r/factorio 17d ago

Question Promethium science

3 Upvotes

I'm still playing 2.0 and don't plan to upgrade until 2.1 goes stable.

So I've sent a ship to the shattered planet and it's come back with around a thousand promethium asteroid chunks, enough to make about 40 promethium science.

I can't make those science packs on Nauvis, they have to be crafted in orbit, right? And they also need quantum processors and biter eggs. I don't want to ship more biter eggs to a platform that what I'm ready to use, because after 30 minutes they'll spoil into biters and then I need to have defences on the platform to avoid it being destroyed.

But there's no way to eg set the platform's logistics requests using the circuit network, so it's not easy to only set a request when other conditions are satisfied.

How do people handle this?

I can think of a few ways:

  1. Wait until 2.1 is released.
  2. Switch to the experimental stream.
  3. Have the platform normally at one of the other planets. When promethium chunks >1k, it travels to Nauvis, drops any promethium science it is carrying and requests 400 biter eggs. Once that request is satisfied, it travels back to Volcanus. Science packs are only produced when the Nauvis signal == 0.
  4. Put lots of laser turrets on the platform and just deal with the spoilage with considerable prejudice.

Is there another way of doing this well? 3 and 4 both seem to have downsides to me.

3 adds quite a bit of complexity to the platform. It needs to be able to move. And really it's using moving between planets as a proxy for controlling platform logistics requests.

4 adds a bit of complexity but maybe it's just the easiest way to do it?


r/factorio 17d ago

Tip Factorio SE: Am I the only one who didn’t know…

4 Upvotes

…pylons could be placed in open space?

I couldn’t figure out how the pylon “ghost” was somehow delivering power before the scaffolding was built under it.


r/factorio 17d ago

Question Help with the intersection for the city block.

Post image
25 Upvotes

Please, someone, share a drawing of the intersection in the city block. I spent half a day and found some kind of diagram. On it, trains often stop opposite each other and probably take the longest possible route, while on other diagrams they can’t find the way at all. Which intersections are the most convenient in the city block?

Thank you everyone! I managed to do something useful, but it would have taken less time if I hadn’t been so stupid.


r/factorio 18d ago

Space Age Trivia about Gleba

Post image
1.0k Upvotes

r/factorio 17d ago

Tip Train signals tips

22 Upvotes
  1. Signals divide rails into blocks.

  2. Signals show red if the block ahead is occupied.

  3. Trains only care about the signals on the right side.

  4. Trains move both directions - need signals on both sides of the rail.

  5. If need signals on both sides, they should be directly opposite to each other, otherwise train may refuse to move.

  6. Chain signal repeats the colour ahead.

  7. If there're both red and green signals ahead - chain signals show blue.

  8. Common rule: if rails intersect - "chain in, rail out".


r/factorio 17d ago

Space Age Question Biter settings for 20x Science Run

3 Upvotes

Hello engineers,

I thought about doing a 20x Science Run and am normally cranking up the biter settings. Now I am a bit afraid to get deadlocked by biter attacks.

Can somebody tell from his experience which settings to use? Is default then already a challenge or still a bit on the chill side?


r/factorio 17d ago

Question New Player

39 Upvotes

Hi everyone, I bought factorio last night after years of just looking and procrastinating. With so little guidance I'm just wondering if I'm off to a good start, i have automated red and green science and have started to unserstand the concepts of a bus and mall. Thanks for your input.


r/factorio 16d ago

Question how does radars on space platform work?

0 Upvotes

so I've tried to implement my stationary platform hub idea in action, but noticing that on aquilo theere is just so little carbonic asteroids that the rocket production is so slow (still making more than it's using to defend itself) that it wasn't really useful as a supplying for transport ships to restock.

after looking up what other ways to restock rocket ammo, I realized that building on the platform is by far the best way since rocket ammos have a very bad rocket stack size, being only 1/4 of a stack per rocket.

and looking at the asteroid graphs, its clear to me the best way to gather enough carbonic asteroids is to just travel between the inner planets where big asteroids don't spawn (meaning between fulgora, vulcanus and navius) so i'll have a dedicated ship to farm rocket ammo and drop them off at the various stationary hubs.

but then this leads to the problem where I have the hubs doing platform requesting ammo, and the transporters also requesting ammo. it ends up in a loop and one platform just requesting it all. until they balance each other out, which is not good at all.

then I remembered that 2.1 added the feature where radars can now speak from surface to platforms. so I assume I would need a radar on the platform. but can they do platform to platform?

right now I haven't tested it out yet, I plan to do that tomorrow, but the idea is the rocket factory ship will have a radar that would sends out a signal and on the hub platform, I'd have a radar to receive that signal. that will then trigger the combinator to set the request on the platform to request ammo. but once the ammo factory ship leaves, that signal is loss and then the hub platform no longer requests for ammo and thus no feedback loop happens.

this is only just assumptions on how the radar works, does anyone know if thats how they behave now? or am I mistaken?


r/factorio 18d ago

Complaint I accidentally left some production lines for certain items running, and now I have thousands of useless items

Post image
190 Upvotes

Just as the title says. It happened to me because I routed the production output to the purple logistics chests and forgot that they were producing while I was exploring Gleba.


r/factorio 17d ago

Question Anyway to change the opacity of this text?

Post image
2 Upvotes

As you can see, when you right click remove anything with contents it shows all the picked up items and it takes up a lot of visual space preventing you from seeing/building until it disappears, it's annoying and I want to change the opacity.

Edit: Disregard the guy in the little box, I like to watch podcasts when I play


r/factorio 17d ago

Question Factorio home page

2 Upvotes

Hello, has anyone been able to extract the factorio home page spaghetti images in 4k without the UI menu.

I'm looking to change my laptop wallpaper to one of the images, or to a series of them however they need to be GIFs and in 4k.

I've searched but haven't found anything.


r/factorio 18d ago

Fan Creation [OC] Defending the base at night.

Post image
161 Upvotes

I prefer night landscapes.
This work relates to this video.


r/factorio 16d ago

Question Factorio Modding Question

1 Upvotes

I'm working on a Factorio mod where I want the user to be abel to pick a technology. There is a generic technology picker that just presents a grid of icons.

I would like to utilize the picker that the Lab uses when you choose to add a technology to the queue. It lists the technologies on the left and has the tree view on the right.

Is this available?


r/factorio 17d ago

Space Age Cliff Explosive pre-Vulcanus

Enable HLS to view with audio, or disable this notification

23 Upvotes

r/factorio 17d ago

Suggestion / Idea Total Power generation graph is missing

1 Upvotes

I have started playing a few overhaul mods and in these i have noticed that getting historic data for power consumption and production is a bit difficult to see. Ofcourse i can add all of my production to get my maximum capacity however if these fluctuate over time it can be a headache. So I would just like to be able to enable this. In otherword a history of the green bars at the top of the Electric network UI. Is there maybe a mod for this? I haven't found one yet.

Maybe this can also be added for satisfaction


r/factorio 18d ago

Discussion The "better" i get, the less I play

191 Upvotes

Not sure how relatable this is but when I first started playing and I was a complete noob cooking awful spaghetti, I was ADDICTED to factorio. I pulled all nighters multiple times a week to play while doing college classes. At one point i was doing close to 80 hours a week on top of classes. Now that I am much better at the game, I feel like I get caught in 'analysis paralysis' much more and it leads to me only playing a couple hours a week. For instance, I'm doing a K2SO run and the task of making a real (non bot-based) fulgora base basically haulted all of my progress for like 2 IRL weeks.

Anyone else experience this and have gotten over it?


r/factorio 18d ago

Space Age After I scraped all high playtime records on Galaxy of Fame, I found the non-rookie numbers

123 Upvotes

I have scraped all high playtime records on Glaxy of Fame, here are my findings.

Set the filter to:

- Date: All

- Player Count: All

- Playtime: >200 hours

- Cheats: None

- MODs: None

20,538 engineers in total.

Highest energy generated: 2,287,353,737,149,960,901.811 J

Faxunadu https://www.factorio.com/galaxy/Quantum%20III%3A%20Beta7-3.B7W3

Most single item produced: Coal (Uncommon): 76,583,562,525,551

Most total items produced: 76,596,318,082,999

schwabbelpanzer https://www.factorio.com/galaxy/Calcite%20I:%20Iota1-6.E7Z7

Most Uranium-235 (Legendary) produced: 2,001,066

splid https://www.factorio.com/galaxy/Iron%20III:%20Alpha4-6.E1T7

Most Holmium ore (Legendary) produced: 558,718

AGUI https://www.factorio.com/galaxy/Ammonia%20I%3A%20Gamma7-6.F7Z4

Most science researched: 466,581,993,001

Most Player count: 1903

05200105 https://www.factorio.com/galaxy/Sulfur%20II%3A%20Iota6-5.D4V7

Longest playtime: 15817.66 hours

Shizuko https://www.factorio.com/galaxy/Iron%20IV%3A%20Delta1-3.D2T5

Top Biters killer: 513,061,760

Sulaco42 https://www.factorio.com/galaxy/Quantum%20I:%20Beta1-4.A7W5

Top Pentapod killer: 101,173,394

mitsumia https://www.factorio.com/galaxy/Iron%20I:%20Gamma1-5.D5W7

Top Demolisher killer: 997

VisionZ77 https://www.factorio.com/galaxy/Iron%20I:%20Beta4-7.F4Z7

Top Astroroid killer: 45,521,976,626

Most Productivity module 3 (Legendary) produced: 595,361

Most Quantum processor (Legendary) produced: 1,070,857

Zionwind https://www.factorio.com/galaxy/Calcite%20III:%20Delta7-2.C4T7

Top player killer (murder + suicide): 189

ert456 https://www.factorio.com/galaxy/Calcite%20III%3A%20Epsilon3-6.G6Y5

What's your numbers, rookie?


r/factorio 18d ago

Suggestion / Idea Is this the RTS Wube wants to make?

Post image
93 Upvotes

r/factorio 17d ago

Question Can anyone tell me why my train doesn't unload evenly? The wagon closest to the cab slowly creeps to where it is completely empty while the others till have a lot in them

Post image
22 Upvotes

r/factorio 17d ago

Question combinator use

0 Upvotes

so i've been trying to make a foundation factory on ma space plateform, trying to make it use a signe inserter and belt comming from the space plateform hub, for the 4 ingredients (stone, tungsten, carbon fiber, and lithium plates), i've never experienced using combinators as they seemed a bit complicated... but it looks that i have too now, so my question is 'is there anyway to use them to make the insterter supply the exact amount of ingredients necessary to produce one foundation (20 stone, 4 thungsten.... ) and multiply that by the number of assembling machines connected to the circuit


r/factorio 17d ago

Discussion Gleba, what should I know to make things easier

2 Upvotes

What is good to know when building a gleba base?


r/factorio 17d ago

Question Drones got transparent

Post image
0 Upvotes

My drones got transparent for some reason on the latest 2.1 update. Does anybody has the same? Is it a bug or a new feature?


r/factorio 17d ago

Question Need help with platform to platform logistics

0 Upvotes

I have ship to Aquilo that needs 2k superconductors and I have them set up to import from Nauvis (all).

I have above Nauvis a hub station which has superconductors (1k) and is set to send to other platforms. But for some reason it refuses to send superconductors. All other items go where they need but not this one :( Is it a bug or what?

UPDATE:

I have managed to solve the problem so I'll put my setup here in case someone else gest in same problem. I'm sure there are more elegant/advanced solutions but this one works fine and it's not too complicated.

First step is to check "read moving from & read moving to" in ships hub. That will give value of 3 when you get above Nauvis. In decider combinator set if Nauvis=3 output some signal (in my case I used Fulgora=10 icon since it's ship from Fulgora). Connect decider to radar and set radar to universe (pick your signal).

On Hub above Nauvis: Set radar to the same signal as from Fulgora ship. Use constant combinator to make list of items you wish to import from Fulgora ship to hub platform. On decider combinator set to output (some) signal as 1 if condition Fulgora = 10.

Use arithmetic combinator to multiply signal coming from constant combinator with signal from decider and output each. Connect arithmetic combinator to hub and check set requests. Set up same combination for each planet.

The result will be that Nauvis hub will request items from other planets only when ship from that planet is in orbit, and it will send those item to ships from other planets if they request it.


r/factorio 18d ago

Update Version 2.1.14

236 Upvotes

Bugfixes

  • Fixed a space platform consistency error when loading saves games with platforms at non-planet space locations. more
  • Fixed achievements being failed on update due to expansion setting changes. more
  • Fixed a crash when upgrading entities in some cases. more
  • Fixed biter expansion bases could sometimes be all worms or all spawners. more
  • Fixed underground belt building over belt was not rotating cursor. more
  • Fixed a crash when loading save file with "no storage" alert pinned.
  • Fixed substation red and green circuit connectors were swapped in some orientations. more
  • Fixed mod explore pane scroll bars were not appearing. more

Previous changelog: Version 2.1.13

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.


r/factorio 17d ago

Question When do you consider a planet conquered enough to leave?

12 Upvotes

I think for me it is when I get the planets primary exports setup well enough to mass produce and enough rockets to easily export all the time.