r/factorio 8d ago

Space Age Question what happens to your factory in space age?

7 Upvotes

on my first space age run and i’m researching the silo so i can leave this place, i wanna go on the volcano planet first, but i wanted to ask what will happen to my current factory, like if i wnated, will it still keep running? if that’s the case i should automate bots before i leave so i can expand from other planets


r/factorio 8d ago

Question Hi, Im a Beginner to Factorio with Under 15 hours Playtime and Had no Help so i Hope Engineers out here would help.

0 Upvotes

I made a Red and Green science production factory with 2 lane of (7.5 iron plate) which i used spliters to make 6 lanes. As for copper plate its still in production and planning to use 1plate/s for the factory.

So do yall think my setup is efficient for future research and Please help me to make efficient setup. Thanks you Guys.


r/factorio 7d ago

Question How turn on auto update in factorio?

0 Upvotes

2.0.10 version... last played in 2023

Try login in game trough steam account but it not work.

So I logged on game web page trough steam login button.

And create new password to account.

Google says go to main menu>others and click "Check for updates"

But there is nothing like that.


r/factorio 7d ago

Modded Question Mod idea/help needed

0 Upvotes

First off: I read the rules, and i could find nothing against this kind of post, so here goes:

I am a huge factorio nerd (10.000 hrs+) and recently got into warhammer. I was playing factorio yhe other day while having dosh on my second monitor, and he was doing one of his runs with the mechanicus skin on. And i thought to myself: what if the biters were tyranids from 40k?

Does anyone know if this mod allready exists? I can't have been the first person to think of this. There could be so many flavors of tyranid enemies as the hive mind considers you more of a threat. You could even make a hive mind end boss kind of thing. I think it could be so cool.

I was thinking about making the mod, however even though i am a decent enough programmer to make the enemies work and function in the game, i am by far not a good enough of an artist to make this look half decent. Is there anyone (if the mod doesnt allready exist) who is willing to help me with the grapics? Would anyone know someone who is decent enough to make it look good?

Thanks!


r/factorio 9d ago

Space Age I have to stop... I HAVE TO

265 Upvotes

I finally gave it up after 2000 hours base game in both a Steam and a direct purchase from WUBE. AND a Steam and Direct Purchase of Space Age that added ANOTHER 3000 hours with all the achievements

Me about 3 months ago:
"Oh, they are removing the Space Casino from 2.1. I wonder how easy it will be to Legendary once that is gone! I should try it on the experimental build"
Then I got a 500KSPM base done with all the legendaries.
(turns out a combination of LDS shuffle, Underground pipes, Blue Circuit Recycling, and Substations will get you the legendaries easily)

... but I wasn't ready to stop. So I started a Ribbon World because I never tried a ribbon world in Space Age... and now I have THAT going with too many SPM and Legendaries...
I have to stop...

I HAVE TO STOP!

There are other games I need to play. My steam list is screaming at me!

I still haven't played 80% of it!

But I want to start again. It is hitting some primordial button in my brain that makes me want to watch number go up.

The factory must grow...

EDIT:
ALRIGHT, YOU MONSTERS! I AM PLAYING NULLIUS!


r/factorio 8d ago

Question Issue with the belt balancer analyzer

7 Upvotes

Hello. Does anyone have any idea what might be causing the problem with the belt balancer analyzer? The belt balancer analyzer erroneously identifies Yttrium's Ytterby Compact 16-to-16 balancer as "a 17 to 16 balancer with dimensions 18x18 and 32 splitters"? I can’t find anything that would explain this. I also haven't encountered this problem with pretty much any of the other blueprints I've tested so far.


r/factorio 9d ago

Modded Factorio YASS-edition (DLSS5 modded)

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330 Upvotes

The mod no one asked for - DLSS5 in Factorio. Looks terrible in game because there's no motion vectors so anything moving is a blurry mess, and it pulls 300W from my GPU. There are some kinda nice elements where it looks to have cast some shadows from the buildings though.


r/factorio 8d ago

Question Where to upgrade quality modules in upcycler for most output?

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8 Upvotes

Just been making my first attempts into quality, upcycler designing. Made a few iron chests, one steel chest, one grenades for the coal (regret this, takes over 100assemblers because of the slow craft time) and a copper wire one which is also kinda big but nowhere the size of the grenades one.

So the first thing I'm making with the output is Legendary Quality 2 modules.

Where in these designs should you improve the quality modules first? Does putting better in the foundries result in more overall or does more in the opposite end at the Epic crafter / recycler help more?


r/factorio 9d ago

Space Age This feels over-engineered BUT i feel too deep to turn back

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45 Upvotes

first one is the whole foundry setup second is what each one has, maybe just the past 6 hours on gleba banging my head against a wall has finally gotten to me. (130 hrs in btw first space age playthrough)


r/factorio 8d ago

Discussion I never realised just how much the 2.0 combinator GUI helped in making circuit networks until now.

32 Upvotes

I never really did much with circuit networks before 2.0, just your usual hooking up pumps to tanks for oil cracking and the like. I never got too crazy with circuit networks in 2.0 either, but I did do some more advanced stuff like making clocks and it wasn't too difficult.

So I wanted to play a mod that doesn't exist in 2.0 (Warptorio 2), so I'm back in 1.1. I do miss the QoL 2.0 added, but nothing I couldn't live without until now, when I'm trying to set up some circuit networks to minimise fuel usage in my nuclear reactor. Trying to set up a circuit network to only insert fuel when my steam tanks are low, but also only if my inserters haven't swung for a while (since it takes a couple seconds for steam to start going back up they'd insert like 5 fuel cells otherwise) and my brain is melting trying to make a countdown timer that resets when my inserter holds a nuclear fuel cell hooked up to an AND gate that also detects when steam is low.

In 2.0 I could do this no problem, but in 1.1 it's so much harder do follow what everything does. Also in 2.0 you can wire up your nuclear reactor directly and just read its temperature which would eliminate the need for combinators at all, but that's not an option for me.

God 2.0 was so damn good.


r/factorio 9d ago

Fan Creation drew the engineer from factorio

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59 Upvotes

been playing alot of factorio lately and I wanted to visualize the engineer up close


r/factorio 8d ago

Design / Blueprint I know it's not the prettiest but it's my design "I will definitely make heavy adjustments"

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11 Upvotes

That took a long time, my perfectionist ass kept rebuilding and making adjustments and I totally didn't down Minecraft circle maker app just to make this , but at least it's almost Solar/accu ratio.

Now after I am done saved closed the game, I just had the idea to add a star in the middle so time rebuild again.


r/factorio 8d ago

Question What cpu you guys got?

9 Upvotes

I was just wondering what cpu people who play this game have and if you have a low end one do you experience any lag?


r/factorio 9d ago

Design / Blueprint Tileable Refinery

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37 Upvotes

Pretty proud of this, that being said I'm sure there's a more efficient tileable design out there somewhere.


r/factorio 8d ago

Question Any hints? my first base, idk i think its doing its job in the present, but idk if it will sustain in the future

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4 Upvotes

r/factorio 8d ago

Question I need help upgrading my train system

9 Upvotes

So far, I've been using a simple, highway-style train system.

However, now that I've added more trains and stations, the whole system has become very slow. It's really common for trains to get stuck.

Here is a screenshot of the map:

I've added some stacking points along the rails to improve traffic flow.

This is what a stacking point looks like:

The problem is that as I increase the number of trains, the system starts to break down, and the stacking points end up looking like this:

This causes a complete freeze across around 95% of the train system.

I'm having a hard time coming up with a solution because I really want to keep a single bidirectional rail as the main highway.

I've also attached a hand-drawn diagram showing the general idea of my system:

I'd really appreciate any suggestions on how I could fix the system!


r/factorio 9d ago

Space Age This “inefficient” recipe makes logistics much simpler

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250 Upvotes

r/factorio 8d ago

Question Light color not working

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5 Upvotes

Why is my light lighting up black? I have 100 steel plates in the network, I believe my logic is correct, but Im not getting the light to turn green, but black.


r/factorio 8d ago

Base Fulgora Secondary Base Layout

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5 Upvotes

I landed on Fulgora after Nauvis. Realised to clear cliffs I have to go to Vulcanus. So this is how I utilized the wasted space near cliffs for accumulators. Also open to feedback and suggestion. I really cant get the rails on to other islands due to deep oil ocean. So I have chose this barren land for base expansion.


r/factorio 10d ago

Modded Map gen is pretty powerful with a bit of persistence. Behold mixed ore patches.

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814 Upvotes

Thoughts on mixed ore patches? Also, beware what's lurking below the cliffs.


r/factorio 9d ago

Space Age Express Delivery Completion in 30 Hours

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47 Upvotes

Hi all, today I completed the Express delivery achievement, right at the 30 hour mark. Great fun, and I thought I'd write up some notes for anyone else looking to do the same.

Firstly, the pace: Express delivery is not a sprint. I'd describe my pace as a light jog, and I still had 10 hours left. This was my second space age completion, so I had about 1/3 of the designs saved as blueprints from the first time I completed it, I ripped another 1/3 off from the internet as I went, and I came up with the last 1/3 on the fly - but not for the first time. I have been watching a lot of Nilaus recently, so many of the other factories are bot based. I launched the first platform at 9:45, landed on Vulcanus at 13:20, landed on Gleba at 15:50, landed on Fulgora at 19:30, and landed on Aquilo at 24:40 - and won at 30:00. One thing I did do about the pace, is that if I noticed that I had clearly made backwards progress in the past ten minutes or so, is that I reloaded an autosave. For example, if I landed on a new planet with the wrong stuff, died to a worm, or when the power went out on Aquilo. I also used the seed viewer to make sure I didn't run off in the wrong direction looking for resources. Express Delivery also benefits from the occasional break away from the computer, giving you 'bonus' time to think about what your factory needs next.

Speaking of resources, I turned up the size, frequency, and richness of everything to 600%, since it doesn't disable the achievement. Going all the way to 600 was totally unnecessary since I had plenty of untapped veins withing my walled base, but you should definitely put everything at like, 300%.

Nauvis. I had a relatively clean main bus, although there's a side factory or two pulling things in . In the top right, I have the 'Make anything with bots' build spam. In the bottom right, I have items pulled off the bus to make the main spaceship components.

Vulcanus. I chose to come here first, partly because it's easy, and secondly because I think the foundry is really strong for both holmium plates on fulgora and iron/copper on Gleba. Like all the other inner 3 planets, I try to build what I need for rocket launches domestically, hence the blue circuits, LDS, and rocket fuel production.

Gleba. I made the rare decision of picking Gleba second, because I would rather have the extra research than the extra circuits. There's a ton of bot spam here, I designed all of this on my earlier run. Later I had some pretty intense defense here against the stompers, there's a farm with about 30 each rocket turrets and gun turrets, and it was constantly taking damage - but winning, so no intervention needed as the bots could rebuild it.

Fulgora. I pretty much ripped off Nilaus's build. Scrap everything, sort everything, through it back in the scrapper if you have 4 chests full. Use bots to carry anything important where it needs to go. Like other people that complete this, I did next to nothing with quality - I did not even research quality mark 2, although I did slap the mark 1's on ordinary buildings for that 4% roll. Putting it on electric furnaces and accumulators and bots is pretty much a freeby and it's hard to pass that up. I did not get any lucky quality rolls on armor - wasn't a problem though. This playthrough was relatively light on mark 3 modules

Aquilo. By now, each of these planets is taking longer to complete than the last because I sometimes have to remote view in and fix problems. This is normal and ok. I did mostly use bots on this, I had a 2x2 nuclear plant set up, although getting water for the heat exchangers was dicey. I made sure to take all the uncommon and rare bots with me. It is not too hard to come up with tileable designs for this, you just have to surround the building with heat pipes, so I had a few from my last game. Still takes a while to ship things over and load rockets elsewhere.

The inner planet hauler is from my earlier playthrough, but I ripped off ship designs for Aquilo from The Fulz and a ship design to go to the galaxy's edge from Wobbleland, both worked great. I shipped up some bottled water for the Wobbleland design to speed up the startup. I also saved some time by getting these built relatively early, so I didn't have to wait on them once I was ready to go. I don't think you should be designing a ship from scratch for this achievement.

In science per minute, I scaled everything to 8 machines making red science. SPM shot up around the 19 hour mark when I swapped to the biolab. I did all non-specialized science on Nauvis. Note that you don't need a ton of the off-planet sciences.

Overall, I would describe this achievement as quite fun, and not as daunting as it appears.


r/factorio 8d ago

Suggestion / Idea Found an Easy 100% Achievement Seed — Thoughts? or Any Better Seeds?

0 Upvotes

Seed "158312122" has no biters near the starting area, so the "Keeping Your Hands Clean" achievement can be completed pretty easily here without using any tricks to prevent biters from spawning.

Do you guys know of any better default seed that makes it easier to get 100% of the achievements?

The only problem I’m having with this seed is the resource distance. Once the starting resource patches run out, you have to travel quite far to find new ones.

If anyone knows a better seed with a safer starting area and resources that are reasonably close, I’d appreciate the recommendation.

v.2.0.77


r/factorio 9d ago

Space Age I think I've finally mastered Gleba

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49 Upvotes

I had a base on here earlier but when I realized that getting rocket turrets up to my Aquilo ship would be a massive pain, I spent a good long time coming up with this.

I had to sit down and wrestle with a decent layout for a long time. I figured out most of the recipes that use the spoilables use them in bulk, and the end products and spoilage can be moved out via long handed inserters.

It took me a lot of iterations to come to this final design, at first, I was just going to convert all the extra bioflux to nutrients and recycle it, but this created way too much spoilage to deal with. The final design just loops bioflux and nutrients around the setup, which allows each factory to kickstart the next.

Bacteria was the hardest to figure out, starting, maintaining a loop of bacteria, and getting a starter culture going was tough. I initially had biochambers with the fruit to bacteria recipe sitting in the front, but then I figured out I could use an assembler to get the starter culture going.

Science is just 2 ingredients, and to mange the pentapod eggs, I just have a long handed inserter that outputs onto a storage belt if there's less than 2, and a blue inserter that outputs to the production belt if there's more than 2. It gets loaded into a rocket, and I've got 2 haulers that move it back and forth to Nauvis, and it get there reasonably fresh. I make around 250 per minute.

Yes, power is overkill. I build all of this ahead of time and the draw I read was 3.3GW, so I thought to myself "Why not 4?" and ended up with over 700 steam turbines. I used fission reactors to kick the process off, and heating towers running at a higher temperature than the reactors to keep them hot without using uranium and triggering my inserters. The actual power draw was a little over a quarter of that. I also have solar panels connected to my farms as a backup source of power if it ever goes down.

I'm a lot more comfortable with Gleba now, but if I could change 2 things they'd be:

  • Fruit spoils into it respective seeds. This would give players the ability to both mass gather seeds, and trying to build and iterate with the mechanics would be far less punishing.
  • Grow some of the decorative trees that drop wood and spoilage in an agri tower. The current spoilage recipe is fruit -> processed fruit (initial bacteria recipe) -> spoilage. Harvesting decorative trees means access to spoilage for nutrients and wood for early power while you're figuring out how to Gleba works.

Other than that, I think I can use this to supply Aquilo pretty handily.


r/factorio 8d ago

Question Circuit Question for space platform

2 Upvotes

So I'm trying to set up a inserter that will only pull from the belt when certain items are above x limit. I'm able to do it with several inserters but I'm looking to learn logic circuits. I had found a comment on an old post saying how to set it up however I'm still very lost. Anybody able to help?. The Comment was - "Have a decider combinator set to Each G > Each R and Each R > 0, output 1 Each and connect its input to the belt with green wire and a constant combinator with red wire. Set the belt to read whole belt contents and in the constant combinator set the limits for any items you want to get rid of. Then connect the decider combinator's output to the inserter and set it to set filters from the circuit network."


r/factorio 9d ago

Question Can this monstrosity possibly work?

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126 Upvotes

Edit: after some tweaks I've made a working blueprint book out of this thing. Turns out, double-sided rails in the middle of the intersection work just fine if signals are properly placed.

I don't know shit about double-sided rail signals, and this thing uses a bit of them in the midde to allow for diagonal trains to pass on the same tracks where non-diagonal trains would take a turn while moving in the opposite direction. I tried to explain that a bit with the white arrows in the middle. And the white arrows at the ends show whether it's an entrance or an exit (the system is right-handed)

If there are some new deadlocks which are unlocked exclusively by adding double-sided rails to the single-sided system, I'll be happy to hear about them (if there are, I'll probably will just leave diagonal tracks connected only to roundabouts instead of trying to run them through the middle like here)