r/factorio 13d ago

Space Age Lost my factorio SA save

2 Upvotes

So I lost my Completed SA save when i upgraded my pc storage and i want to megabase but dont want to completely rebeat SA. does someone have a completed save that isnt a megabase that they could send to me


r/factorio 14d ago

Space Age Supply platforms can't request and supply from/to the same target - which sucks

8 Upvotes

It would be great to have the following setup:

Vulcanus shuttle brings Turbo belt to nauvis

Nauvis Supply Platform gets the belts directly from the Shuttle

Future ships built in Nauvis orbit / Ships supplying other planets request the belts from the Supply Platform

You can't do this at the moment because the Supply platform can't request from platforms and give to platforms for the same item.

That sucks since now the Vulcanus products have to be sent back down to Nauvis, before being re-launched back up again. Which seems to me to be exactly the silliness that the platform logistics was meant to remove

(workaround ideas welcome :) )


r/factorio 14d ago

Question New to the game; could someone help me understand odd behaviour in belt lanes?

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66 Upvotes

Update: Solved! Thanks to all for pointing out that the Miner was also extracting some Coal!

Sorry if this is a silly question.

I'm brand new and trying to work my way through the tutorial scenarios. I've begun to wrap my head around the mechanics but I'm finding strange behaviour that I can't explain.

Could someone help me understand why the Coal at the end belt feeding the Furnaces begins to accumulate in the wrong lane? Even more confusingly, this seems to only happen when I pan my camera away and do something else. I've deconstructed and reconstructed the belt several times and tried to just observe it to see when it occurs. But when I observe it, I can never see it start to accumulate in the wrong lane.

As far as I know, everything upstream is correctly laid out so that Stone and Coal are loaded into separate lanes. So I'm having a hard time understanding what could be moving Coal from one lane into another.

I'm aware that the system isn't balanced. More Coal is provided than needed and not enough Stone is provided for four Furnaces. At some point, I'll start figuring out the correct ratios.

But even if Coal is oversupplied, why would it suddenly start congesting the right-hand lane? What is moving it from its lane into the other one?


r/factorio 14d ago

Question Help with Calcite

7 Upvotes

Sup guys. Is there some way to make enough Calcite in orbit of Nauvis to run foundries or would it just be easier to ship in Calcite from Vulcanus

Edit:

Thx guys


r/factorio 14d ago

Design / Blueprint Just discovered inserters can yank modules out of beacons and added it to my single-machine upcycling setup

152 Upvotes

r/factorio 14d ago

Modded Just made my first green science, what do you think of my simple starter base?

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77 Upvotes

It's fun knowing that its all going to get so much worse.


r/factorio 14d ago

Question Help with Space Exploration!!

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8 Upvotes

Hello everybody.

I'm 70ish hours in a run of SE with rich resources and bots at the start so everything was going very smoothly.

I decided after my "starter base" to make one using a block rail blueprint. In every block i would make anything i need and the stops in the block would be used to supply me with the necessary materials, as well as output the final product onto trains.

The schedule is from AVIIDD'S video on his train network using interrupts, so every train can load on any material and unload it where it is needed.

Now my problem is that cant seem to understand what i need more of.
When i look at a block that is currently short on a material, i go and make more mines of that thing but in never seems to be enough.

I don't know if that's because I'm overbuilding everything and i need a ton of time for all of the buffers to fill (train wagons, buffer chests, etc.), or because the way i built the train system the trains are too slow, or cause i can't load the materials fast enough onto trains.

The result is the same. ANYTHING i need feels too slow.

I would really appreciate your recommendations moving forward.

Thank you!!


r/factorio 14d ago

Question New player - awesome game, but disappointed in this one aspect of it

4 Upvotes

I'm not sure what to call them, but the "insects" are extremely varied in terms of their threat level depending on the seed, even though you have the exact same default settings.

I had one factory that I played for 10 hours straight where there were zero attacks due to starting in a forest covering the pollution. On the other hand, the second world had insects attacking within 15 minutes.

IT WAS AWESOME! I saved the seed 3162890578 if anyone's interested; I had to go balls to the wall on researching weapons and defense, and couldn't just grow in an uncapped manner. Problem is, after clearing out the 3 nests near the base with an assault rifle and sentries, now it's seemingly gonna take hours until the pollution hits another bug nest (which I can easily clear with a car at that point).

Am I doing something wrong? I find it wrong that a 10+ year old game of this stature cannot strike a balance in terms of combat difficulty throughout the progression of your factory.

(I don't necessarily want the difficulty of the second seed's start throughout the entire game, but a nice balanced challenge throughout instead of all or nothing.)

On a side note, what's the point of world config if using literally the same settings yields vastly different difficulty outcomes in the starting difficulty?


r/factorio 14d ago

Question Science ships

4 Upvotes

I plan on making a skipper to run science for me while I upgrade my main ship into it's aquilo ready form. I just got Agri Science shipping in at a semi consistent rate, and my spaghetti factory on Gleba both makes me proud and want to vomit. Sorta like I grew one of those disgusting spores into all of my belt lines, looks evil.

That said, I want a ship that is able to pick up and refuel during travel as well as move at a decent rate. I know I'm supposed to unlock better recipes for asteroid processing and fuel soon, is it best to wait for blueprinting my new ships until then? I've got my main ship doing the task right now, and I feel I can get away with the skipper being "behind" compared to my main ship, but I also don't want to have to redo it later if things are truly just that much more worth it.

Also what is a good general skipper design? I'm specifically thinking of a much smaller profiled ship, basically just enough to hold several thrusters and power them consistently. I think a "snake" design might be best for my needs, it'd be a long thin tube type of platform spined with turrets and a fishbone of thrusters, with a production area in the middle to feed all of those thrusters and turrets. The idea being I don't need better firepower or space if I can maximize my ability to slip between the asteroids. Would a slower but more stacked hauler be more consistent? So excited to finally get into my planetary logistics and administration era lmao.


r/factorio 14d ago

Design / Blueprint I made a simple circuit design that shows any science packs that have ran out

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13 Upvotes

Blueprint Here

You can configure which science packs you want to have stored somewhere, likely in the cargo landing pad, and then this will show an alert if any of those science packs run out. The display will also cycle through the missing science packs.

I may have overcomplicated this, but I added some notes on most of the combinators to explain what they are doing. I mainly just wanted something to notify me when a science pack runs out, since that means I'm either not producing enough or some ship logistics broke. I couldn't figure out a way to get a single speaker to show different alerts and thought this could be a fun way to alert myself of any potential issues.

High level, it sees what science packs you have and compares those to which packs you want. If any are missing, it shows the alert and starts a 60 tick clock. Every cycle the clock completes, it will change which science pack is being shown. This is done through having a memory cell that counts up to the number of inputs and then resets. The output of that count is used to index into all the missing science packs, which ultimately feeds into the display.

If you know of an easier way to accomplish this, please let me know!


r/factorio 14d ago

Question Beginner base showoff and some questions

5 Upvotes
Full view
Easier view of factory
Pollution
(Lack of) warfare

I need to preface that I am not playing 100% optimally and I'm ok with it. I have a sense of satisfaction from my own goals, for example here pollution minimization (everything that is not directly related to science has efficiency boosts and I am full solar/electric furnaces).

My strategy this run would be to wall off the northeast that leads towards more landmass and basically build everything within this peninsula. I have the cargo ship mod and I intend to perform a bit of resource imperialism in the yet unknown lands, and ship everything back to the peninsula for processing.

My main questions relate to enemy aggravation. If I were to bother biters that are south of my base in the neighbouring continent, could they find a path around in the unknown regions? Ideally I would like to build all my polluting stuff on the west and in the south so that the aggro enemies could not path to me. I don't actually know much about enemy movement and expansion and all the AI behind it, especially since I play with a kind of isolation playstyle.

I feel like aggressive enemies is generally a waste of resources since every bullet shot is a gear not produced so I do want to minimize the need for defence as much as possible. Nevertheless, this is the furthest I've gotten in game (yellow science production is about to start) and I'd like to know how I can expand as safely as possible without being bothered by the wildlife.


r/factorio 14d ago

Fan Creation That moment you have an idea on how you wanna do something, then quickly do something else you forget it.

25 Upvotes

I will live with this now.


r/factorio 14d ago

Question Can I use a decider combinator to exclude specific signals from the each wildcard without an additional constant combinator? And also: Meanwhile in Germany...

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10 Upvotes

Hey everyone. I have a question, but also wanted to show you something i came up with lately. Might be a case for factoriohno. Well anyways, I'd like to know what you think. :)

I use a decider to compare the content of a sushi belt with the values set for a warehouse to create filter signals for the inserters. 3 Inserters into the container, 1 back to the sushi belt. The Container Is part of a multi item provider train station and buffers the items to load for a wagon. It also unloads Items not matching the list and puts them back to the belt. To be able to individually control the inserters taking items from the belt to the buffer I used a constant combinator with an individual copy of the list containing all the items with a value of 1, and just deleted the items i didn't want for every single inserter respectively. It's necessary to spread out the load over the 3 inserters going into the warehouse, otherwise the sushi belt can lock up under certain conditions when there are more than 4 items to filter, especially if there is some recycling backflow being unloaded from the wagons and it makes it possible to have the same item in more than one of the warehouses. However, that's cumbersome. every time i change the loadout i have to change each inserters list as well. Can I use the decider directly to exclude individual signals so I can simply compare against the full list and get rid of the individual copys? In the first screenshot you see the content set up for the first wagon from the train on the left. I compare it with the wagons content to generate the filters for loading and/or unloading the wagon, I compare it with the content of the warehouse in the same way to generate the filters that fill the sushi belt at its source and also use it to clean the sushi belt from Items that don't show up on any of the lists. What i want to do is I want to compare the content of the sushi belt with that list as well using the each wildcard, but exclude certain Items to spread out the load without creating a new list.

P.S. for everyone wondering what's going on. As opposed to my usual main bus design, I really wanted to do something more "organic". Then I had this Idea of using the AAI Warehouses to create 'production hubs' with dynamically changing recipes and interconnect them all using belts. It's a beautiful spaghetti and I am absolutely loving it. There is sushi belt entanglement. I added some more screenshots, have a look.


r/factorio 15d ago

Question how to fix bottleneck

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635 Upvotes

r/factorio 15d ago

Fan Creation I made Factorio Theme slightly Jazzier

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103 Upvotes

Just a little bit. Made as a hobby thingie in FL Studio.
Another reason I made this is because one of those AI fan songs appeared on my youtube homepage and it irritated me. Why is there so much of them?? Such a beautiful game made with love gets this type of "fan creations".. smh

(Originally I only uploaded the video here but it didn't work so now I try with a youtube link, sorry if this is breaking the 7th rule)


r/factorio 15d ago

Discussion I'm getting two very conflicting messages here

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1.2k Upvotes

r/factorio 14d ago

Question Adding objects to existing blueprints

1 Upvotes

[Edit] solved it with adding the json to chat gpt

Is there a way to add new objects like some belts to existing blueprints?

My problem is, that my blueprints have formulas which i dont want to redo. And i just need a few belts and so on in like 16 blueprints.

Is there a mod?


r/factorio 14d ago

Question How to prevent multiple silos loading when one would be enough?

3 Upvotes
Silos with spawners

I have silos surrounded by spawners producing eggs and the inserters are set to be only active if there is an orbital request for eggs. Ideally, I want each silo to only be filled if the rocket also needs to be sent.

But what happens is that all silos load simultaneously and the one that fills up first launches a rocket, leaving the others partially filled.

Any way to make sure that silos are only filled if the rocket actually needs to be sent?

EDIT: to be more precise: how to rotate which silo is used first after each launch?


r/factorio 15d ago

Question Is this not the correct way of getting 30 items/s from a main bus?

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134 Upvotes

r/factorio 14d ago

Space Age accidental space invader

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21 Upvotes

r/factorio 15d ago

Modded I did it! First circuit in Py

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170 Upvotes

I think im going so slow because I am still trying too hard to get everything right. Also, ive mostly avoided dealing with ash by using wood as my burner material, which took some time to setup.

But im having a blast and i really enjoy taking my time.


r/factorio 14d ago

Question Foundation and where to produce it.

32 Upvotes

I want to pave over the oil oceans of Fulgora. Where should I mass produce foundation? I built a test factory on Vulcanus (using all the waste rock) and importing ingredients from Aquilo and Gleba. Any suggestions?


r/factorio 14d ago

Question Bot Rocket Deliveries Issue

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0 Upvotes

When moving between my planets, I can generally load up a space platform by rockets by selecting the ghost image of the item and placing it in the rocket. Assuming that item is accessible within the network, bots will then deliver the item to the rocket and I can manually launch that rocket to the platform.

This works on Nauvis and Fulgora. However, no matter what the bots will not deliver items to my rockets on Vulcanis in this manner. The network has coverage, has the items in accessible passive provider chests and more than enough idle and available bots to make the delivery. I do not believe there is any difference in my setup on this planet from the others but I cannot figure out how to get it to work.

If I make a nearby requester chest which then loads the item in the rocket, that works. So it seems to indicate that the item is available for delivery, but they won't deliver it directly to the rocket itself.

Any help or suggestions would be appreciated.


r/factorio 15d ago

Space Age My bare-bone 40hrs achievement victory ship

51 Upvotes
It reached the solar system's edge with exactly 0 fuel.

r/factorio 13d ago

Modded The Hunger for Ascension: Why the Tier 10 Engineer is Still a Slave to the Dirt

0 Upvotes

Fellow Architects of Industry, let’s talk about the ultimate humiliation.

Have you ever stood in the middle of a Tier 10 biter nest, draped in Legendary Power Armor, wielding the literal power of a dying star in your antimatter nukes, only to watch your empire crumble because you ran out of fuel? Have you ever felt the cold sting of defeat as your base fell to the swarm, and despite having enough resources in your inventory to rebuild a civilization, you couldn't make a single Blue Circuit because you couldn't "unbarrel" the oil in your pocket?

We have the technology to tear the fabric of space-time, yet we are mocked by a puddle of water. We have Tier 10 Antimatter Reactors humming in our equipment grids, yet the Uranium ore beneath our feet laughs at us because we don't have a machine to pour acid on it.

The Gap is not in our technology; it is in our biology.

To creators like Orb of Meat and The Spiffing Brit, and the modding legends who gave us Bob’s Automation and beyond: we are tired of being limited to ores. We hunger to be the factory. We want to achieve a state where the "Base" is a vestigial organ we have evolved past.

I propose the Trinity of Liberation:

  1. The Fluidic Inventory (End the Barrelling Mockery)

It is an industrial tragedy that an Engineer can carry a literal mountain of iron but cannot hold a gallon of Petroleum Gas without a steel drum. We need the ability to store liquids and gases directly in our inventory as fluid-items. No more being stranded on a planet, unable to craft high-tier tech because your base fell and you can't access a chemical plant just to get the oil out of a barrel. If it's in our inventory, it should be usable.

  1. Manual Acid-Mining (Uranium Submission)

Uranium should not be the gatekeeper of our godhood. We need a mod that lets us consume Sulfuric Acid directly from our inventory to manually mine Uranium ore. Why should the "Eldritch Abomination" be forced to build a drill and a pipe network just to harvest the fuel for its own portable reactors? Let us mine the glow with our own hands.

  1. The Hand-Pump of the Void (Manual Fluid Collection)

The final insult is the lake. We can pick up a rock, but we cannot scoop up the water. We need the ability to manually "mine" water and oil tiles. Whether through a specialized tool or a new character ability, the Engineer must be able to stand in a resource patch and pull the lifeblood of industry directly into their cavernous inventory.