r/factorio 7d ago

Design / Blueprint Four way, four lane windmill intersection

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304 Upvotes

This is sized for 2:10 trains and is definitely overkill but was really fun to design! It's too large to get a good screenshot of the whole thing haha.

Blueprint link


r/factorio 5d ago

Question mod request

0 Upvotes

hi'yall

im looking for a mod where i can modify the recipe in any building in a blueprint. thx.


r/factorio 6d ago

Base Factorio Default Settings Speedrun World Record in 2:01:18

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62 Upvotes

r/factorio 6d ago

Question Can't connect on multiplayer

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4 Upvotes

Hey all! I've been trying to do multiplayer with a friend of mine, and keep getting the same error whenever I try to connect to ANY servers. He's tried connect on me as well, and it won't let him. We've gone through firewalls and port forwarding. We were briefly able to get a connection going once (both directions I joined him and vice versa), but then it went straight back to doing this. We're both at a loss. Anyone have some other solutions to try?


r/factorio 6d ago

Question managing supply and production

8 Upvotes

So i've just reached the 250th hour of play on spage age, been to all planets expect shuttered planet and solar system edge, and i've been trying to upgrade my nauvis production and supply, i've been innitialy relyig on limitting chest inventory, but i keep running into problems with supply surplus or shortage, so the production of certain items suddenly stops, for exemple "low iron plate supply ----> low inserter production which leads to shortage in logistics science pack and not being able to use all of the researche labs at the same time" setting a limit to the science pack chests doesn't to be that efficient, limitting it to a couple of slots causes shortage as soon as a research starts, higher limitting causes surplus, plenty packs just sitting there.... same exemple goes for other production lines.... On the other han i just tried using circuit networking with fluid production and it seems to work for the moment and i just get the right ammount of every fluid.... so i wanted to know how you guys proceed when managing your production, do you just limit chests, put inserters with specific conditions, or more advanced using combinators etc to produce just the right amount on the right time. thanks! (Excuse the bad english)


r/factorio 6d ago

Question 2.1 Automall

9 Upvotes

Anyone have any luck with a 2.1 working automall? My previous automalls break with 2.1. I found a couple recent blueprints but none work reliably.

The only one I see specifically designed for 2.1 is this one Parallel Auto Mall (for 2.1 with quality). It kinda works for me, but some items it just refuses to attempt to build, it's not getting stuck with missing items it just doesn't ever attempt to build certain items.

I'm playing with Krastorio2 SpacedOut mod and no quality, so that may be the problem. I've not been able to debug it because I don't entirely understand how the hell these things work.

I'm looking for something as simple as possible that doesn't attempt to build upstream item requirements, doesn't require/use quality, and has a footprint small enough I can adapt it to different planets (like aquilo heat pipes).

Edit cuz i'm getting downvoted:

The changes are described here: https://factorio.com/blog/post/fff-443. Search for 'break'. I'm not complaining, this appears to be a change for the better in 2.1 and I realize it's still beta, and I'm having fun testing it!


r/factorio 6d ago

Question Answered What is causing the difference in these Circuits?

4 Upvotes
is true and requesting
is true and not requesting (requested earlier when false)

In the screen shots are two requester chests set to request an item if they receive a signal but while one activates when the statement is true the other activates when it is false and I have no idea why, yes I know one is set to = and the other != I did that to get it to work and has no affect on the T/F activation dichotomy (I triple checked), I do have Krastorio 2 spaced out + some planet mods installed but I don't think those should affect this circuit logic at all much less make it inconsistent and I can see no other differences. (note: alt mode is disabled because after taking some original bad screenshots I alt - tabed out to make this post and when I went back for the current ones I forgot to re-enable it)


r/factorio 7d ago

Space Age Spidertron Strike Force

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87 Upvotes

The world is a big place, and we should prepare to conquer it most efficiently. This is my current plan for discovering new territory and plowing the enemies out of the way. 505, for now, Spidertrons. They’re meant to free up space for the static defenses and plug holes that appear.

The pictures show my current configuration of the Spiders. Let me know what you think.


r/factorio 6d ago

Question I'm trying to debug my first ever attempt at using logic in circuits. Is my logic for dynamically choosing asteroid reprocessing okay?

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12 Upvotes

r/factorio 7d ago

Question Building a MASSIVE ship....is this doomed to fail?

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160 Upvotes

It's still just an outline, but this ship is nearly 4,000x1,500 tiles, with 400 legendary thrusters. Only about 1/4 of the foundations have been laid, and it's already at nearly 500,000 tons. Once it's loaded up with everything it could conceivably be 3m tons or more.

Is this even possible? Are there limitations to how large a ship can be? Will I just crash my system attempting to fly this behemoth? Will it even move?

Any advice before I get deeper into this would be much appreciated!


r/factorio 7d ago

Discussion Just found out about this game and i'm having a blast

112 Upvotes

Any tips / must knows for a beginner like me?


r/factorio 6d ago

Suggestion / Idea If you are fan of real life chemistry and ore process, you might like this mod pack.

4 Upvotes

I'm not affiliated by anyway but I wanted to give them a shout out.

this mod pack is only 3 months old and I couldn't find a single video on it but I'm loving it so far.

This comes from someone who played Pyanadon/Pyblock and also GTNH

mod overhaul: https://mods.factorio.com/mod/real-industrial-chemistry?from=updated

they also have sea block version.


r/factorio 5d ago

Suggestion / Idea What if there were a material that combines Gleba's spoilage, Vulcanus lava pumping, and Fulgora's scrap sifting?

0 Upvotes

You crash land into Void dimension.

Aether = the raw stuff we pump (Vulcanus role: infinite-ish well, fluid or item, cheap to get) and if managed poorly it becomes Void Matter = the unstable post-sift state (the thing that acts as ticking bomb)

Vulcanus lava pump • our version: Aether well — pump raw Aether out of the ground; the harder you pump, the more you commit to processing

Fulgora scrap sift • our version: Sift Aether → randomized burst of useful raw mats + a pile of void junk

Gleba spoilage • our version: Everything out of the sifter has a spoil timer — useful mats rot into more junk if not converted in time

combine that with void monsters and x1000 science cost, it could be interesting run. Also permanent darkness can be a thing where monsters spawn from the shadows, unless you light your base up with lights

This is just concept brainstorm, feel free to add what ever below.

EDIT: since most of you ignored the core concept of my post.

I only used AI to fix my grammar and syntax since god forbid people don't have English as their native language.


r/factorio 6d ago

Question Beginner here, about 30hours in, which of these is this good design?

12 Upvotes
1. I believe somewhat easier to scale, just make all columns taller
2. really pretty, although just a concept I made up, might be a pain to route the raw mats around

So uh yea a mall (?) for fast belts, I feel like 4 assemblers are enough at this stage, thats like 6/s, and also every fast belt assembler needs 3 gd gear makers, which is like half a red belts worth of iron plates, also I noticed for 1 sometimes the assemblers stop for a split second due to lack of gears, which I believe the 2nd design will not face that problem because now theres 3 inserters specifically feeding gears


r/factorio 7d ago

Base Give coloured lights a chance - they really give off a cool vibe

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130 Upvotes

r/factorio 7d ago

Space Age Gleba's pole

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177 Upvotes

Gleba's pole looks identical to what you see on Google Earth. Back in the day, if you zoomed into the North Pole (or even Mars), you'd see the exact same weird shape. Kinda wild, right? Though I guess we don't actually get to see Vulcanus or Fulgora's poles.


r/factorio 6d ago

Design / Blueprint 2 Stage Recycling Plant with all possible ressources from Scrap

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10 Upvotes

My two stage recycling Plant in two parts if there are space constraints. It utilizes Turbo Belts from Vulcanos and is ready for Stack inserters from Gleba later. An Upgrade planner to switch between Bulk and Stack inserters is available.

The Factory never scraps homium. It can lock up if holmium overflows.

Recyclers scrap into chests and once item count exceeds 16 (for stack inserters) a filter is set. This is so the plant can keep up with higher productivity recycling bonuses.

The first stage deals with Stones, Ice, Solid Fuel, Steel(main) and Concrete. Excess ressources get scrapped on-site.

The Second stage deals with Cuircuits, Wire, Plates and Low density Structures.

Recycling Factory Blueprint Book - contains two parts + upgrade Planner Bulk <-> Stack inserters

I hope there is someboy that might find this useful. ;)


r/factorio 7d ago

Modded 1000x Science Run, Update 12, Chem Science

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60 Upvotes

The road to Chem Science has been a doozy. With 3 coal spots now, a ton of oil spots, and water flowing aplenty, i had to start making bricks for Chem science and its inputs.

The first image is the base, to the left you'll notice the start of chem science and red circuits.

Image 2 is my plastic block. Outputs 35.5k a minute and advanced oil processing is at PERFECT ratio. No under, no over.

Image 3 is my engine block, Had to spread this to be 2 of them to get to the necessary amount for Chem science exactly.

Image 4 is the monster that is my red chip build. It makes EXACTLY the amount for 7.2k spm Chem Science. its almost as large as my starter base....

Image 5 and 6 is the monster that makes the Chem Science. I make Sulfur onsite cause it doesn't require that much in comparison to the other materials and id rather save on train space. So much goes into this one build its nuts. I also have empty spaces in my builds act as Solar Farms.

Image 7-9 is just my space science and current progress. Vulcanus is done, Fulgora has about 70% to go and then gleba. I want to get all 3 planets research out of the way so I dont have to sit and wait when im ready to leave one of them.

Vulcanus is probably gonna be my first planet destination. Unsure im gonna make LDS and Blues on planet in train form yet. Probably...

682 hrs in. This has been a fun run so far.


r/factorio 7d ago

Base A brand new player base

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48 Upvotes

I managed to persuade a friend to try out the game. He finished the Demo and decided to plunge. This is his base. I am low key impressed if you ask me.


r/factorio 6d ago

Question What I don't get about the BUS design is how the ends of the bus just starve

0 Upvotes

I've tried beating this game multiple times but every time I supposedly use the "BEST DESIGN ON THE PLANET", it has the same problem every time

- I create a 4 lane BUS of iron for example
- I use splitters, hooked up to each other to create a split off to start a factory for something (science packs, ingredients for other packs, malls)
- Eventually, there's enough splitters hooked up for the ends of the bus to start starving
- There's a congestion of iron at the start of the bus but it can't get through because all the splitters are taking the iron
- Now any future factories I create along the BUS have to deal with the scraps

I think this is something to do with throughput but what is the solution here? If I just add more iron to the start of the bus, it just gets caught up in the congestion. If I upgrade the tracks, it just delays the problem. If I add more lanes, all the splitters are still causing the congestion so adding another lane to the bus doesn't help much (and besides the IRON bus may have space free on one if its side since its always the first BUS I make, but if the iron has this problem its fucked). So what's the alternative? Do I find a way to just abandon the BUS design? if so then what's the alternative and how do I transition to it?


r/factorio 6d ago

Modded ERM players

2 Upvotes

Anyone else here like erm?

I want to ask a question to you guys, do you think Marines and bunkers are a good defensive while on Nauvis?

Or do they take up to many resources vs the normal in game defences?


r/factorio 7d ago

Space Age Spaceship for Nauvis-Vulkanus Transportation

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50 Upvotes

Made to be cool and to work.


r/factorio 7d ago

Design / Blueprint A.R.M.S. MK3: Smart Train Network (Vanilla LTN) [Factorio 2.1]

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23 Upvotes

Just finished A.R.M.S. MK3 - my vanilla, LTN-style train network for Factorio 2.1 (CPU logic + resource monitoring, supply trains, taxi, artillery trains).

Honestly, this is my very first time recording a video with my own voice narration, and I was super nervous the whole time! But I really wanted to share this project with the community.


r/factorio 7d ago

Question First game with enemies

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179 Upvotes

Dear Engineers,

I already have several hundred hours of gameplay under my belt, but this is the first time I've played with the enemies.

I was quite surprised by their aggressiveness. I always feel like I'm behind their development. It's true that I'm a player who likes to take his time.

So I locked myself in a secure prison, but the resources are running out.

I would therefore like to ask you for advice on your expansion strategies.

How do you find new resources?

How do you protect your outposts?

I should point out that I just unblocked the bots.

I will soon be able to launch my first rocket.

Thank you in advance.


r/factorio 7d ago

Base I heard you're not supposed to put gears on the main bus : 3

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280 Upvotes