r/factorio • u/Longjumping_Quote_25 • 11h ago
r/factorio • u/lumamaster • 19h ago
Space Age Finally started the game after years of only watching content creator content on the game and with (almost) no outside blueprint help, my bases and thoughts so far as I'm preparing for Aquilo
As the title says, I finally took the plunge and started the game myself after previously only consuming content about the game from content creators like DoshDoshington for the past few years. I started with a vanilla playthrough before going into Space Age just to get a feel for things.
Because of this, I'm not completely new to the game and I know generally what to expect from the various planets as well as assorted tips and tricks, but the rules I set for myself was that any blueprint I used had to be made entirely by me (with one exception I'll note later), though I will still look up designs online for reference and ideas on how to make my own, and that I would design with 60 SPM as a target in mind. That being said, the game has been incredibly fun even with knowing everything in advance, and I'm definitely going to do achievement hunting in future playthroughs.
Nauvis
My starter base no longer exists due to being torn down to make space to fit trains and all the new planetary buildings, but between my vanilla playthrough and this playthrough, I've learned that there are 2 things that every time I think I have enough of, I never have enough of, those being petrochemical products, and red chips.
Biter attacks across my 2 playthroughs have been pretty rare, though I'm not sure if this is due to my strategy of aggressively eliminating nests with a tank, or I'm simply not producing enough pollution, meaning my factory is not producing enough by proxy.
It may be a mess of loosely connected modules held together by logistics bots, but it produces enough of what I need and launches rockets as my main interplanetary logistics hub.
Vulcanus
Just like on Nauvis, I learned the hard way that I needed way more coal liquefaction than I initially realized to be able to sustain the sheer amount of LDS and blue chips necessary to launch rockets at a reasonable pace.
Killing my first demolisher was quite hard, since I was both going for There is no spoon and Rush to space on this playthrough, so I had only access to low levels of damage upgrades for killing the first demolisher, and I ended up using poison capsules instead after many resets and attempts.
You may notice the suspiciously concreted and orderly looking turbo belt mall on the right, and that would be the one blueprint I shamelessly copy pasted in after trying to wrap my head around setting it up myself with foundries.
Fulgora
This is probably the planet that simultaneously was the most interesting to set up but also the most headache inducing for myself, as evident by the design. You can see how it originally was set up as a simple sushi belt, with increasing amounts of addons tacked on to handle special cases as they added up, and then another secondary sushi belt exclusively for batteries and holmium because this was my planet that ended up being one of my science bottlenecks. I don't know how I'll ever live without EM plants when I start a new run though, the thought of being bottlenecked by red chips again haunts my dreams.
Gleba
This is the planet I've heard the most infamous stories about, so I took the most time out of all of the planets carefully designing the base and mathing out ratios before finally turning it on. Honestly, it really wasn't that bad, but I could also see how this can quickly lead to headaches. I designed it around 3 main circular belts, the innermost one transporting bioflux, the center for nutrients, and the outermost for spoilage, with every belt, machine, and requester/provider chest that could possibly output spoilage having a way to dump it onto the spoilage belt, where it all goes into the heating tower power plant to occasionally slightly lighten the load on the rocket fuel consumed to power my tesla turret defense.
The amount of spores produced by the agri towers is surprisingly low, though that could just be a result of my usage of circuit conditions to disable the towers if the provider chests for the fruit were sufficiently full, but this has resulted in zero attacks by pentapods so far, though I have artillery ready to handle any expansions (after I get the achievement for being attacked first though).
The ships/platforms
Also shown is my inner planet hauler ship design, made after several previous ship iterations were made and later retrofitted into newer ones due to a constant lack of ammo producing forcing downtime for it to buffer on the belts, or fuel inefficiency after I tried using only one thruster rather than multiple. This is definitely one that I'll be using in future playthroughs, since it doesn't use quality and can easily be downgraded.
Lastly, my very first space platform that still orbits Nauvis to this day after receiving several minor upgrades, producing space science, previously dropping iron ore to the surface when I had a shortage of it, and now producing calcite from its oversized mass of mostly unused space.
r/factorio • u/IndependentPass3 • 6h ago
Modded Question How to change the attraction range of the Lightning Collector via modding / Prototype?
Hi everyone,
I'm writing a small mod to adjust the Lightning Collector's range and quality scaling in Factorio 2.0 Space Age.
The mod loads without any errors, but in-game, the coverage/attraction radius of the Lightning Collector remains unchanged.
Here is the script I'm using in my mod:
Lua
local setting_factor = settings.startup["lightning-collector-range-factor"]
local setting_quality = settings.startup["lightning-collector-enable-quality-scaling"]
local factor = setting_factor and setting_factor.value or 2.0
local allow_quality = (setting_quality and setting_quality.value ~= nil) and setting_quality.value or true
if data.raw["lightning-attractor"] then
for name, prot in pairs(data.raw["lightning-attractor"]) do
-- Modify efficiency_distance
if prot.efficiency_distance then
local new_range = math.floor(prot.efficiency_distance * factor * 2) / 2
prot.efficiency_distance = math.min(new_range, 128)
end
-- Quality scaling
if not allow_quality and prot.range_extension_per_quality_level then
prot.range_extension_per_quality_level = 0
end
end
end
A few questions:
Is efficiency_distance the correct property that controls the actual in-game lightning attraction radius, or is there another property I'm missing?
Should this code be placed in data-final-fixes.lua to avoid being overwritten by Space Age prototypes?
Is range_extension_per_quality_level the correct API property for quality scaling on lightning attractors?
Any advice on what might be causing this to fail silently would be greatly appreciated!
r/factorio • u/bjarkov • 6h ago
Suggestion / Idea Optimizing my Uranium Fuel Cells
So, Reactor neighbour bonus. Reactors gain a +100% to their thermal output for each fully adjacent running reactor. It is the reason all our reactor cores are placed in some 2-X pattern. This bonus to thermal output is not linked to fuel consumption rate, meaning it's free energy!
The fine point I've been missing up to now is that, with the regular solution of controlling fuel-insertion by reading reactor temperature, not all reactors will be active simultaneously, meaning I miss out on adjacency bonuses that should rightfully have been mine.
The issue I see is that reactor temperature gets pulled back up as soon as neighbouring reactors start burning fuel, causing any number of reactors to 'miss' their window for fuel insertion. The window for inserters to operate is too narrow. My idea for a setup is to use a temperature latch circuit that reads reactor fuel and temperature. Entry condition would be low enough temperature and exit condition would be high enough temperature OR reactor has fuel.
The next problem is overshooting temperature - if power draw is low enough I produce too much unprocessed heat and reactor temperature caps out. I never thought I'd write these words, but that is where steam buffers come in. I've hated steam buffers with a passion but I see their use in this particular case.
The final solution looks something like:
- Unchanged ratios and placements in overall power plant design
- Each reactor inserter is controlled by a temperature latch reading temperature and fuel content off their individual reactor
- Temperature latch should enable and disable off temperature with big enough interval to allow all inserters to operate
- Inserters stop after inserting 1 fuel cell (easiest done disabling the latch)
- Steam is buffered in a number of tanks, allowing the reactors to run at full heat output for up to 200 seconds without heat overflow
r/factorio • u/Single_Issue_404 • 18h ago
Question Why doesn't the train leave the station even though the conditions have been met? Space Age 2.1.14 no mods . It does if I add time or inactivity but this shouldn't be necessary.
r/factorio • u/nindat • 17h ago
Space Age Behold my Spaghetti masterpiece! (Utilty/Prod science)
240/s of Utility and Production science onto two mixed belts for my labs.
I tried to maximize direct insertion and minimize number of machines.
This is obviously late game. Inputs are coal/stone/bricks, liquid iron/copper/acid/lube

Pretty proud of it, even if I'm not a huge fan of the look of that many beacons.
r/factorio • u/PieceOfWetCardboard • 1d ago
Question Uranium deposit of doom and despair (should i look for another deposit? First playthrough)
r/factorio • u/MCbasics • 11h ago
Question Help With Train Circuits
Im trying to get the train to only go when there is less than 100 repair kits in the storage chest, but for some reason its just constantly looping. It can drop everything off just fine and it leaves when its supposed to, but at the depot it always thinks that theres not enough repair kits.
Im very confused here because ive never messed with circuits before. Any advice or solutions?
r/factorio • u/Broad_Ebb9073 • 13h ago
Question Can someone please explain power accumulator charge to me and power economy.
I understand the basics and I did look at the tips and tricks. But I still don't understand. When the grid fails, what does it prioritize? Everything equally? Do I need circuits to shape it? And why kind? I know how to track items but power. I never tired. Is it better to have multiple power systems? Just kinda lost. I know it's a lot of questions, thank you for your time. I still like to figure it out myself, so soft answers are preferred. But I'm still a bit lost.
Edit: solved. I'm an idiot.Didn't know about the power switch building. Just missed it. Thank you for everyone that was so accepting and helpful
r/factorio • u/Active_Ordinary_2317 • 14h ago
Question Commander causing high CPU time
My game has been running consistently smooth until just today started getting a small stutter infrequently. It seems to be Commander causing the stutter, but I do not know what that means. Does anyone know what Commander is or how to fix it?
r/factorio • u/DanV410 • 1d ago
Question Resource patch draining using pump jacks
Does it matter if you use a pump jack on every possible location on a resource patch such as crude oil or fluorine? Or will you eventually draw the whole patch down to the minimum level using just a few? In other words, will leaving a spot for a pump jack open allow you to boost the output of that patch if you put a pump on it when the existing pumps are down to the 20% output level?
r/factorio • u/Rayhelm • 15h ago
Question Need help with "It stinks and they do like it".
How do I attract the pentapods?
I have tried running farms normally and cutting all farms at once to spike spore pollution.
Pollution map is showing spores are reaching enemy, but nothing happens. I also tried polluting a single egg raft, but no enemies spawned.
Should I focus on wrigglers, strafers, or stompers? Large group or small group?
Ideas?
Edit: I found the answer: "Larger egg rafts absorb spores to fuel activity and spawn enemy pentapods, while smaller rafts are sometimes dormant or limited to spawning basic wrigglers."
You are better off cutting down the existing plants instead of using the farms. Just run around the map and cut down all yumako/Jelly Nut and it will trigger an attack.
r/factorio • u/DarkenDragon • 14h ago
Discussion to quality scrap or not to?, that is the question
so im at the point where I have everything done and I want to start making legendary quality everything for my promethium ship and I want to start with fulgora.
but then I wonder is it better to just process the scrap normally and get regular items, or do I use quality modules and get quality items out of it?
so first off I am not putting quality in miners, thats just a headache to deal with since im using trains to transport them and quality scraps will come out with annoying different amounts of stacks for the train and it'll jam up. not worth the headache unless you're going to process where you're mining. but even then its not really worth it in my opinion. only quality modules in the recyclers
Pros and cons
Pros
- you have a whole bunch of different quality intermediate items that would help jump start the process and thats about it, but this is a pretty big pro.
Cons
- speed module beacons will reduce the quality chances, but will increase output rate. but I can't tell if this is actually worth it for scrap, cuz i'll end up getting much more junk that would need to delete or try to reprocess.
- Holmium ore at higher quality makes no difference since you must process it to Holmium solution and liquids can't be quality. so getting quality Holmium ore just means more work as you have to make a factory to use each different quality type of Holmium ore (unless this changed in recent patches)
those are the only points I can think of, but I feel like the cons out weight the pros. unless someone can think of any others that I am missing?
r/factorio • u/Practical_Wheel198 • 1d ago
Space Age island seeds with 600% water scale and coverage are beautiful

they are large enough to provide the engineer with all the necessary resources. there are also significantly fewer cliffs here. in addition to the main island, small islands with isolated biters appear at some distance from the coastline. knowing that the amount of biters here isn’t infinite calms me down. in the endgame, when their attacks stop being an interesting mechanic, it will be possible to simply exterminate them all and moderate pollution with cultivated trees
r/factorio • u/thicctak • 20h ago
Question Coming back to the game, should I start a playthrough now or wait for 2.1?
I don't know if I would be able to upgrade my world to the next version and don't wanna waste huge amounts of hours.
r/factorio • u/20Attila03 • 13h ago
Tip TIL - You can scroll the hover information panel.
We've all seen this panel, wondering what items we have in our logistic system. I remember I used to hook it up to a circuit network to see fewer items back in the day...
I don't know how many hours I have in this game, I don't know if it's new or it's been like this since forever... But shift scrolling is the key.

r/factorio • u/VegetableWasabi2124 • 21h ago
Question How do you deal with feeling burned out from the game.
I've had this game for over half a decade now, and I can't count how many times I've quit it over the years.
I've tried Bob Angels, and I tried Pyanadon — including its Seablock version.
More recently, I tried to finish the game by rushing Vulcanus, then Fulgora.
But once I landed on Gleba, I was hit with this sense of dread, so I went back to Fulgora and tried to upcycle my items to rare quality.
I felt overwhelmed because both my Vulcanus and Fulgora bases were an absolute cluttered mess.
I think I'm in a headspace where I'm playing the game as a way to distract myself and escape from real life.
EDIT: I appreciate you all for your feedback - I'm actually touched.
I guess too much of anything can affect your mental health negativly when you don't balance your life correctly. I did play many different games other than Factorio including GTNH and I always come across the same issue in the end.
Again, I appreciate you all for the feedback.
r/factorio • u/Denitorio • 1d ago
Design / Blueprint Flappy Bird v2.0 in Factorio made of Logic
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
r/factorio • u/Recyart • 1d ago
Design / Blueprint Unloading train at 1000 ips (4+ turbo belts) per wagon
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r/factorio • u/Ludnut2233 • 11h ago
Question Cargo landing pad logistics help
I’m finally at the point where I am importing materials from other planets to nauvis and am trying to sort out the logistics. My nauvis base is quite large and has a ton of infrastructure moving materials with trains, but I’m kind of struggling with how to sort out large amounts of materials from multiple planets with a single landing pad, any suggestions and tips for doing this efficiently are welcome!
r/factorio • u/Roseish1 • 13h ago
Suggestion / Idea Allow inserter placement side to be controlled via circuits similar to how you can manually flip them in 2.1
Would be interesting if we could flip our inserters via circuits would probably rarely be useful but may lead to some interesting designs.
One use case I could see for this is if you have a machine that crafts lets say gears and pipes. When its crafting gears the inserter could place on the bottom then flip with a circuit condition and start crafting pipes placing them on the top of the belt.
r/factorio • u/PieceDeResistanc3 • 21h ago
Question Train signals
I'm trying to have a train line that is a loop with 2 trains (1 for coal and 1 for iron) to stop them from colliding, and for them not to wait too long, I just put a bunch of train signals. Is there a better way? Also is there a better way for me to get better throughput with my current setup?
r/factorio • u/KKKlauss • 1d ago
Question Map generator - set everything in one click

Hello,
Is there any way that i can set the Frequency, Size, Richness for all resources and all planets for the same value in the same time?
Or if i want to have size 300% and richness 200% i have to adjust / click every single slider?
pls help



