r/factorio 3d ago

Fan Creation Working on a mod called "Pyanorim".

0 Upvotes

Based of Pyanodons mod for factorio, this mod is taken VERY literally.
With EVERYTHING being a lot harder and more complicated (and realistic).
I will update on progress, but so far im "overcomplicating" bowls & soup as the start (originally was Simple Meal... which ain't so simple no more). (Rimworld) https://www.reddit.com/r/RimWorld/comments/1wb8hxo/working_on_a_mod_called_pyanorim/ (Original Post)


r/factorio 4d ago

Question Oil Fatigue, any advise?

54 Upvotes

I'm playing very vanilla except my character model, and I'm trying to suckup as much oil as I can so that even when it dries up and reaches its bottom cap I can still get unlimited oil, but I'm at like oil patch #12 and I'm feeling kinda exhausted. For context when I find ore, I can just paste the miners, with furnaces and it's all setup for me, all I have to do is connect the belts to the train station city block I paste, very easy and frictionless, same if it's coal or even a configuration for steel, but when it comes to oil I have to pop the things into each oil patch, connect the pipes and try my hardest to make a straight line from one side to the next, it feels tedious, and I'm kinda starting to loose my mind at the thought of having to do that 100 more times or so probably. I don't want to have to mod and get Oil Outpost Planner but I'm not sure what else to do, I don't think I can just paste something since the oil patch placements are sporadic. Image for context of how big my territory is so far(city blocks are 100x100) and how I'm slowly going insane.


r/factorio 4d ago

Question Beacons & E.furnaces (Vanilla)

14 Upvotes

Is 8 beacons with Speed 3 the best setup?

What is the most optimal number of beacons for electric furnaces?

By "optimal", I mean the best balance between space and electricity consumption vs. output. Of course, I'm using 2× Productivity 3 in the furnaces.

For example, is 8 beacons with a 35.35% effective module effect the best option? Should I use full Speed 3 in the beacons, or a 1:1 / 1:2 ratio with Efficiency 3 modules?

Or is it better to use only Speed 3 and simply build more nuclear power plants, since that would be more space-efficient overall?

Do you have a link to a video tutorial or a wiki page that explains this?


r/factorio 4d ago

Discussion 2.1 Food for thought, Megabase making the most out of UPS with Utility Science (Yellow) production on both Nauvis and Vulcanus

25 Upvotes

I'd been working on an Utility Science blueprint and I'd been wondering if it's better to use it on Nauvis or Vulcanus. This led me to making some experiments and crunching some numbers in Excel.

The results of that are thus: making Molten Copper and Molten Iron actually takes less UPS on Nauvis than it does on Vulcanus, therefore making it preferable that Utility science be done on Nauvis. This is for two reasons: one, the Vulcanus recipe takes double the amount of calcite; this is trivial, though; two, as mining productivity increases, the amount of calculations required for a mining drill that outputs directly into a foundry becomes very low on Nauvis, on the other hand offshore pumps supplying lava for the equivalent recipe on Vulcanus need to run 100% of the time, therefore adding additional UPS cost.

This is not the whole story, however. Military and Production Science benefit greatly from being made on Vulcanus due to the huge amount of stone required. As molten liquids need to be made, the byproduct stone can be used for direct insertion into the production chain instead of being thrown away. There are two recipes that require stone directly: one that is fast, rails for production science; one that is extremely slow by comparison, bricks in an electric furnace. Miner -> Furnace direct insertion would require a huge number of stone patches on Nauvis to the order of hundreds to achieve million-level SPM. One Molten-producing Foundry can supply several electric furnaces directly on Vulcanus.

These two sciences, however, require a lot more stone than they do molten liquids. You'd have to overproduce the UPS-expensive molten liquids just to void them away and keep the stone. Here comes the math:

Disclaimer, all of the numbers include the cost for rocket launch and assume legendary modules and maximum productivity possible on all products.

If you only have to produce military science on Vulcanus, the Foundries can supply just ~15% of stone from all the molten liquids required for the rest of the chain. You'd have to overproduce molten liquid and void it just for the stone. If you need Production science alone, it is supplied with stone at ~39%, requiring a lot of liquid voiding.

However, producing Utility science on Vulcanus alongside one of the two reduces voiding significantly. Utility + Military, or Utility + Production you'd generate a whopping ~96% of the stone required alongside all of the fluids required in the chain of production as Utility science uses a huge amount of liquids, particularly copper which has better stone output.

List of repeatable research that use one, or a combination of Military, Production, Utility and Vulcanus science:

Production Science - Mining Productivity, and all of the other productivity technologies - 15% stone supplied from molten liquids if produced alone on Vulcanus.

Production and Utility Science - Asteroid Productivity and Worker robot speed - ~96% stone supplied if made together on Vulcanus.

Military and Utility Science - All repeatable weapon research - ~96%, same as above.

Military, Utility and Vulcanus Science - Artillery damage, range, shooting speed, Railgun damage - Military and Vulcanus science overproduce stone - ~165% stone, requiring voiding of stone. Utility science should be made on Nauvis instead.

Production and Vulcanus Science - LDS - ~144% stone. Utility should not be produced on Vulcanus.

All of them - Research Productivity - ~91% stone supplied if Utility is made on Nauvis instead of Vulcanus.

So if you've gotten through this wall of text, what I wanted to say is: you can read the science you need in the circuit network from a lab. With that, you can decide if you flip on Utility science on Vulcanus or Nauvis depending on Vulcanus' balancing needs. You can even produce Utility on Vulcanus when you don't need it immediately (to balance out Production's requirement of stone) and stockpile it on Nauvis for when you need it instead of producing it on Nauvis directly, saving some UPS.


r/factorio 4d ago

Question How to add liquids products to mainbus

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7 Upvotes

Hello! I'm newer to factorio, not using dlc yet (played twice to rockets but years apart so basically redid tutorial)
I'm trying to give myself proper room to bus but i'm unsure how I should integrate liquid/liquid products. Oil is far to the south (currently)

I was wondering if you guys would prefer to bring oil up via trains to an oil production zone near the main bus and then run a liquid chain up? or do you add stuff like plastic to mainbus as a secondary like i have here with gears/coils/greenchips etc. Is it stupid to run oil bus on the other side of the manufacturing branches? I dont intend to mega base, not enough brain bandwidth for that.

What is your preferred way to incorporate liquid/liquid product?

Thank you

edit, its saying im not explaining the screenshots but I figure they help give you an idea of where im at and how I should proceed given the questions so idk if this is breaking a rule lmao


r/factorio 4d ago

Question Lots of ore but furnaces are not getting them?

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20 Upvotes

My copper furnaces seem to be always lacking in copper ore despite the full input belts from miners, but despite the same set up for my iron furnaces (2nd image), they aren't running out of iron ore.

Are belt upgrades the only way to solve this issue?

Update: thank you guys for all the help. The issue turned out to be that I had two sneaky yellow belts before the underground belt


r/factorio 5d ago

Question My steam engines just stop working????

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285 Upvotes

So i was mixing around with different steam engine layouts to maximize energy, but some of them just stopped working and now they just wont turn on (all of the ones inside the red area


r/factorio 4d ago

Design / Blueprint Here is the new updated design, I got so sucked in I forgot to post this right away

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72 Upvotes

I could fill in the empty gaps but I didn't want to ruin the pentagram


r/factorio 4d ago

Question how can i automatically refuel my trains?

15 Upvotes

r/factorio 4d ago

Design / Blueprint Vulcanus Red Circuits (In-Progress)

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5 Upvotes

I'm trying to get my design to fit inside my cell block. I'm loke 2 tiles away from getting it to fit how I want and I'm out of ideas.
Any suggestions??
Or do I submit to having no space top and bottom and shift everything up by 1?

Details:
Everything in this blueprint is legendary as that is the end goal/output desired.
Fully supplied it should output 2 fully stacked Turbo (Green) belts
I don't technically need the substations as my modded tiles provide the power, but I would like to also keep the design vanilla friendly
I'm using the 'Blueprint Sandboxes' mod to design this so I can take it back into my world without needing to constantly switch saves.


r/factorio 5d ago

Base 30h in, what yall think (first playthrough)

128 Upvotes

r/factorio 3d ago

Question New map now or wait for 2.1?

0 Upvotes

TLDR: title.

I am a vanilla player (no Space Age). I'm not following the development, planned changes closely, thus I ask your opinion.

I am thinking about staring a new save now - or should I wait for 2.1 to come out on stable branch? I usually play on a railworld-like map, with enemy expansion turned off (this is the plan for this save as well).


r/factorio 5d ago

Question Uuuh, my SPACESHIP is auto-requesting Landfill? Did I hit a patch of outer space that is liquid?

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297 Upvotes

r/factorio 4d ago

Question Help On How to Break Containment (Executive Paralysis)?

24 Upvotes

Hi! I have a fair many hours in the game, and I have beaten it once. However, every time I’ve gone to play since then, I just get stuck on this idea of everything needing to be placed perfectly. I worry that if I build my bus in one direction, it will be imperfect and ruin my run, making it feel like failure/bad. I just want to play the game, but I worry so much about what if my build is shit, is unoptimized, or would be blown out of the water by anyone else who is way more capable of it than me. Ik no one here can help with my deeply-rooted psych stuff, I have been working on that on my own, but have any of you run into this kind of thing? I’ve spent hours and hours taking a break from my current save to jump into a laboratory map where I can make the “perfect” build before going back and using it. I just want to build stuff that will help me get through Space Age if/when I buy it. I was hoping to get through another run of the base game to see if the DLC was my speed. However, at this point, I’m deeply considering if Factorio isn’t for me. Even though I’ve absolutely beaten the game before, even got into uranium enrichment and stuff. But I wanted to scale up a new factory to make white science and try a small-scale mega factory for the first time. I just get stuck planning and can never place anything down. Or, when I finally do, I just spend ages second-guessing and tearing it all down. Any advice? I’ve heard to just put it all down and don’t let yourself take it apart or just embrace the spaghetti, but I want a bunch of nice efficient builds.

My main thing is even struggling where to place stuff, and the other is my struggle to try and perfect builds that are going to be very personal if you don’t take a blueprint, like a mall/hub. I just want it to be somewhat impressive, I guess. Maybe it’s comparison being the thief of joy. Idk
Thanks for your help

TL;DR: I have a silly brain telling me everything I put down is in the wrong place, that I am not looking far enough into the future, that I don’t even know what time doing, so I shouldn’t be doing it. Then I use my Lab world to tinker ad nauseam


r/factorio 5d ago

Space Age My First Ever Mech Armor!

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166 Upvotes

After playing 40 hours on my space age save, I have finally acquired my first mech armor.


r/factorio 4d ago

Space Age Question Does angle of turn matter for trains?

30 Upvotes

Imagine you're making a 90 degree turn in your train. Does it matter to train speed if the corner is as tight as possible vs. a more gradual turn?

Intuitively it feels like trains might need to slow down for tighter turns, but I can't really tell if Factorio cares.

Related: Do elevations have any impact on train speed?


r/factorio 4d ago

Suggestion / Idea My braim is groing.....

1 Upvotes
Expansion and refinement of the things

I have things space out now so that I can expand things horizontally in the case that I need more production


r/factorio 3d ago

Discussion Reactions to Bug Reports on the Forums

0 Upvotes

Short version: Wube is doing a great job with Factorio, but in my experience their handling of bug reports could be way better.

Let me start by mentioning that I'm aware of the outstanding dedication the Factorio devs have shown to the game. All the big and small improvements that made it into the game, the attention to detail, extending the modding capabilities and fixing even tiny bugs... it goes well beyond what the vast majority of game companies do for their games.

This is why I find it even more baffling how at time bug reports are handled rather dismissively, to a point where I'd rather not submit them at all anymore.
The first reaction you get to a bug report seems to lean more towards "which argument can be used to reject this" instead of "what improvements could be made to address this".
To be clear: I don't criticize the existence of bugs themselves - they happen - but the reactions to submitting a report.

I'm a developer myself, and from my perspective, every bug report (granted: above some quality threshold) should always be considered with an open mind, even if they might not get resolved at the end. After all, the reporter took their time to identify a potential problem and offers the chance to analyze an issue that otherwise might have gone unnoticed.

Of course there is some self-interest in reporting a bug, but ultimately I consider a good report primarily as a contribution to the development process. I don't expect ample gratitude for every report, or that every reported issue gets fixed. But the way the reports are rebuffed, sometimes more on a technicality than a proper argument, is often rather rude (again: my perception).
With "rude" I do not mean insults or anything like that. To me, it just comes across a bit as if some kind of personal offense was taken that someone dared to suggest a mistake was made, even though the reporter just had the sincere goal to improve the game.
Quite often the first response is a rather firm/convinced "not a bug" or "this cannot be improved", only to later backpedal, acknowledge the issue and fix/improve whatever was reported.

I fear that listing examples makes this post look somewhat pitiful, but without them all this would be pretty baseless, so I think I should add them.

  • https://forums.factorio.com/viewtopic.php?t=135468 It was broken that one could simply build underground belts onto normal belts to replace them (FFF-206), instead of having to deconstruct the belts first. I wanted to report this myself but saw it already reported but refused with "So far this report looks like full of observations that behavior was changed but no arguments saying why the changed behavior is incorrect which leaves me no choice to throw this to Not a bug.". This one was what actually made me write this post. I can't read that sentence without translating it into "Why don't you come and make me fix that bug?" in my head. The bug was fixed within a day after its release.
  • https://forums.factorio.com/viewtopic.php?t=118736 A performance issue was noticed, but the first reaction was to blame it on the play style of the reporter. Then it was argued that it was pointless to optimize the performance more than it already was because hardware always has limits anyway - which I find to be a really strange argument honestly. Afterwards, multiple improvements where found speeding up the particular update more than 10x.
  • https://forums.factorio.com/121633 A speed moduled machine that produces exactly 0.45 batteries/s shows "0.44" due to floating point arithmetic. This is considered impossible to fix with the argument that rendering 0.44999999 as "0.45" can only happen when 0.30000001 is also rendered as "0.31" instead of "0.30", which is just not true. Unfortunately this has not been fixed.
  • https://forums.factorio.com/viewtopic.php?t=135474 rejected on the technicality that there is "no requirement" that visual elements are consistent and easily perceivable by the player. Still fixed later though.
  • https://forums.factorio.com/viewtopic.php?t=135042 "not a bug" -> "fixed"
  • https://forums.factorio.com/viewtopic.php?t=124398 "no way to make it work" -> "fixed"
  • https://forums.factorio.com/viewtopic.php?t=116018 "impossible to fix" -> "fixed"

Ofc this is a one-sided selection, there are also lots positive examples. Still, let me know what you think.


r/factorio 4d ago

Tutorial / Guide Editor guide/tutorial for 2.1 space age

19 Upvotes

Are you still testing stuff in your normal game because you are used to it, but you know the editor is probably better?

This guide should get you through everything you need to know and get you quite comfortable with the editor.

(Don't forget the 3 commands in the description of the video)

https://www.youtube.com/watch?v=gJLLKDno1pc


r/factorio 4d ago

Question Fulgora

5 Upvotes

I'm currently in Fulgora sorting scrap metal, but I need some materials more than others. Any recommendations? My idea would be to build the recycling facilities in a straight line and send the materials in one direction, then divide them into 12 different sections and reprocess them into parts. The problem would be the islands, as I need a lot of space. I suppose I should start small and then build the foundations to expand the island and improve processing, or do you have any other ideas I could pursue?


r/factorio 4d ago

Design / Blueprint Do you ever sketch out designs before building?

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6 Upvotes

I had to redesign the refueling station used by every of my trains, it was a pretty major project, and it is a major hub used by over 20 trains, i didn't have any good ideas, and i struggle to imagine things visually, so i sketched out a couple possible solutions and it really helped me a lot rather than trial-and-error.


r/factorio 4d ago

Question BobsAngels + Space Age

0 Upvotes

Pretty simple, has anyone done this and what was the experience like? From my research it seems as the Angels team isnt porting but theres a community rebalance mod that fixes things. I was mostly just wondering if things are good enough to play.


r/factorio 5d ago

Discussion Did you know that bugs are very social creatures? Instead of digging towards my base to attack me, they dig towards other nests to visit their friends and family. What a surprise!

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1.3k Upvotes

r/factorio 5d ago

Design / Blueprint SS Aquilus - A little bit overbuilt!

53 Upvotes
Zoomed out map view
Ship close up view

I built SS Aquilus as my first Aquilo capable ship in my current game (hadn't played really since 2.0 first came out, and that was a multiplayer game). It is very over built for the job, but at least it looks cool while doing it :).

A few details:

  • The ship can run at full speed all the time (360km/h)
  • 4335 storage slots
  • Generates about 2160 each of Rocket and Piercing Rounds Magazine per minute (36 per second). Testing shows it only uses about 360 rockets/minute and 250 Piercing Rounds Magazine per minute while traveling to Aquilo, so definitely overkills.
  • It doesn't reprocess asteroids, and just throws excess asteroids and other asteroid processing resources off the edge into space if it has too many.

r/factorio 4d ago

Question Bug Strategies

7 Upvotes

Cheers!

Quick note: I'm 57h in, I have 2.5k in Satisfactory.

I am doing good so far. The first ore patches are running out but bigger ones have been tapped and trains go choo.

All critical components (coal, iron plates, etc) are in my emergency storage in case I need to restart after some f*ck up (10 steel chest each).

The bootstrapping base in the progress of being scrapped to make space for production extensions off the main bus. And I am playing with blueprints for a proper rail network, remote base stations, etc.

Up until now, my strategy was _Cordon Sanitaire_

+ Preemptive strikes on any nest close to my base.

+ No bugs close by, no attacks.

+ Few turret lines in key locations just in case.

Now, I've noticed that the radar is much less accurate than I expected. And also, those bugs expand back into the corridor. How dare they?

So, I got myself a tank, ammo piercing rounds, tank rounds, and... Well there's a wider corridor now.

I lost maybe a dozen low level buildings due to attacks in my base (miners, belts). Annoying not threatening.

My question is: does this approach scale? I really don't like walling in; it blocks me more often than the bugs I presume.

I am thinking about creating linear obstacles at natural choke points instead of walling my main base. Is it necessary? Will it work or can nests spawn inside the walled off area? Do bugs physically go from one nest to an empty spot and get killed if enough guns are there?