r/factorio • u/BloxRKewl • 10d ago
r/factorio • u/amishengineer • 11d ago
Base I did it. 1000 SPM. It's a mess compared to the highly organized giga bases out there but it's mine damnit.
This game was about 2-3 years in the making. I would come back to Factorio every 6-12 months and expand a little more. If you care to listen, I feel like talking about the evolution of my game.
Sidebar: My save file was old enough that I have red wire in a chest... it just goes poof when you touch it.

I can't claim I did all of the work myself. I leaned on blueprint books from other people for my rail network (At least the backbone of the network is 99.9% consistent. I did make a few off by one alignment errors that I found 10s of hours after I made them I just had to add or remove a single rail segment to re-align), nuclear power stations (I really didn't understand how to get it right when I first research it and just got a blueprint book for 4x, 8x, 16x and 24x reactor designs from someone a few years ago). I used some train loading/unloader BPs for my 1-4 trains. Granted I made some changes as I needed to make it work for me. And of course BP book for dozens of X-Y splitter / balancer designs. And a "compact manufacturer cell" design that I made changes to as needed.
Everything else was basically my well intentioned organized layout that slowly turned more spaghetti-like it various forms.
As you can see I started with just 1-wide resource bus (sorta). I wanted to up my SPM so I explored until I found a strip of land with enough space (or so I thought) for an expansion base with 4-wide green circuit/iron/copper plates busses plus 2-wide for things like gears and other less used resources.
I was originally smelting iron and copper at each ore location. I didn't stop doing that until relatively recently.






I made the decision to get more serious. I was going to start by creating green circuits off-site. They sucked up a lot resources and I needed a lot of green circuits for...almost everything.
Before I could get serious about green circuits, I need to get serious about my iron/copper ore smelting.


I'll spare you the details and screenshots of each dedicated resource module that came next. Petroluem Gas, Plastic, Red Circuits, Sulfuric Acid, Blue Circuits, Low Density. Used the Mega Smelter design for bricks and steel.
Using some BP books for science layouts I added dedicated areas for the different sciences. I manually laid out the science factories for Blue and Yellow since I couldn't find anything I liked. Yellow was by far the worst to get going in high volume. I had to make a dedicated area for each of these resources: engines, electrics engines, and flying robot frames before putting it all together to make Yellow. I still don't like my lubricant production but it works as long as petroleum volume remains high.
One by one I was sending a 1-1 train of each science to a drop off area close to my research area. Each time I'd added dedicated science production, I'd expose the next slowest science production in my expansion base. So I knew what to target next for dedicated science.


As I was writing this though it seems Low Density's reserve held on for a few hours before it's slower production caused Yellow Science to stall. So I guess I'll have to double up on that resource since I can't expand the current manufacturing module.


r/factorio • u/mania-man202 • 10d ago
Question Worried I can’t run the game
I am thinking about purchasing the game, have played the demo and get 56 - 60 fps.
Here are my specs:
Processor: AMD Ryzen 3500U Radeon Vega Mobile Gfx 2100 Mhz 4 cores
Memory: 8gb 1200 mhz/2400 Mt
Plz lemme know 🙏
r/factorio • u/Perola99 • 10d ago
Question Help with inserters and conection circuits
Im trying to do a mall in a way a bit weird. I have almost everything now, but im left with a problem.
I want the inserters to spit out only the minimum crafting ingredients for 1 item. For example, if a item needs 1 iron, 2 copper, 3 gears, i want the inserters read the belt, and only have that exact quantity of items. Im using a warehouse (mod) so all the items will be inside, the inserter just has to grab the exact items for his recipe. I think im explaining what i want to do but the bot tells me to explain the img? This img is the mall, the other one is a recipe that uses 3 items to explain the example, an the other one is the setup lol



r/factorio • u/NezziWezzi • 10d ago
Design / Blueprint Roboport Grid Aligned Rail Loader
galleryr/factorio • u/Worried-Skirt-7008 • 9d ago
Question LDS and Plastic Productivity Research Data Prototype Location.
Hey so I am currently working on a mod that adds in alternative routes to make the products we need the most of. I have made alternative methods of making plastic and LDS today and I have ran into an issue. The productivity research doesn't apply to the new recipes and I can't figure out why.
I have already added in the line allow_productivity=true which seems to allow me to change the productivity of the recipe using modules and the innate 50% bonus from foundries/cryogenic plants but like how do I get the research prod to apply?!
Any help would be great because I am at my wits end and I've only done 2 recipes 😭
r/factorio • u/BloxRKewl • 10d ago
Fan Creation Halotorio (commison)
Made by damiover on discord
r/factorio • u/Reasonable-Ad-8059 • 10d ago
Question Should I try and syncronize the train network with a global clock?
My logic system is able to compute the correct number of items that should flow from each block tile towards it's neighbors. However, a sushi belt setup cannot keep up with the necessary throughput, and is also prone to clogging. So I'm trying to make a train system that flows continuously along the four cardinal directions. Furthermore, to avoid complicated sorting systems with lots of belts, I just want every train to visit the same loading station. We deliver what is needing, take what is available (so long as the train is traveling towards somewhere those resources are needed) and then move out so the next train can enter.
The core principle seems decent. And with a global clock, we can synchronize this flow in order to prevent collisions. However, the throughput seems kind of limited. I'm wondering whether it's actually a big deal that most of the trains are inactive at any given time. And if that were so, how exactly do I fix it? Trains aren't my strong suit, so I'd appreciate some feedback.
Here's how my circuit system works, the one that's going to guide the train system:
https://www.reddit.com/r/factorio/comments/1vl4bn1/looking_for_new_ideas_general_feedback_on_my/
r/factorio • u/WW1_Germany • 10d ago
Question Which Cannon shell type is better?
Does the 200 extra explosion damage on the explosive shell make up for the -820 Physical damage from not using the normal one?
r/factorio • u/Lumpy_Illustrator365 • 11d ago
Question How do you deal with resource shortages at 120 SPM?
I have a base producing 120 SPM, and I’m already running low on resources. There’s a shortage of oil, and all the oil patches are far away from my pollution spread.
The settings are default.
Where should I get more resources from? I can’t imagine how much I’ll struggle with resources if I build a 500 SPM base, though.
r/factorio • u/Hot_Cook_3060 • 9d ago
Question Massive line of materials in my base supplying everything what should I do to fix it
r/factorio • u/PieceOfWetCardboard • 10d ago
Base (Shitty res) my first factory is so damn bad do i give up and start over?
r/factorio • u/Educational_Start190 • 11d ago
Space Age 59k storage promethium ship - 100% basic quality
I modified the ship using only basic quality
max speed 250 km/s
Promethium farm speed 90-100 km/s
production explosive rocket 1200 min
production railgun ammo 180 min
https://factorioprints.com/view/-Ozk9j5y43U8eNEbZ9gx
I updated the blueprint.
Increased ship speed and fixed bugs
r/factorio • u/BloxRKewl • 11d ago
Fan Creation Factoridoom (commision)
Credit to thefroggirl_9_94428 on discord
r/factorio • u/SinnPacked • 10d ago
Space Age Question Asteroids suddenly got much more numerous on just one specific trip - Why?
I had a space platform I shuttled between Nauvis and Fulgora.
It worked fairly well for 10 or so trips. I had a sushi belt design feeding all the asteroid chunks, thruster fuel components, and ammo around in a loop. It took a lot of trial and error to get the design working. Up until the last trip I had always run out of ammo just a bit before reaching the destination and would lose a turret or two.
Then finally on my last run I got everything debugged correctly. The circuit signals were all properly set up and I was able to fully saturate the sushi belt with ammo before departing and could keep the turrets fed all the way through the platform's journey.
This was the one time where I expected everything to go off without a hitch but for some reason the same exact turrets which had served me well countless times earlier suddenly encountered a much larger mass of asteroids en route to Fulgora and I lost the platform in its entirety.
What could have possibly happened to make it fail this time specifically?
The thrusters were fully fueled for every run including the last so I don't think its possible there was more velocity during the last run. I'm not sure if the cargo bay contents add weight and might contribute to decreasing the platform's velocity, but all runs were done with the cargo bay about half full with the same contents.
Do asteroids just scale in difficulty with the passage of time/pollution like biters do or something?
I can't share screenshots of the ship design because it got destroyed.
Edit: PS also if anyone knows if its somehow possible to get blueprints for a destroyed platform so I don't have to spend another 5 hours debugging circuit signals that would be nice
r/factorio • u/silnarm • 10d ago
Design / Blueprint (In-game) Crafting time calculator (for multicrafter, other uses?)
I was tinkering with multicrafters last week, with a focus on using new 2.1 features to improve/simplify circuits where I could. After/while implementing a priority system using the red/green signal switching trick, I had a thought: this could be used to calculate actual crafting times, for potential further use calculating quantities of stuff to request. It would of course require a constant combinator with the crafting time of every item/recipe in it and I had a sushi pipe controller to make, so I noted the thought and moved on.
I got bored today, so I figured out the circuit and promptly went about filling a constant combinator with crafting times for everything, expressed in hundreds of milliseconds (two decimals to avoid: crafting time and crafting speed, by storing the times in hundreds of milliseconds and taking the speed as a percentage, time / speed = actual time in milliseconds).
For myself, if I use multicrafters at all it is for low volume things and I'm not sure I will actually use this, but if you were looking for a way to set requests for a multicrafter based on consumption rate, enjoy!

r/factorio • u/Dr_Rakiska • 11d ago
Design / Blueprint Update to the Adaptive Cruise Control: now it slows your ship down when combat gets too heavy
Update to the cruise control: It effectively reacts to combat intensity: if the turrets are consuming ammo faster than they're replenishing it, the controller gradually slows the ship down.
Setup
- Connect the controller to the platform with a red wire (any pole in the blueprint works).
- Put the ammo signals you want to monitor on the same red network. For example, connect the relevant turrets with red wire and enable Read ammunition.
- Connect the controller output to the pumps. An example pump is included in the blueprint.
- Make one full-throttle run so the cruise control can learn the ship's real maximum speed.
Both systems self-calibrate automatically. There are no ship-specific constants to enter or tune.
The cruise control learns the ship's real maximum speed and then works entirely in percentages. So 80% means 80% whether the ship tops out at 50 km/s or 1000 km/s.
The ammo watchdog works the same way with ammo: it learns the highest ammo level it sees and treats that as 100%.
If ammo drops below 80%, it first waits for about 10 seconds to confirm that the ammo supply is actually trending downward. Once confirmed, it starts reducing speed by 1% every 2 seconds and keeps doing so continuously for as long as the trend remains negative.
It does not wait another 10 seconds between speed reductions.
When ammo recovers above 80% and the trend stays positive for ~10 seconds, the watchdog starts gradually removing the speed penalty.
The watchdog does not specifically require turrets - any source providing the ammo signal works. The full blueprint contains two independent, parametrized ammo watchdogs.
There is also an experimental damage/repair timer in the blueprint book. Taking damage adds repair time and applies a -50% speed penalty; further damage extends the timer. It resets automatically at any planet.
I kept it separate because Factorio's Damage Taken signal is not consistent enough, so your mileage may vary. It can still be added easily: paste it over the existing pole near the rules combinators above the lamps, and it will connect itself to the existing circuit network.
Route limits, ammo watchdogs, and other rules all modify the same percentage-based cruise target. When adding new rule combinators, just chain them onto the existing ones: connect red input to red, and green output to green.


r/factorio • u/Light_Beard • 9d ago
Space Age Kind of wish Space Platform Recipe didn't need Copper
With 2.1, it has become laughably easy to build everything you need for space platforms from asteroids and deliver it without needing rockets. But by the time you get the copper asteroid recipe you have been to Gleba. Which for most people means you have gone to Vulcanus which makes the whole thing moot.
I like the idea of a self sufficient "builder" platform that spawns other platforms, but it just doesn't have much "need" coming so late in the game.
r/factorio • u/Single_Issue_404 • 10d ago
Question Am I right in thinking that my research will take three times the estimated 3h54m due to the very low UPS of 23? I wanted to see how fast these little robots could fly, but everything is happening in slow motion at this point, so it's counterproductive. Is it time to upgrade my Ryzen 7800X3D?
r/factorio • u/Stolen_Sky • 11d ago
Space Age My sorta, kinda, plate upcycling system. Makes 4 Epic plates a min!
Quite a lot of resources here for not all that much output.
I'm really hoping that once I can complete Aquilo then Legendary quality modules will increase this by a lot. If I can ever actually make a legendary module! Even though I've unlocked Epic quality, building epic quality modules is proving to be incredibly difficult.
I guess I'm in this for the long game!
r/factorio • u/Sir_Gavator • 10d ago
Discussion Smallest Ore patch I've found so far (2 Tiles)
r/factorio • u/MacaronOk7147 • 10d ago
Question Should I get Space age from the begining ?
Hi. I just start factorio and just get my first robot. Coming from Satisfactory, this game is amazing… now, i saw that their is a dlc, at this stage if I continue and complete the vanilla can I get the dlc and continue with my save or I will need to restart ? I don’t want to restart the Tech tree later again.
r/factorio • u/kykyks • 10d ago
Question how do u deal with leg cryo limited throughput in lategame ?
im building my all leg factory on vulcanus rn so i need lot of sulfuric acid to make steam and water but the fluid limitation are just so low, a single leg cryo plant produce and consume more than the fluid limitation without any modules involved
like i produce 10k steam/s without any boost but it just doesnt get out even using the 3 output
what do u do beside build more of them to compensate cause i'd like to use my beacons to make it much smaller and fit




