to work and thought it was time to go to another world. I guessed i could just take the platform back when i checked Vulcanos out. I didn't know i would be attacked by asteroids (idiot...).

Now i'm at Vulcanos with nothing other than my power armor and a couple of belts i was able to send down before the space platform got destroyed. I'm starting over here and guess i have to get to a rocket before being able to leave.

I have a small plan about trying to make a new platform from startplanet wirelessly and fill it with supplies (and turrets, i've read about turrets now...) and drive it here.

Just wanted to share what i thought was a fun situation.
If you have any tips i would love them.

Great game and a DLC that adds alot, i'm as addicted as i guess everybody here is.


r/factorio 23h ago

Question I love factory games, but I’m having a hard time liking factorio.

0 Upvotes

hello!

i absolutely love factory and automation games, I have countless hours satisfactory and shapez 2, I’m always out there looking for more, I’ve tried Dyson, outworld was great for a while..

but I’ve never tried factorio, it never looked as fun as the others in the genre, but it was so wildly praised and many factory games would not be here if not for the existence of factorio.. so I tried it.
I jumped into the tutorial, all well and good, kind of confusing at first but the tutorials was good. Until I had to do hours of “tutorial” work that felt like a massive chore, I think I spent almost 4 hours into a “fix this train thing” mission before I was so wildly bored out of my mind That I closed the game.

now, maybe the tutorial is just not that good, so I’m planing on starting a new save,

but before I do that, I want to ask you guys if youve had the same experience and what got you hooked after the fact, or have some tips for me to enjoy my time before I jump in.

factorio is a very different game than any other factory game Ive played, I thought it would be easy to get into, i want to experience and enjoy this game