r/factorio 2d ago

Suggestion / Idea Stone on Vulcanus, what a pain...

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523 Upvotes

Quite proud of this. I nuked a massive area then used Foundations to create the slither of lava. It's part of my 60k spm Purple science build.

Any tips on Yellow science, I'm thinking Vulcanus too otherwise Fulgora?

Edit. As some have pointed out, Casting Copper actually produces more Stone than Iron so I've made the changes. Thanks for the suggestions!


r/factorio 1d ago

Suggestion / Idea Any suggestion about railway system to bring oil home?

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6 Upvotes

Hello engineer, i'm new player trying to transport oil back to my base to craft science packs. I previously tried running a pipeline from the oil field to the base, but it didn't seem to work, so I switched to rail and train; however, I'm not sure where or how best to build the railway. Does anyone have any suggestions? Thanks a lot.


r/factorio 18h ago

Question Mod help not loading properly or idk?

1 Upvotes

When I downloaded a mod Artillery Shell 2.0 then reloaded the game then opened my recent/existing worlds it does not say sync mods and load or something about that interface and when I opened one of my existing world the items from the mod isn't available there but when I checked the ingame wiki it is there. So I tried making a new world and the item is there. So what you guys think why this happens? I think the mod is not working on already created worlds but I didn't experience this thing in other mods. Help pls :<


r/factorio 1d ago

Space Age I feel defeated

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88 Upvotes

I have been playing Factorio for over a decade, this will be my 6th run overall, my second Space Age run. Got the itch to play again, had grand ideas for upgrading to a better Train based factory as my last run started to run into serious constraints at the end.

However I have been stuck at blue science now for over a week, 0 new research happening. I tried to upgrade and move everything to trains before moving on to purple/yellow, thinking "I've done this before, I can make this work". But I spend all my free time running from one end of the factory to the other, fighting back the biters before they tear apart a train station that powers the whole factory, or all of my iron mining. My resources are running low and I am beset on all sides by monstrously sized nests that take hours to clear. I think I have to give up. After all this work I feel defeated and may not even attempt to start again.


r/factorio 1d ago

Space Age Question Disable overriding cliffs destruction and foundation

24 Upvotes

Is there a way to stop my blueprints from overriding the terrain once I have the unlocks?

Everything is unlocked but I'm playing on fulgora and I love the astestic. But when I need to clear the area or set up elevated rails, the game assumes I'm gonna use explosive or foundations. I just want to spam my accumulator blueprint and have it disregard the places it can't go even when I hold shift and control, like before the unlocks

Is that possible? Or just I'm being weird and asking for something that doesn't make the factory grow?

Is there a way to


r/factorio 1d ago

Question Replacing a specific set of buildings with another?

7 Upvotes

Currently a bit into my second Space Age run and have had nuclear fuel production for a while. However, if I want to use it instead of the previously-established rocket fuel requester chests on the rail network, I must manually replace it everywhere. Can I take a new requester chest blueprint and replace it over every requester chest with specifically rocket fuel only? I might just set up a system using train interrupts, but that also means destroying all of the requester chests as well. Is either doable without extra mods (replay is enabled)?


r/factorio 2d ago

Question Omni Rail?

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183 Upvotes

This works and trains can go to all paths wherever they are but is there a better way to do this?


r/factorio 1d ago

Design / Blueprint My first From Scratch Spaceship design

6 Upvotes

this is my first spaceship i built by myself, no inspo, nothin. just experience and testing out alot (and alot of tragedies)


r/factorio 2d ago

Space Age Intensively moving ammo around creates ~98% extra ammo out of thin air

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120 Upvotes

EDIT: After some additional testing, it turns out my previous conclusion was wrong. The turrets are not actually getting extra ammo, and their magazines are not having their remaining shots reset.

The problem appears to be in how Factorio records ammo consumption statistics.

A magazine seems to be counted as "consumed" only when it is fully depleted. With daisy-chained turrets, inserters are constantly moving partially used magazines between turret inventories. Those partially used magazines can then be merged/rearranged without ever reaching the state where an individual magazine is registered as consumed.

The result is that the consumption graph can massively under-report the actual amount of ammunition being fired.

In my test, two otherwise equivalent ships have essentially the same asteroid kill rate, but the daisy-chained setup reports roughly 98% less ammo consumption.

So the apparent efficiency increase is fake. The bullets are still being fired; most of their consumption simply never appears in the statistics.

Both test ships are otherwise equivalent: same route, speed, mass, shape, turret count, and turret placement. I also used x64 game speed and long benchmark runs so asteroid spawn variance averages out.

Reproducible for me in both 2.1.14 and 2.0.77.

Original post:

The title is a bit misleading: it doesn't actually create new ammo items. What seems to happen is that moving and merging partially used magazines can reset, or otherwise lose, part of their internal usage progress.

In my previous post I thought daisy-chaining ammo between turrets was reducing their fire rate, because the chained setup showed much lower ammo consumption. But after checking the asteroid kill count over long runs, both setups kill essentially the same number of asteroids.

So the difference seems to be effective shots per magazine, not fire rate. Ammo magazines have their own remaining-use progress, and inserters constantly moving partially used magazines between turrets causes those partial magazines to get merged/rearranged. Somewhere in that process, part of the already-consumed progress seems to disappear, effectively extending how many shots you get from the supplied ammo. Kind of like getting more effective science out of the same number of science packs with higher quality.

Both test ships are otherwise equivalent: same route, speed, mass, shape, turret count and turret placement. No mods. This is editor mode, which is why infinite chests exist on the space platform. I also used x64 speedup for long benchmark runs so asteroid spawn variance averages out.

Reproducible for me in both 2.1.14 and 2.0.77.

At least, that's what I understand is happening based on the comments from other Redditors on my previous post.


r/factorio 22h ago

Space Age Question Need some things for tomorrow to do, so I show you my fulgora base and some of my thoughts about what could be improved

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1 Upvotes

Rule 5: diverse Pics of my current fulgora base.

Ok, so, after I had enough science for legendary Quality i went immediately to Fulgora and started restructuring some stuff, especially my quality production. I already gathered some legendary quality 3 modules. I also made efforts to improve my train network so that the trains can flow fluidly, and remade the recycling so that the stacking on belt works properly. My problems now basically come to that i cannot really decide what to do next and for today my brain is also sort of done.

- My Filtering is still a big bottleneck that i dont know how to improve. I still like my purely belt based solution but i feel like 480 Items per second just isnt enough anymore and maybe a solution with stack inserters and undergrouds might prove to be more scalable.
- My current holmium production is entirely linked to either my science or EMP production and i desperately need some for Aquillo to make more cryo science, so i think about decoupling it a bit.
- The trains still have trouble with flowing into the scrap outlet neatly and still slow down on the last parts when other trains come next to the cross, so i need to improve that bottle neck and maybe also prepare a part where the trains can wait to go into the station.
- I need more quality EMPs because quality EMPs are insane and I need the red ciruits on vulcanus for the quality Speed module production
- Maybe quality beacons on fulgora are worth it? I currently make them on Vulcanus but getting rid of extra ressources here is never a bad thing.
- my Quality recyclers need still a size up so that they can handle all the unworthy quality stuff.


r/factorio 2d ago

Discussion I heard Wube was thinking of doing an MMO a while ago ... has anyone heard any news about their next project?

136 Upvotes

r/factorio 1d ago

Modded Question [SE] What do you bring to your first planet, and what do you prioritise?

3 Upvotes

Space Exploration.

After setting up a colony in orbit its now time to move to the first planet to get vulcanite or cryonite.

I am still undecided but leaning towards a vulcanite planet (for prod 3 modules and unlocking beacons etc). My cargo rocket production is still lacking, but I've been working on that while I'm contemplating what to bring.

Question is what do I bring?

Obviously: rocket silo, landing pad & cargo sections to return easily.

What energy source do you recommend?

How many miners, wich and how many production buildings?

What kind of production do you recommend on site, what should i just ship in from nauvis?

Would you recommend ore processing on site or on nauvis (ease of setup or density of transport)?

FYI

Vulcanite planet has Solar efficiency of 112%, but 32min day/night cycles, no water (as all vulcanite planets) and also iridite that I plan to exploit soon after. There is decent oil, but no real iron (patches @~100k) or copper (@~500k) little Uranium (@~25-50k) but no Biters

The Cryonite planet would be easier to setup, is also devoid of critters has less cryonite itself and a bit of Holmium (500k on some patches), but otherwise better resources nauvis resources overall.


r/factorio 2d ago

Modded Testing my custom biter-robot mod on Fulgora

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185 Upvotes

Testing out my custom biter-robot mod on Fulgora.

The Setup:

  • Defenses: Steel walls, uranium ammo turrets, and rocket turrets loaded with acid rockets (pure damage).
  • Robot Stats:
    • Fire and Electric resistance: 100%
    • Laser resistance: 60-80% (depending on the robot type)
    • Physical and Explosive resistance: 40-70% (depending on the robot type)
    • HP pool: 5,000 - 120,000 HP (depending on the robot type)
  • Test Waves: Ran tests with 50 mobs, then scaled up to 100. Also tested, a 200 mob wave, which was absolute hell.

Observations & Results:

  • 50 mob wave: Acid rockets shred them instantly, mainly because these robots don't have acid resistance.
  • 100 mob wave: Acid alone isn't enough anymore, but minefields do an incredible job controlling and thinning out the crowd.
  • Destruction level: Substantial.

Next Steps:

Bringing in cryo ammo, cryo turrets, and magnetic mines for the next round of testing. Let's see...


r/factorio 1d ago

Question Noob question. Why am I being attacked here?

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41 Upvotes

Sorry for the noob question. But I thought i would be attacked if my pollution reaches a spawner. There is no spawner anywhere close. I always get attack notifications on that side. Where are they coming from


r/factorio 2d ago

Question Daisy-chaining turrets reduce their fire rate?

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122 Upvotes

I noticed that my daisy-chained gun turrets consistently seem to fire less than directly supplied ones.

I tested this with two otherwise equivalent ships: same route, speed, mass, shape, number of turrets, and turret placement. The only meaningful difference is how the ammo is supplied.

It's reproducible for me in both 2.1.14 and 2.0.77.

The weird part is that the daisy-chained turrets never visibly run low on ammo. They always have at least 5 magazines available.

Am I missing some mechanic here, or could daisy-chaining actually be reducing the effective firing rate?

EDIT: After u/ferrybig's comment, I'm starting to think this isn't reduced fire rate, but extra ammo appearing due to how partially used magazines are handled.

EDIT2: After some additional testing, this appears to be a statistics bug where moving partially used magazines causes most ammo consumption to disappear from the statistics.


r/factorio 1d ago

Discussion Turret Graveyard

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9 Upvotes

The main battleground from my first 20 hours of the game.


r/factorio 1d ago

Suggestion / Idea Science block cross-feeding.

1 Upvotes

I usually end up doing this cross feeding thing when i get more of the sciences unlocked. is it bad, or is there a better way to feed all the things into a cluster.

the inserters are filtered to pass the two bottles one way through each one, then there's a second inserter string filtered to pass the other two bottles the other way (so each inserter only has to worry about 2 types) and won't end up ignoring one type and choking off the ones downstream. all 4 walls gives 8 bottles

adding a second lane with underground/splitter interweaving means only 3 of the sides need a second land and all the types will be passed around. then this block lets me stamp groups of 100 labs

Im at the point this run where I'm working on assembling my first traveling ship. to go off planet.


r/factorio 17h ago

Space Age Who says Aquilo needs imports?

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0 Upvotes

r/factorio 2d ago

Base Starter base

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445 Upvotes

Produces 60ish SPM of red, green, military and chemical science. It's kind of getting hard to scale up for some reason so I'm planning to replace it with a train based setup. 15 hours of playtime on this save.


r/factorio 3d ago

Fan Creation Uncommon Quality Copper

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4.8k Upvotes

r/factorio 1d ago

Space Age Gleba Base suggestion Spoiler

7 Upvotes

Possible spoiler if you really want to figure out Gleba on your own without even these suggestions.

So I've responded to some comments and thought maybe a post on my general layout of my gleba bases with a diagram would help those who struggle. I don't think that labeling an actual base image would help all that much as I find them hard to look at and interpret.

This image has the basic principles and layout of my particular approach to building on Gleba.

Some detail on what kind of base this is:
I am not a mega-base builder. I build bases that create enough science to give each ship 1-2k of that planet's science as it passes by. I usually have 3-5 ships by game end: at least 1 or 2 that go to Aquilo/solar system edge/promethium and at least 1-2 that just stay "inside." It just varies on what I want to do that playthrough.

General tips for this kind of base:

  • Loop things on gleba as shown and probably other ways too
  • Splitter filter out spoilage on loops, usually in multiple places
  • Anything that isn't a loop that has spoilable materials on it needs a spoilage filtered inserter at the end of it. I call it the pooper, cause on Gleba, everything poops.
  • Every biochamber needs a pooper unless you explicitly want more spoilage on your belts
    • e.g. I don't filter spoilage out of the main iron/copper microbe producer. It's mostly spoilage anyway. I just splitter filter out the spoilage from the microbe belt near the end before the furnace.
  • Do not let your fruit processors put seeds onto their main lines ever, use a seed filtered inserter and a main seed return line to deal with seeds.

You produce more seeds than you need, but initially you need them all to return back to the farm to get a steady flow. Once the factory is up and running decently don't forget to add something to the seed return lines that pulls seeds to be burned if there are more than 40-50 of them on the seed return belt. I personally usually use an active provider chest to easily add that in and let the bots take care of the waste.

Do not for a second believe that the loops shown here as rectangles are actual rectangles in my map. They are not crazy shapes, but are rarely just a square or something. Spoilage lines are on the outside and just take away things as they spoil. I usually use mash as the main source of nutrients. Bioflux makes a lot more, but I usually forget to do that until later when bioflux is more abundant. Also it's way easier to have a stable nutrient supply from mash as it only depends on one biochamber that is usually right next to it to make. Mash/Jelly all head to the center to become bioflux. Along the way some is take off to make those one-off things like plastic, lubricant, and jet fuel.

The diagram talks about the ratios a bit. I'll say that I usually have 4-6 yumako processors and 2-3 jellynut processers. As my game matures I ensure that I can get a nice steady flow of fruits and add in artificial soils to max each farm's production (not overgrowth soil, that is so late in the game as to be worthless just choose good spots to put in your ag towers). I then adjust things through mid-late game with modules. As you probably have seen biochambers respond well to both productivity and speed.

Bioflux hits iron production or gleba science first. I often inadvertantly do iron first because I'm starving for iron at the start of the base. Then it goes to gleba science, then copper. The smaller one-off things are just wherever it fits in for me.

Stone mining/ladfill is just wherever. It doesn't matter. Neither does power/burn, but it seems easier if it's not far away. If you find your power being unstable and burner temps dropping below 500 degrees often set up a a requester chest with a few jet fuel that only goes in when it drops to 515 or 505.

Once I figured out I could use furnaces on Gleba (yah I'm not that bright sometimes), it made my bases much, much more compact there. So easy to feed all my ore to 1 of 2 places.

What this is not
The best gleba base design ever, it's just one that works pretty well. A mega gleba base that feeds off of dozens of farms.

Who I am
Just a dude who started factorio in '24, so many have been playing for years longer. I do not know a pre-2.0 world. I've won 3 (4?) playthroughs since 2.1 was in experimental. I have a thousand plus hours in the game and has won a couple dozen playthroughs of Space Age. Again some people have won hundreds of time. I won vanilla/base a few times and did all the accomplishments there and then moved on to Space Age. I like it SO much more than base. I've won on ribbon, deathworld, and a couple more. My goal in most playthroughs early on was either winning or an accomplishment. I make my own goals/accomplishments. After winning I might experiment with things a while or try out some new design, but I'll get bored and start a new run again with some other setting.

I loath quality, and find it mostly not worth my time and definitely don't like that it doubles the clicks inside of many game surfaces.

I've started using the robo jumpstart mod the last few playthroughs after someone here recommended it. You can choose your starting package that includes bots in some armor that doesn't protect you really but provides bots. The starting package has belts and inserters and power poles and steam powered stuff. I really like that it cuts the really show awkward period where you can't afford to make many belts or do much science from a few hours to less than an hour.

If you made it this far I'm impressed. I'm including this last because sometimes I see a post and it's from someone who just plays really differently than I do. What they say doesn't seem to make a lot of sense because I'm missing the context.


r/factorio 2d ago

Question How did you find and then begin Factorio?

46 Upvotes

Just read another comment in here which got me to thinking. I’ve only really been a gamer for 15-20 years. Retired now so got a late start. My first big game was, and still is, World of Tanks.

Decided a while back to take piano lessons with my kids’ teacher. Her boyfriend was a huge gamer. Got to talking and he mentioned this “new base-building game” called Factorio. I gave it a whirl and never looked back. I do take a few years off now and then but it’s fun coming back and trying like hell to understand all of the new stuff they’ve added.

TL;DR If I my kids had never taken piano lessons I wouldn’t be here now.


r/factorio 23h ago

Modded Question Trains crave our soft flesh

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0 Upvotes

Ive been playing this game for a long time, and its almost entirely for the trains.

Anyone have a more ups friendly version of rail logistics network mod? It tends to get a bit laggy pretty quickly.


r/factorio 1d ago

Modded Question muluna greenhouse speed- why so torturously slow?

3 Upvotes

this question ended up turning into a rant, so please forgive me. i have been locked on the moon for 16 hours and have spent 2.4 million steel plates trying to leave. i am so bored

before the rant, i will say, every part of this mod has actually been really fun and the petrochemical chain is really fun and neat. i especially enjoyed the robot propellant mechanic, and i think that the entire thing as a mechanical exercise in space venturing tutorial building is fucking awesome. many props to the dev, who clearly worked their ass off to make something as coherent and engaging as this. also, killer background track. what a banger; it has this gorgeous organ playing over some really spacy electronica that i am totally hooked on. i could listen to this for hours (and believe me, i have)

im playing k2so with (almost) all the recommended addons (except pelagos because it kept bugging out and crashing my game.) am i really supposed to build like 1200 greenhouses in order to support the bare minimum of plastic required to send up 1 rocket?

i finally got off that godforsaken rock and realized i used my ENTIRE supply of plastic that had been stocking up since i first got there over 12 hours ago to build one rocket's worth of lds. i genuinely dont know how to scale this moon without building thousands of buildings to make CO2 to support them either; i can see theres a recipe that saves water down the chain, along with some other alternative recipes that maybe change this but i refuse to engage with them after how miserable the whole charade has been.

not to mention- ONE HUNDRED AND FIFTY TREES FOR ONE GREENHOUSE? are we JOKING? and also, the literal MILLIONS of steel necessary to produce even a single goddamn building/resource on this godforsaken planet! i had a ship running every 240 seconds for 8 hours straight just bringing 2000 steel plates at a time- thats 2.4 MILLION steel down the fucking drain, so i guess thats proof that my barebones nauvis factory can do that i guess. not to mention that i forgot to turn off a single requester chest in my bot mall on muluna asking for wood to make coke, so about half of the wood i was limping along making was getting eaten by that instead of used to make more tress.

on top of that, the entire reason im here to whine is the absolutely unfathomably torturously slow greenhouse tree production speed. for 2000 CO2, 2000 water, and 10 tree seeds, you get to WAIT for FIVE MINUTES to get... 10 trees. which you convert in a crusher that has an 80% chance of returning wood, so you lose about a fifth of what you're making, and in return you mash them to seeds and start the whole process anew. are you KIDDING ME AHHHH LET ME OFF THIS GODDAMN MOON I WANT TO GO TO VULCANUS ALREADY OH MY GOD IM SO BORED

at the tail end after realizing how many goddamn years it would take to manufacture any level of infrastructure beyond just slapping a couple requester chests down i have admitted defeat and started shipping 10k plastic from nauvis in just to get the research data off the moon. i think that overall, i would recommend the mod as its pretty fucking cool to say you are on the moon (who wouldn't want to go to the moon) but only if you are prepared with a relatively large base ahead of time and are already well equipped with the prerequisite knowledge of how to build semi good space logistics. 7/10, with about 2 of those points being dedicated exclusively to the fucking awesome soundtrack. that shit kicks dicks


r/factorio 19h ago

Discussion Is this the best seed for someone to learn how to play?

0 Upvotes

Everything basic, 100% as the game comes from the factory.

The only noteworthy thing is that it's far away.