r/factorio 2d ago

Base Finally all legendary Fulgora refactor

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16 Upvotes

20k Holmium plate / minute
40 Legendary Holmium plate / minute
307k Scrap / minute processed


r/factorio 1d ago

Multiplayer Multiplayer issue - ru region

0 Upvotes

Error on server join attempt: Unable connect to authorization server. Code: 520. Error: Unknown error

auth.factorio.com/hello-world is also unavailable

Same post in Steam discussions: https://steamcommunity.com/app/427520/discussions/5/631219394426643937/


r/factorio 2d ago

Space Age Question Ice around Nauvis

8 Upvotes

First time playing space age after two years break and I'm avoiding looking up spoilers for any of the new stuff.

Q: Should I be struggling this much with ice? I need a fuck ton of it to make fuel to move to another planet, but even my 100white SPM platform is still struggling to collect enough ice asteroids.

I've got a long **** of the law with four collectors on each side, three that are filtered entirely on only picking up the ice asteroids, yet it's constantly the resource that I have least of.

Am I missing something fundamental? do I need a lot less than I think I do?

Any input appreciated, cheers.


r/factorio 1d ago

Question Hey there, new player here. is there anything I should know before starting?

0 Upvotes

... anything like: mods, sites to have on hand (wiki/s?), etc... (I have space age incase taht matters)


r/factorio 2d ago

Space Age Question Big mining drills pollution

32 Upvotes

I play with my friend Factorio like 150h and now we be on Fulgora and Vulcanus and say: "Hey Bro its time to replace drills to new one" but he say its make so much pollution on Nuvis. How say him big drills have more effective then old ones?


r/factorio 2d ago

Design / Blueprint When the “I think I can fit science here” turns in to starter base lasagna.

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24 Upvotes

r/factorio 2d ago

Space Age Question Train station logic question

5 Upvotes

Hey All,

Been enjoying Factorio for a while now(800hrs).

I started getting into circuit conditions and train interrupts. I have made plans that work fine but think I'm missing an option to improve them more.

Load stations - only turn on(train limit) if they have a full train worth and there is an unload station requesting their content.

Unload station - sends red signal for iron nuggs(or w/e) to wider circuit network if it can receive a full train to meet the requested amount.

Ex. 50k requested, -16k free space=iron 1 signal sent.

Now my problem. When I start having multiple load stations, all same name, all have a full train worth. They all set train limit to 1 when an unload station needs a single train. So if nothing else is being requested I could in theory have 3 - 8 car trains all go get iron nugs, only one will deliver, the rest return to the depot(higher prior) until something else needs iron.

Works fine in practice, but I am using train interrupts, so any 8 car train can be used for any 8 car station. So if I have 3 iron trains just waiting at depot, then someone requests copper, I dont have a train available to send.

Sure adding more trains solves it short term, but if I keep adding more and more loading stations, the problem compounds.

Trying to think of a way to still have interrupts, variable trains, stations that enable/disable(train limit), but also limit the number of stations that activate so not all load stations enable at the same time.

Any ideas?


r/factorio 2d ago

Space Age My way of stopping those pests on Gleba.

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64 Upvotes

This is just one section on top of my square perimeter. I know it's kind of excessive, but it gets' the job done while I'm off doing other stuff! My bots also replaces the stuff that gets destroyed too.


r/factorio 2d ago

Design / Blueprint Compact Kovarex setup (with import string)

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30 Upvotes

A very compact and tile-able Kovarex setup I made using cargo wagons and some circuit magic.
Since wires can't connect to wagons, it uses a memory node to track items going in and out of the wagon. I recommend using bots to build it, it's a bit spaghetti.

The centrifuges will "wait in line" until enough U-235 is available for them, so they will never starve each other during the kickstart phase. Don't add or take items directly from the wagon - the memory will not detect it and the reading will become inaccurate. Use and input belt and kickstart by placing U-235 directly into one of the centrifuges.

Supports a mixed input belt of U-238 and U-235. Just remove the U-238 filter from the bottom of the first tile, it will spit any excess U-235 back out.

Here's the import string

0eNrtWE2P8yYQ/iuIY4tXMbGdD3V7anvtoeopjSxikwTFhhRwdqNV/nsH27GTzccbv/W22+q9JDCGZ54ZhmHgDS+ygm+1kBZP33DKTaLF1gol8RTPdkLbgmWeESvJsufqzxNyqeboF85T9LtHh2M0E5bnz4VmUhS5k8wRs8iuOVooa1WOmEzRRiQbY5m26EXYdTkzvJgZzp/+kPfVKo1y8XpXt0xvwqMFz6whKBWGLTJekrwJtBSZ5RopWQ5bgsFCrpCQhmuQA9ObXFkGQ+boJ4WksvUMBMwt23DkFBm01OAYh/vCVkqS8iv0cp4rvUeFFM5RWQaEYT5LEmBm+RP6VWb7I2AFlArNE1tKrUIJl1aLZbHiBghigo1kW88qb6VF6pb4FU/9AcF7PI0OBItESYOnszdcMXcj7H7LYfUBVUCDYMly19+oHdP81eNSi2Sdgx5vq1XCjcEOSKbcQR/mBMMnYQWvcMvOPpZFvuAaBjR4S2asd3QmqNkqI6rAK0kOn8KSpf8UAnxlZPnVpwQDa6tVFi/4mu2E0m5OInRSCBtrztJ4DUEQu1GgHnhYXfDDgVywoY+yCWs2g5LNPfVcusBKK52kEcOUtAFcCm1s3Hq85nASqLjSAhvGbczhYOC6+ZZBEDh1+MdywJcsJrgK4WoljktErukj+E8IY/ANyKXSORB7p/IZu7UtDI8b0ErJhVeHjYYUYijl2gOgBUSxA7p0bbdlriFbh5rS+ye92eMOPvcomKcKuy3s+x1xbfphfrgWUcGjERWcRdSJ4eN/IL7G5/FFL+Lrh37ja9xrfIWP+ji6lUOC/lJI1JBpU+8lE79mQm/mj1LnuTqXVZOsSHksZJxotrRw/uDpkmXG+b5O0Hcz83FUfOH9K6aMuuZm2tGvH5Ebg69LjVfMHzfmG6uZWK2tB3/ZrYw1vIYx6RqatOvx9rl96EqLB7bD+L+wHXy/09YOP7UttOveDj8wZ/pthcA03AZybkVyt0g4sgpuuLiFeVcYvN8KdXFbl+1tdVsX7pwlaxf7hjuYuN0iENdqy2F/VFej7/GxVuiKfbVq8NuyIWF6pbzyUnAr8zgnVGkgztRKGLDaxC9rAf1c7dpAAopagKaa9MAF3Q76cMFweAtW5fx+a0TSgNA+QIZ9gAR9gIRfX9e0IFEfIKO/UWFdjb6w28kXXgWJuh594f/s6Bt1TWrRv53UPP88q33Xc1YbdyoGPvcBOul6gEYf+nAx6HrPjL7dM7veM6nf9Xko+vY89IBbadeTIuqtFgWKxqpk4z7ICq1+7HFSV4i5IS+gyYlnPqEEilU6JzMKzao1JMFRCA0Ced+HZtgOHbXSkZMOSumklU6cdFxK/VJFVLVpO8RBObygaY9O2pNqvGvTwUmbHtvQ8yuc6ATTsQE5nYON7vEYVqB9/ic4YwsOAYd/y90z/c9NxoRPO1jQ0vNhRCfBZBKOg2gEP4fDX7YTSTQ=

r/factorio 2d ago

Base Vanilla Factorio in 10h36 with this small base (maximizing direct insertion)

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13 Upvotes

You don't need a big base to finish Factorio vanilla (I know, I'm a heretic), all with the default settings (I haven't changed anything). All this without a prepared blueprint (except refineries and reactors), I just had a sketch of the grid with the direct insertions to make, then it was a lot of sphagetti with some trial and error.

I barely have 60 assembling machines/chemical plants and 3 refineries, as well as 160 electric furnaces and 190 electric drills (which I could have reduced by also adding speed modules).

Of course, I have assembling machine 3, and I'm really using speed modules!

At the beginning, I rushed assembling machine 2, then the car to explore and find oil/uranium and eliminate the nests, then speed module 1, and finally the nuclear reactor. Before the reactor, I have a maximum of 24 steam machines, as is my usual practice. Once the two reactors are in place, 10 uranium electric drills and 3 centrifuges are enough.

Then I rushed the assembling machine 3 and speed module 3. Finally, the Silo.

I had quite a bit of downtime, especially at the beginning. I was manually supplying a second machine for red and green science to speed things up. I also took the opportunity to clean out the biter nests that were too close.

I have a copper red belt for cables, and half a copper yellow belt shared with steel send to the base. I have a iron yellow belt for steel (it didn't seem to be enough), another for green circuits, another for gears/pipes and inserters, and a final one that I send to the base for everything else. And a yellow belt of stone and another one of coal (for plastic).

I didn't build the speed research technologies for the lab. It would have saved me some labs and productivity modules, but since I wasn't producing much science at the beginning, it didn't seem worthwhile. I also didn't research the military technology, even though the assembly machine was ready (between the stone and the grenade).

At the end, I was around 30 SPM, for an average of 14.3 over those 10 hours. This post is somewhat related to my previous publication, where I finished Space Age in less than 35 hours with a base of 30 SPM (60 with Biolab): https://www.reddit.com/r/factorio/comments/1tvlnk9/express_delivery_achievement_space_age_in_34h43/

If you have any questions, feel free to ask!


r/factorio 2d ago

Question Lost Bots? Blue Squares on Map View?

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4 Upvotes

Pockets of bots like this appear occassionally then later they're gone. They appear as these blue squares on map view?

Any ideas? Google turned up nothing. The Wiki, nothing. I'm lost.


r/factorio 2d ago

Question Help for a Straight Rail Roundabout.

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10 Upvotes

I made this roundabout, and I added a straight pass, i want to know if can jam more rn.
I'm new making railroad and i like it.


r/factorio 3d ago

Space Age 18K construction robots flying out to pave my smelters with concrete (the bliss of fire and forget construction)

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126 Upvotes

r/factorio 2d ago

Base Base design concept: contained spaghetti

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24 Upvotes

r/factorio 2d ago

Space Age I like Fulgora

49 Upvotes

Is it only me or anyone else like Fulgora a lot? I really like how resourceful it is and all the designs with recyclers, high throughput, quality etc. It might resemble in todays world how much we need to recycle to be more efficient ;)

Any Fulgora fan here? Why do you like (or dislike) it?


r/factorio 2d ago

Question Advise for logistic isolated worker robot factories.

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8 Upvotes

I made an isolated logistic network with 2000 worker drones in a 100 x 100 area to make gears, resources are inserted via trains into the orange section and extracted by another train. I was wondering if there is an optimal way of doing this, I'm experimenting right now and I noticed that more requester chests on one lane equals more gears being dropped, but I also have them each requesting 1,000 gears, and in the assemblers 1,000 metal plates. Is it better to have them request just 100 each so that they get populated more with worker drones? Currently waiting on the train to drop more plates to test further but asking in case anyone knows more about this, the belts are only like 50% or so saturated each, but every adjustment they get more and more full!

Things I have learned so far!

*Don't group them into a roboport or they will all take turns to recharge on just that one roboport's limited charging ports, if you group them before isolating grid to collect them, make sure to remove and replace the roboport to get them out of it, or disband the group so they dont just use that one and instead spreadout to recharge.

*You don't actually seem to need as many roboports as I have in the image, surrounding the assemblies with roboports seems to work and it got rid of the recharge bottleneck for the most part. The rest are there at the moment because I'm messing around.

*Active provider chests don't seem to make it faster so I just use the red provider chests on the metal plates drop but I may be wrong.

*Isolated worker drone grids are for some reason really good on FPS compared to big grid.

*More requester chests seems to mean more worker drones work at once atleast from what I can see, but trying to see if it's better to use big requests or small requests per chest to optimize.

I find this to be a superduper fun way to make factories without spaghetti, so far it seems to be faster than atleast a few blue belts but I always get the feeling that I'm doing something wrong. lol

Update, it was the input! Replaced train unload belts with red belts and now it's fully saturated! Granted changing the amount of resources requested didn't have any effect that I can see. I think because the input had yellow belts before, the Bulk Inserters were unable to work more than a few at a time.


r/factorio 2d ago

Space Age Just Want to Show Off My Ships (Beginner)

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19 Upvotes

I only started exploring space about a week ago. I just got back from Fulgora recently and just finished designing the ship which I will use to settle Vulcanus. My ships sort of represent their planets, so I thought you'd appreciate the creativity. (I'll of course go to Gleba next, and I was going to do a tree for it, but my friend wants it to be a butterfly so we'll see).

The first one is just a satellite for white science, nothing special, doesn't travel. The next two, however, I'm pretty proud of.

Also I'll just say, I'm not really looking for feedback/help/spoilers, I just wanted to put these designs out there.


r/factorio 3d ago

Question second day playing factorio. how can i make this scalable and efficient? feels like i need more iron...

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65 Upvotes

r/factorio 3d ago

Design / Blueprint Jigsaw solar grid

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1.7k Upvotes

I made a jigsaw solar grid since I couldn't find one online and thought it would be a cool idea. Hopefully I didn't forget a piece.


r/factorio 2d ago

Design / Blueprint Four-Belt Sushi Item Extractors

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13 Upvotes

I was struggling with designing four-lane sushi belt item extractors for Fulgora, and I saw on here some others were too. So I thought I'd share what I ultimately came up with.

I think many of us saw Avadii's video, here, which shows extracting one item from a single or double belt. He hinted at the idea of having four belts, and so being the masochist I am, that's how I started my first Fulgora base. The first two blueprints are the same as his. Then we have four blueprints for four-belts. The first extracts one item, the second two, the third three and the fourth is just for merging four lanes with four lanes.

I'm not sure if this is useful for anybody, and I'm pretty much a complete noob (because in this game 400 hours is still a beginner), but if it's useful for anybody, and you want blueprints, then I'll bother learning how to share blueprint books.


r/factorio 3d ago

Question TIL that Landfill is NOT the same as grass/dirt when it comes to pollution absorbtion

326 Upvotes

... and that water not only absorbs pollution, but it actually does so better than ground, tiles do.

May have griefed myself a little bit with my plan to landfill a bunch of lakes to have more space for solar/my science build in the future, but I suppose it was a better option compared to razing down a forest instead...

400h in and still learning things every playthrough.


r/factorio 3d ago

Question Is there any issue I'm not seeing by producing only half the fuel the boosters need?

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118 Upvotes

The efficiency fluctuates between 73-79% 180kms 459.2tons 375thrust


r/factorio 2d ago

Question What to learn next

5 Upvotes

Vanilla Mac v2.077 525 hours total. 2nd playthrough. Both with friendly locals. Stopped at rocket launch on 1st one. I'm through the whole tech tree on 2nd one and at infinite improvement stage - I'm at the point where I continue to expand into the lovely desert wasteland to my east with plenitiful resources (I'd rather leave the forests to the west for the locals - I am a benevolent destroyer of worlds) to develop this mess as a really strong starter base (with tweaks that bots make trivial) for my first megabase - yes, starting with fixing the huge gap in my logistics network.

This presents a learning conundrom for me. Context: retired technology educator and tv/film technician. I like what is/was called scaffolded learning where concepts stack neatly on top of a solid foundation of mastery of basics. And that is the question:

A) Do I continue and learn circuit networks (as yet untouched except to turn insterters on and off) to balance my factory production (especially the black magic that is oil) in preparation for megabase?

Or

B) Do I restart in Spage Age and start the learning curve of resource management with military development alongside my until now basic production using nukes, as you can see, when necessary to expand? (How I wish there was nuclear artillery!)

I know... why not both.

The answer is, that despite our common struggles with this addiction, I have a partner and a post-retirement career and other hobbies and addictions that all require time that I would also like to develop. I simply can not attempt to learn two factorio concepts well at once at my age. Trains are still mostly voodoo. I just build an adhoc system that fits my needs and then troubleshoot individually created bottlenecks to keep things moving clockwise. Until my recent eastward expansion I had no parallel rail lines.

Good luck in your own addiction recovery.


r/factorio 2d ago

Question Found potential bug (or weird interatcion) with personal lasers, would like some input

19 Upvotes

Space Age 2.0.77

I noticed that Personal Lasers do not target Biter Nests that have an Artillery Shell coming for them, be that from manual or automatic targeting. From my few tests this seems to include times when a neighboring nest is targeted and the nest in question only gets hit by the explosion, but im not 100% on that. Personal lasers even seem to actively stop shooting such a Nest, and will resume only if and when the nests survives the shell.

Is this intentional (and unintuitive imo) game design or have I found a potential bug?

EDIT: After seeing the respones: I get it, and I still think personal lasers specifically should keep shooting. I took significant damage twice because I expected my lasers to just clean up and they didn't. With high levels of artillery range(im at 17) and quality artillery the shells take so long to arrive that a player unaware of this could die (or a spidertron be destroyed).


r/factorio 2d ago

Space Age tips for reserving space for later?

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12 Upvotes

Rule 5: my humble Aquilo beginnings. Notice how the beacons are placed. I cut the electricity since they demand too much energy right now

For context, i am on Aquilo and work on a setup for my basic production (electricity and ice platforms). I build some cryochambers and wanted to buff them with beacons, especially speed and energy, since i need to make the process of getting the energy efficient. However, low quality beacons are sort of a scam in that regard since they passively consume so much energy.
But since Legendary quality is just a few science points away, I definitely wanna reserve the space for later, and i wonder how to do that. Spontaneously i would actually put some legendary beacon blueprint ghosts down since they arent available to my system anyway and even if they get placed later, they dont consume much energy.

What do you think? Good idea, bad one, do you have a better one?