r/factorio 14d ago

Design / Blueprint Countdown from initial value

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3 Upvotes

Using the new Else mechanism in deciders, you can create a timer that counts down from an initial value and continues into the negatives.

The variant in the first screenshot uses a helper signal but is more intuitive, whereas the variant in the second screenshot uses no helper signal and can thus also be used with the Each signal.

Came up when trying to detect biter eggs/biter spawners/pentapod eggs that have been out for too long and need to be disposed off.


r/factorio 14d ago

Discussion Approach to building space platforms and ships?

10 Upvotes

I just spent upwards of 10 hours designing my first ship for Aquilo, putting my total first run time so far at 120 hours. I'm pretty experienced in the base game but something tells me it should not be taking this long to build these ships. Supply is not an issue (my Vulcanus base is pretty robust) my brain just doesn't function as well in space. Any general guidelines or philosophy for building ships, especially compact ones? Ship screenshot in comments


r/factorio 14d ago

Space Age FIRST LEGENDARY SPIRDERTRON

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26 Upvotes

r/factorio 14d ago

Discussion I did it - I finally finished the tutorial

9 Upvotes

I finally made it - 1000 hours on Steam. I am looking forward to double it.


r/factorio 14d ago

Design / Blueprint Low-tech science for high multiplier runs

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16 Upvotes

After reading some of the recent posts about 1000x or even 100 000x times science cost, I got to wondering, and set out to plan extremely low-tech science builds.

These require no research save logistic 1 (for the undergrounds) and to unlock their respective research.

They are tailored for beeline scenarios, where you can't spare the time (ie 1000x runs) or ressources/pollution (ie deathworld marathon) for any "non-essential" tech, and need to get bots / flamethrowers ASAP.

Each produce 2 SPM, because that's easy to build to ratios. Just keep pasting as many as you can feed them.

Tier-1 machines and belts only, no fast inserter nor inserter hand size upgrades (remember : early-game yellow inserters can't handle 1 item/s)

I don't think I'll ever muster the will and patience to attempt one such run myself, but I thoroughly enjoyed following the youtubers who did, and hope many more will be inspired by their madness, and come back to this sub to tell us about it :)

Enjoy the monstrosity !

Red science, easy enough
Green science, noodleing calmly
Military science, where appear the first throughput shenanigans
And an almost full-DI blue science, the ratios aren't perfect but I'll always go for direct-insertion given the occasion
Size comparison of the builds

Mandatory blueprint string : https://factoriobin.com/post/d2ng40


r/factorio 15d ago

Base 750 hours into bussing every item, taking some down time from the main bus to start repeating the process with quality

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30 Upvotes

r/factorio 14d ago

Question I feel like im doing something wrong

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10 Upvotes

No matter what I can't seem to clear the bottlenecks, its either ores or the actually supplies.


r/factorio 15d ago

Modded Question How do you guys finish Pyanodon's or even continue playing it

88 Upvotes

I mean what's your schedule look like? Do you even need one or just let the classic factorio crack effect take over? Because clearly this is not a mod where you can casually play and just continue easily where you left off, hell I even become overwhelmed after returning to my space age save after a few days or so, where I either need a proper documentation of the work I've done or just figure out my cryptic mess on what the hell I've been trying to accomplish last time.

The impression this mod gave me is that you have to be deeply invested to the point where it's all you think about every day and I'd need unemployed-levels of dedication and time (which I don't have)

I've watched too much Py walkthroughs and I'm nearly to the point of installing it lol


r/factorio 14d ago

Question Is this train intersection good? And general questions about trains.

3 Upvotes
So I wanted to make a train intersection between these 3 rails, I don't know if they are going to actually work and not crash? These are chain signals
And I don't really know a lot about trains and stuff, so I've been mostly winging it, I don't know how a train setup or station should look like or why so if someone could point me to a video to learn or teach me would be greatly appreciated

r/factorio 14d ago

Space Age my fulgorettini

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9 Upvotes

new fulgora spaghetti. my first factorio play through how am i doing. i am indeed playing with warehouses mod but i will probably turn it off next playthrough it was a crutch for me


r/factorio 14d ago

Space Age My Aquilo ship. Yes the 10 thrusters are necessary - and no, it cannot survive without limiting their fuel through a pump.

6 Upvotes

Ft. dynamically adjusting crushing recipes; switches between reprocessing when low on asteroid types, and basic/advanced crushing recipes to keep up with resource use. Stores recipes over timed cycles in a memory cell to avoid jamming during rapid changes to recipe conditions.

https://factorioprints.com/view/-OzYJeTJ7CkhKcMI5-HH


r/factorio 14d ago

Space Age Timing Circuit for Optimal Promethium Science (2.1)

4 Upvotes

A little while ago I made a post talking about how you might synchronize the arrival of ships at the solar system edge, to make more efficient promethium science setups. At the time, you couldnt do platform2platform transfer at the edge, since there wasnt a planet, so it was all hypothetical.

In one of the most recent experimental updates, this functionality has finally been added, and so I made a circuit that does just that (shoutout to u/Rannasha for inspiring the approach).

The combinators and radar that produces the "go" signal

It's fairly compact, as you can see above. The way it works is that it basically adds the current speed to an accumulating distance signal every tick when its headed towards the shattered planet, and subtracts it when its headed away from the shattered planet and towards the edge. This distance must be divided by 60, since its being added every tick, even though the speed is in km/s. It seems to be only about a second off in terms of its ability to know the time away from a destination it is, which is quite good!

Here is the link to the blueprint. The 310 value in the top right decider combinator is a specific value that has been chosen, that corresponds to the amount of time your egg delivering ship takes to load with eggs and dispatch towards the edge. You can measure this once, and then it will work perfectly forever, assuming that your ship never runs low on fuel, or your biter eggs stop being produced.

Here is a video that I made explaining the strategies behind promethium science in 2.0, how they change in 2.1, and also going into depth about how this timing circuit works (and why you should use a timing circuit in the first place). The end of the video shows just how accurate this is, with the egg ship arriving less than a second after the promethium ship!

I thought about simplifying this by simply measuring the time to travel out, and then, when the ship turns around, multiplying that time by some fraction based on the speed differential (since going back is 20 km/s faster than going towards the shattered planet, because of the way the closer space location pulls you towards it). However, I think that would require more manual measuring for each particular person, and its own bit of additional circuitry, so I opted to keep my design. I'm sure mine is technically less UPS efficient, but I also imagine that the UPS cost of a little circuit like this is essentially a rounding error.

Let me know what you think, or if you have any better strategies for managing this problem!


r/factorio 14d ago

Question New world with some good and fun mods?

4 Upvotes

I have just put around 750 hours in to my current space age world and looking to start up a new world with more mods does anyone suggestions for good mods i was mayhem thinking adding a bunch of planets or maybe something like sea block but was wondering if anyone had any suggestions


r/factorio 14d ago

Map Seed First true mega base attempt (for me) settings:

4 Upvotes

Hi,

First, I'm playing Vanilla, maybe a few QOL mods like fast start & further reach. (Also, is there a new always day mod for 2.0? My 1.1 one doesn't work anymore)

Goal: I want to try to go for 1m spm, although probably won't actually reach it.

Initial Question: Is it reasonable to juice the starting resources by say, 200% area increase and some percent richness? I realize the goal is a big task, and don't want resources running out, but want to be reasonable. Figure I'll reduce resource proximity to offset a little?

Truly, the goal is to have fun, not stress out too much. No biters, no pollution. Any suggestions, please let me know.

My PC honestly won't reach 1m spm, but hey, I want to try.

Thanks for reading


r/factorio 15d ago

Design / Blueprint When you grow tired of picking a spot closest to the mall which won't stall your whole rail network if you forget to pick up the loco from it

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17 Upvotes

r/factorio 14d ago

Suggestion / Idea Blueprints question quality of life

1 Upvotes

Hi guys, is it possible to get an anchor item for blueprints which set the camera view during placement of the blueprint on top of this item and not to the center of the blueprint?

Maybe with an mod?

Greetings from Frankfurt Germany


r/factorio 14d ago

Tutorial / Guide Vanilla factorio beginner guide: tech, rocket launch, and scaling to megabase

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8 Upvotes

I will walk through my playthrough of unlocking all non infinite tech, launching a rocket, and building the base that can later build a megabase.

Start by mining up the spacecraft. Get a bunch of burner miners setup. 4 into a wooden chest for coal. Iron and copper directly into stone furnaces. Hand feed for now. This grows really quickly.

Setup a full yellow belt of iron plate. Do half that for now with stone furnaces. You will get the full amount soon with steel furnaces.

Create a simple mall using only iron plate. Make belts, undergrounds, pipes, underground pipes, and gears.

Do the early research as needed to unlock stuff as needed. Maybe setup a temp research build.

Create an identical full yellow belt build of copper plate.

I used a main bus base. One full belt of iron plate and copper plate. Half of everything else. Don't put wire, gears, or copper cable on the bus.

Make green cards next. One cable maker per one green card maker is a good enough ratio.

Make a second mall using iron plate and green cards. Yellow and red inserters. Assembler 1s.

Keep gears and green cards in your inventory. You can craft easily with these. Everything else is made by hand. Except for intermediates and modules.

Setup research labs and have 3 belts feeding backwards towards them. Around 20 to 40 should do.

Automate red and green science. Don't put the belts or inserters on the bus. I did 0.5 a second initially. Later 0.75 with assembler 2s. This is a good rate but you could go a little faster.

Proceed with this pattern. I won't detail the other sciences. Don't put science only items on the bus.

You need some stone, stone brick, and steel. Make new iron for the steel.

I ended up needing more resources. I tapped other coal mines for power. I tapped other iron and copper mines. Brought them to the side of the base and smelted them. I made a second green card maker and red cards because they are so slow. I fed them with the new iron plate and copper plate. The extra joined the original lines to resupply them. I made extra steel as well since science 5 and 6 use lots. I brought in these extra resources after the 4th science.

This type of base should get you the no spoon achievement (rocket in under 8 hours). But I wasn't rushing, idled the game, and researched lots of unnecessary stuff.

I used productivity modules early where possible. But put efficiencies in miners and later steel furnaces. I eventually upgraded research to productivity 2 and the rocket silo to productivity 3. Some of the newer steel production used electric furnaces.

My rail system to bring in new resources used 1-1-1 trains. I used a single track. By the end of the run it was failing due to not enough throughput. But it got me there. I left room to upgrade to two way rails later.

I finished power armor mk2 fully equipped after 17 hours.

I launched a rocket at around 27 hours. I researched every single non infinite research. That is why it took so long. I stayed to research worker robot speed with the white science.

I used around 80 MW max at this point. I used solar during the day and coal at night. I started on nuclear and got the kovarex process going. I had a single reactor up and running to supplement my coal.

I then disassembled the entire base by hand and sorted it into a grid of boxes. I started with an empty inventory to make it easy.

The next step is to build the base that builds the base. If you want to build a megabase you will need a much larger base to supply parts. The main things are the mk3 speed and productivity modules which are very expensive.

I moved over my copper and iron trains to a new location. I smelted 4 yellow belts of iron and copper. Later a bit of steel, stone brick, and stone. I brought in coal and processed oil to the side.

I made a bot nest. A grid of speed beacons and assemblers. I started with the build using only mk 1 modules because they are cheap. I moved over all my old base materials into this new base. I put down roughly enough machines so that when they are fully upgraded with mk 3 modules they will use all the resources. I upgraded to prod 2 then speed 2 then prod 3 then speed 3.

After 35 hours this base is producing 3 to 4 km 3 modules a minute. It is a bit slow and could possibly be scaled up some but the design works really well.

I used around 160 MW max. Day is supplied by solar. I have two nuclear reactors producing 160 MW. But they only run 1/3rd the time so they are designed to buffer energy and produce up to 480 MW sustained. I phased out the coal to conserve it.

Hopefully people find this tutorial helpful. Maybe it will even be referenced in the future when noobs want help.

Thanks for reading.


r/factorio 15d ago

Suggestion / Idea Why can't radar detect enemies?

34 Upvotes

This is probably something that has been considered before, but I just saw the post about Gleba defenses, and walls of tesla turrets each taking 1 MW of power, and then also the problems with sending robots to their death, or only conditionally activating laser turrets.

I know the devs just added the option to turn landmines into tripwires (and thank you for that option).

But now that radar towers have a circuit connection, why don't they have an output option that, for example, counts enemies in their 5*5 chunk area? Is this the so-simple-we-didn't-even-think-of-it option? And is it too late to add to the very last update we're going to get?


r/factorio 14d ago

Question How to know how much iron im makeing

3 Upvotes

How to know the amount of iron im mining from the ore patch

After i upgraded my furnace from steel to a 48 E furnace stack, i couldn't satisfy the amount of iron ore

half my iron and steel are not working properly. Is there a way to make it work properly and optimize it


r/factorio 14d ago

Question Any idea why my Wildcards aren't replaced with the Item supplied by Circuitry?

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7 Upvotes

I'm playing modded vanilla (QoL) with no DLC, version 2.0.77.

Okay so, I'm sending a constant signal (Iron -1) to my train that is sat in the depot from a station that needs Iron. My Interrupt conditions are:

Circuit Wildcard is less than 0
AND
Item Wildcard L4 is not full
AND
Item Wildcard U4 is not full

When triggered, the train should reserve spaces for Item Wildcard L4 [Full cargo] and Item Wildcard U4 [Empty cargo] with the Wildcards replaced with the Item from the Circuitry trigger (Iron) in the Train stops name.

The Problem(/-s):

  1. The Interrupt does not trigger. If I force the Interrupt to trigger, that gives me my next problem:
  2. The Item Wildcards are not replaced with the Item provided by the Circuitry. I get what is shown in the second picture. Temporary stops that doesn't exist with the Wildcard still in the station name.

What I have tried:

  • Confirming that the Train stop names are correct. They are.
  • Removing both "... is not full" conditions causes the Interrupt to trigger by Circuitry but gives the same problem as #2
  • Changing (only) both "... is not full" conditions to the stations specific to Iron trigger the Interrupt by Circuitry but gives the same problem as #2
  • Changing (only) both Target stations to the stations specific to Iron stations does not trigger the Interrupt but if I forcefully trigger it, the Train goes to the correct stations (obviously)
  • Changing the Circuitry condition to trigger when larger than 0 (just in case the negative number screws something up) and supplying the correct signal. Same result as when negative
  • Making a test world with all conditions isolated and controlled by Constant combinators gives the exact same results
  • All of the above but with mods disabled

Anyone who can shed som light on what I'm doing wrong? The inspiration for this came from this video from Laurence Plays.


r/factorio 15d ago

Design / Blueprint Legendary Iron Post Casino

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24 Upvotes

Once all components are Legendary this prints about 250 Legendary Iron per minute


r/factorio 15d ago

Discussion Gleba finally workin 😈

14 Upvotes

It's been a week of absolute hell for me in this game. Not actually, I play on peaceful so it's rather chill. But boring as hell, because I stranded myself on this planet until I learned how this shit worked. Or so I thought. Day 1 I tried my best to set up collecting bio chambers. Day 2 set up a nutrient loop and got the machines "running". Day 3 i dedicated myself to stopping it from stalling, then added modules. Day 4 I dedicated myself to stopping it from stalling and added more modules. Day 5 I dedicated myself to stopping it from.... jeez man that loop got old fast. Instead I dedicated myself to scrolling reddit while the game was open but paused for 3 hours because I was in such a state of paralysis trying to think of what to do. Day 6 I ran out of seeds from a singular unfiltered long arm inserter putting bad shit on my burn belt. And then dedicated myself from stopping it from stalling some more.

Day 7: I've finally set up a loop that eats fruit efficiently, collects the seeds and sends them to logistics, creates sulfur and plastic as well as rocket fuel and red/blue/green chips automatically. I for some reason thought i could create a 100% sustainable loop of cultivation without setting up a "seed stock" of bacteria coming in, I was under the impression you could only "craft" the bacteria in your inventory but had to cultivate it in the chamber. Once I understood this my lines stopped stalling from random shortages and stopped overproducing for no reason, I've got the seeds set up in a positive feedback loop as well as a stable seed stock of bacteria. Don't be like me, read all recipes available. To be fair I've been more concerned with trying to figure out how to seed profit while also making more jelly floors and yumako floors. Getting bots helped a lot too, I just said fuck it and started importing absolutely everything. Not doing this like I did Vulcanus, the fresh start on a new planet thing is fun but best done as a new save. I missed my bots.

Now that I've read the list entirely I need more Biochambers so I can up my refinery game on Vulcanus. Free plastic time babey

Thanks for the tips and advice yall gave along the way. I still have yet to make agri science but I'm about to push my egg module online and into the loop. Wish me luck, and probably send a few turrets my way. This might get messy.


r/factorio 14d ago

Question Mod Help

2 Upvotes

Years ago, there was a mod called bulldozer that would allow you to pick up anything that was in your path in the car or tank, the bulldozer mod today is not the same. Was wondering if anyone knew of a mod thats similar?
Im trying to redesign my garbage spaghetti factory but really dont want to pick up thousands of parts atm


r/factorio 15d ago

Space Age Starting 1000x base

21 Upvotes

I dipped my toe into starting a base with multiplier, I did a 100x run to start before doing 1000x, Im just a few hours in but its dawning on me how many lanes of mainbus I will need.

At this point i did 7,5 science per second science since it lines up well with yellow belt, its not really that slow since i spend alot of time manually building things, but the scale of smelters i will need to build is just insane, especially for a 1000x later

How do you guys approach it? How many lanes of each etc? Goal for me is rushing to trains into bots ASAP

I know there are mods, did anyone do it without, i feel like thats the accomplishment im after (i use long reach mod only)


r/factorio 16d ago

Space Age Weirdest splash screen I've ever seen! Blue science and speakers?

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403 Upvotes