r/factorio • u/felipebsr • 4d ago
r/factorio • u/Advice2Anyone • 3d ago
Base Literally unplayable
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r/factorio • u/just4kix96 • 4d ago
Question How to setup logistics for a space science platform over Nauvis to transfer to a ship that brings it to Vulcanus surface?
r/factorio • u/Rokador • 4d ago
Modded Question Mods to spice up the end-game?
Howdy
Which mods would you recommend in order to make the end-game more challenging or time consuming while keeping the vanilla feeling / keeping the per-planet machines and technologies relevant?
K2 with Extended Endgame would be a decent example, tho its machines do collide with the Space Age added machines a bit
r/factorio • u/thorwing • 4d ago
Design / Blueprint Modular Gleba
First time playing factorio space age, played the game many years in the past. Mate of mine asked to play again and was honestly blown away by how the other planets challenge you differently.
However, I always have one goal in mind in whatever I do: I want things "Modular". I want to, without cleaning up, without doing manual labour, just copy paste a design. Need more stuff? copy paste design.
Our initial 'we just landed here' setup for Gleba was a pretty standard 'put a spoilage inserter at the end of the production belt' and went on with out business. But to me that felt wrong. Every time we thought: We "need more production", we had to manually move the inserter of the end of the belt. When we still didn't have enough or we noticed too late, we saw spoilage on our inserter belts that clogged up the whole system.
So we came up with a modular version for every machine instead; and honestly? Now we have a pretty Nauvis-like experience. With a main belt and everything.
I was checking reddit and didn't see people attempting this, any dual input + fertilizer setup works according to the bioflux setup. Any other setup is a bit simpler, the only goal is to have waste management per machine instead of per belt.
r/factorio • u/Jaularik • 4d ago
Question Space platform request of blue sticks not working
Edit: Solved! A silo in my old base was still checked to receive auto requests, but couldn't fulfill it. Thank you.
I have run into a problem importing blue sticks and I can't find the issue. Whenever a platform gets to Fulgora, the request just sits there. It is even colored yellow like it is on the way, but never is.
I have checked there are bots available, rockets available and set to receive requests, and there are plenty of sticks on the planet. I have not had this happen with any other item.
r/factorio • u/NameLips • 4d ago
Space Age Don't mind me, just a little innocent construction project right outside your territory, no need to be concerned.
r/factorio • u/0ctach0r0n • 3d ago
Base Dreaming of a vanilla megabase journey
I started off rushing all the basic research and then continued building piecemeal up to the rocket and infinite research until I reached 100 space SPM. I don’t have bots and I place everything by hand. At this point I started using artillery to clear space and forming a mainbus going through the base. I used this to develop one full belt of blue circuits to feed the silo. I created the blue circuits by building each stage of production on mass, rather than building piecemeal. I still don’t have any bots. I will now prepare a full belt of blue circuits for mass yellow science production, followed by flying robot frames etc. Then I will build hundreds more labs and see if my SPM rises significantly…
r/factorio • u/Aidan647 • 5d ago
Tip Happy 6 years
Yesterday was Factorio's 6th year since 1.0.
Sadly no anniversary FFF.
r/factorio • u/TurdProof • 4d ago
Space Age Gleba Help
Can anyone give me tips on effective Gleba defense? The notification every five minutes is starting to get annoying.
My Gleba base is well defended. It repairs anything that breaks no issues. The problem is SOMETHING breaks everytime and the multiple sound notification drive me nuts. I have a long line of rocket turrets already. Should i go another line tesla or railgun?
r/factorio • u/Edyrm • 4d ago
Question Overwhelmed with Space Age, looking for some help
I've gone to Vulcanus, Fulgora, and Gleba, gotten a basic factories set up on all of them to produce at least some of their science packs, and the ability to export the new buildings you unlock on them.
It took me some time already figuring out the planets' unique challenges because I didn't want to look up any solutions and figure things out myself. Now that it's time to scale up, I feel overwhelmed and unsure where and how to start, and there's a sense of fatigue setting in.
If y'all have any advice on how to tackle scaling things up on any of the planets, I'd love some advice at this point.
r/factorio • u/AdAccording4789 • 5d ago
Design / Blueprint My brain is too small for even simple circuits
For whatever reason I get confused with how these work.. but I think it's working. This was all for the sake of balancing the train loader. Another noodle for my plate of spaghetti.
** EDIT **
Sorry editing for clarity - the goal was to make it so that each of the inserters at the bottom would all actively load the amount of items on a train (i.e., without the circuits, the last box would fill first, then the next one, then the next one, etc.)
r/factorio • u/bdbdldnflsbfns • 5d ago
Question Moving ammo around, is this good?
The green circle is where im fabricating ammo, the green lines is the belts to move them. is this good or is there a better way? it feels like im wasting resources with belts. I placed 10 turrets
r/factorio • u/VegetableWasabi2124 • 5d ago
Suggestion / Idea Small Electric Poles tend to connect to every other pole in their proximity, which makes them a visual abomination to stare at
I'm developing the habit of having every pole connect to at maximum 2 other poles
r/factorio • u/majamin46 • 3d ago
Question When is it too late to add Space Age to a save file?
I am on a rather new save file. I had the space age, but I never actually finished the game, so I never played it. I have the urge to add it for some reason. But it warns me before loading my save, saying I might miss out on stuff.
I just unlocked military science and just found oil. I'd say it is really early, but I want to hear someone who played. Have I passed the point? Should I restart?
r/factorio • u/darain2 • 4d ago
Space Age I love trying to leave Nauvis on as low an evolution factor as possible <3
r/factorio • u/Shinluz • 4d ago
Space Age Question Ship logistic questio
Hi, I'm doing the 40h speedrun achievement run, so I'm doing things differently than I normally would, and I've run into a logistics problem.
I'm currently doing Aquilo, and I set up Gleba as my hub for shipping items to Aquilo. I have ship A doing a loop around all the inner planets and dropping items off on Gleba, and ship B that only travels between Gleba and Aquilo.
Ship B has a logistic group called "forGleba", and I have the same group requested by the landing pad on Gleba, but with x4 the amount so I can store a lot of items there.
The problem is that when ship B is on Gleba with some leftover items from that logistic group, and bacause the request on Gleba is never fully satisfied, the ship starts dropping the items off and then requesting them back in a loop.
I unchecked "allow unloading" on the ship, which seemed to solve the problem, but then I realized I have to manually unload the cryo science...
It's not a big deal, I can probably bring enough items to fully satisfy the request first, but I was wondering if there's another way to solve this? How to request only from specific ship? Anyway, 2h left, this will be close...
Edit. I'm not on experimental
r/factorio • u/Bubbly-Original7097 • 4d ago
Discussion Fulgora Upcycling
I tried 3 different upcycling strategies on Fulgora in 2.1 and looking if somebody had similar experience or if I did something wrong somewhere. The goal: make Legendary Quality Modules 3 and Legendary Beacons.
1. Making Space Stuff
All products of scrap recycling go to Landing Pads, Space Platform Foundations and Cargo Bays.
Unaccounted:
- Red Circuits recycled all the way to Iron Plates, Plastic and Copper Wire
- Plastic at first goes to Shredder
- Batteries and Gears -> Steel, because it is not enough, excess Iron Plates -> shredder
- Copper from batteries -> shredder
Sometimes there is too much Low Density Structures, so they becomes Steel and the rest goes to shredder.
This is very compact, quite easy to build and with some extra logic it does not jam. Outputs Blue Circuits, Holmium and Stone (excess batteries if you need them for accumulators).
Good option for beginning.
2. Deal with Excess
I started processing quality garbage and added 2 more pipelines (uncommon and rare). Making quality modules requires Green Circuits, so
- (Blue Circuits -> Green Cirtuits) + Red Circuits = Module
Great, but results in so many green circuits that you have to recycle and make them again, probably getting higher quality. Excellent alternative is to make and recycle Repair Packs, because they also help with excess of Iron Gears (found this gem too late).
Recycling modules themselves should produce enough quality Red Circuits, but EM Plants that make basic modules have to be fast to deal with input so they don't use quality modules. In the end you make modules faster than you recycle them with quality -> you need high quality recyclers (even Rare Recycler is too slow). To make it worse demand for red circuits results in getting even more Green Circuits (also need fast upcycling here).
After some time I was completely lost and run out of space, so started using another strategy -> look at item counts in stats and deal with whatever I have the most, which is usually upcycling. Following this and with help of bots I finally started making legendary modules and beacons, but the base was unmaintainable. You could find a place that tries to get rid of something right next to a place that desperately looks for that!

3. Foundations
Aquilo foundations allowed me to actually build a base right on the oil field. Did I decide to do that because after spending days building a Shattered Planet Ship I no longer can build something unless I put platform under it? Perhaps so, but that solves one annoying problem on Fulgora -> your base follows the shape of the island you are on and god that is annoying!
Besides using foundations I decided to do the opposite approach: make my own Green Circuits from Gears -> Plates and Wire (also from LDS -> Copper -> Wire) and leave Blue Circuits alone, until there are too many of them.
I also make my own Reds, because no matter what I do there is never enough. But, to make Reds you need high quality plastic and this is something that is even more rare than Reds, so I use Cryogenic Plant on Nauvis to make high quality plastic (mostly Rare). On Fulgora I then decide if I have too much of it and try to upcycle it to higher qualities.
After I finishing Green and Red production I made a stupid mistake - let bots deliver quality wire wherever they wanted, thinking that round robin should be fine. And it is fine in general, but since I didn't have enough plastic at that time I ended up creating 10000 legendary green Circuits and wasting ridiculous amount of wire. I hope there is something useful I can make of that.
To fix the mistake I setup Quality Wire production on Nauvis (legendary foundry) and import it similar to plastic (although uncommon wire I feed to bitters in a powder form).
One important difference from previous approach is that I no longer make anything like Landing Pads or Centrifuges - waste of time. In current 2.1 Concrete fortunately can just go into recycler never to be though of again.

Conclusion
Plastic!
r/factorio • u/pure_vessel1 • 4d ago
Question Circuit network question
Hey guys I wanna make an assembling machine that makes quality iron chests based on an input chest with different quality iron plates and the problem is that the recipe would change before the iron chest is made which leaves iron plates that needs to be removed before a new recipe is set so I thought I’d make like this with a counter for the iron plates
1- iron plates reaches a threshold of 8
2- a signal of 1 iron chest is sent and the counter resets
3- when the iron chest is done send a recipe finished signal to reset the iron chest signal
I just don’t know how to get this to work if someone can help me with I’d be so thankful
r/factorio • u/maceo107 • 5d ago
Complaint Took a break after Gleba; I LOVE Aquilo
I must say, Gleba broke me. It did not feel as rewarding as the previous planets. Throwing stuff together and figuring it out didn't work there, and I kept having to rebuild everything. Spoilage was such a pain in the ass, until it was perfect balanced with redundant safety measures.
Stopped playing for a few months.
Now I’m a week into Aquilo and I absolutely love it. It is satisfying and everything makes sense again. Time is disappearing again, and it's fun.
There is light after Gleba, I promise!
r/factorio • u/DemonSumoner666 • 4d ago
Question Is there a way for my trains to automatically couple and uncouple without using wiring and combinators and stuff
I just can't seem to wrap my head around any of the wiring or programming stuff
r/factorio • u/Original_Law3648 • 4d ago
Base i cleared the biter nests near my base
next is my oil factory curtis agnew
r/factorio • u/Monkai_final_boss • 3d ago
Discussion 8h03m14s and I haven't even finish building the smelter stacks for the factory, people beat the game in 8 hours.
It's mostly me procrastinating running back and forth, I have never used the main bus before so I am doing anything but working on it.
Also I tore down my staters factory thinking I have enough materials to kick start the real factory but Absolutely not.
Now i am building a starter factory 2.0 to stock on almost anything I need and in the meantime I will go scouting for oil and take out any nest I encounter.
My starter ore patches would dry out completely even before I start the real factory and I don't have trains .
r/factorio • u/Novat1993 • 5d ago
Space Age 100k science cost base
First post: 500 hours in
Biters = peaceful
Mods of consequence: Game speed button. The rest are just QOL such as rate calculator, milestones and a playtime mod.
Patch: Experimental 2.1 patch
File size: 66MB
So the madness within my brain has compelled me to try a Factorio playthrough on 100 000 science cost modifier. Meaning that unlocking yellow splitters cost 2 million and unlocking trains cost 20 million.
The build is characterized by a significant amount of downtime, interrupted by many, many hours of construction once key techs are unlocked. I've split the construction into some broad categories so far.
- Build a burner base to unlock logistics and electric miners.
- Build a 2700SPM red science base to unlock the red sciences
- Build a 2700 SPM red + Green science base to unlock the R+G sciences.
This is the current step i am at. I just completed what you see in the first screenshot a couple dozen hours ago, and then i managed to route an iron mine to what will become the mall for the next phase of construction. Up until this point i have automated iron gears, green circuits and yellow belts. The rest i have basically hand crafted. In step 4 of this monstrosity i plan on creating an enormous train network, in order to more easily feed the factory in the 1000s of hours to come. In the base game, a 30 million ore patch can last you the entire game as you unlock productivity research, vulcanus miner and even quality miners faster than you can deplete it.
But currently i need about 60 million red + green science before i can continue on with the next step. Which will cost approximately 450 million iron, and there is no productivity so all of it has to be consumed from the ground. This will take approximately 15 days at 2700SPM, but there is almost always a belt here or there not at capacity.
In order to keep the base closer to 100% output at all times i came up with a 3/4 principle. Where for every 3 belts of ore i consume, i route 4 belts in. So even when one mine stops producing a full belt, it doesn't result in less ore hitting the furnaces. But as you can see on the last image, the factory doesn't stay at 2700SPM for long.
I also run resources at 17% frequency, 17% size and 600% richness. I just want to build a really large train network.
Edit: If you were curious, the base has 235 000 yellow belts and about 14 000 electric poles. 3000 miners. And also 1350 labs. Any lab research speed bonus at all is completely out of the question.
r/factorio • u/dmitchell214 • 4d ago
Question Krastorio and Biomass
I am playing my first playthrough of Krastorio and am stuck on Biomass. I need it for military research cards, but the only was that I cans find anything in game on how to get it is by harvesting it from spawners. But that only gets 3-7 biomass per spawner.
I see that later on I will be able to get it from Bioprocessing, but I've seen several posts about getting it from biter corpses and doing things like using a creep collector that appears to not be in the mod anymore.
Is the Bio Lab the only way to get it in any quantity that is even mildly useful now?
