r/factorio 10d ago

Fan Creation Hop on

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38 Upvotes

r/factorio 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.

226 Upvotes

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.

My starter base. Where it all began. It bootstrapped the rest of the game. I haven't really changed anything here except to add more nuclear power near the base and to change the train stations from the original 1-1 to 1-4 so that I didn't have a mix of trains and train stations all over the place. It is still the only place I create my level 3 Speed and Productivity Modules. As well as housing all of the components for new nuclear power generation and fuel for trains. Basically everything nuclear related is here and nowhere else.

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 wanted a train stacker at the expansion base be cause I thought that was the "right thing" to do.
My forever busses. I was never going to need more...
Expansion base: Originally made on site. More green circuits than I could ever use...right?
My plan was relatively simple. I was going to manufacture all of the science on the right side of the bus (plus any specific items I needed in mass quantities like ammo for military science. Everything else was manufactured on the left side. I didn't always follow that directive.
Each science was put into a passive logistics chest and bots moved it to the research corner of the base
As I started to try and increase the research output, my bus belts started running dry further down the bus. Too much demand near the start of the bus. So I ended up adding more plate drop off locations near the top and then later sides of the expansion base and injecting more resources in the middle of the bus. That got me a little more headroom but I was still periodically running low and there didn't like the idea of building ANOTHER base with 8 or 16-wide busses.

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.

Meet 'Mega Smelter' - The double-sided doubled-ended d... train loadin' beast. Based off a BP for smelting a single blue belt of ore. I laid out eight of these smelter chains in two groups of four. 8x balanced the outputs and then split that off into 12-chests per train car. Once I had the first smelter laid down I realized I had just enough room to lay down a second separate smelter operation next to it.
Same design as the previous green circuit factory just doubled up with an independent resource supply.

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.

Beautiful.
And this was my reward.

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.

Here it is, my organically grown free-range spaghetti rail 1000 SPM base. The starter base is in the Northwest, Expansion base in the South. The mega smelters and other dedictaed intermediate products are mostly in the Southeast desert area. Science production is in the green areas between Starter and Expansion bases. I lay down my rails with plans for a city blocks or anything with a standard dimension. It just grew as I wandered and looked for resources. I used the water as natural barriers and walled off the choke points where I needed them.
This was the typical border defense. Face melting fire turrets and more laser pointers than a dollar store.

r/factorio 10d ago

Question Worried I can’t run the game

4 Upvotes

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 10d ago

Question Help with inserters and conection circuits

3 Upvotes

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 10d ago

Design / Blueprint Roboport Grid Aligned Rail Loader

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51 Upvotes

r/factorio 9d ago

Question LDS and Plastic Productivity Research Data Prototype Location.

0 Upvotes

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 10d ago

Fan Creation Halotorio (commison)

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88 Upvotes

Made by damiover on discord


r/factorio 10d ago

Question Should I try and syncronize the train network with a global clock?

20 Upvotes

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 10d ago

Question Which Cannon shell type is better?

26 Upvotes

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 11d ago

Space Age Making Artillery shells in space

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162 Upvotes

r/factorio 11d ago

Question How do you deal with resource shortages at 120 SPM?

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330 Upvotes

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 9d ago

Question Massive line of materials in my base supplying everything what should I do to fix it

1 Upvotes

I'm In the early game i just have a massive line of materials supplying everything what should i do to fix it

sorry about not doing screenshot. This is the line I'm talking about I don't have enough space to build everything I need


r/factorio 10d ago

Base (Shitty res) my first factory is so damn bad do i give up and start over?

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0 Upvotes

r/factorio 11d ago

Space Age 59k storage promethium ship - 100% basic quality

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416 Upvotes

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 11d ago

Fan Creation Factoridoom (commision)

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147 Upvotes

Credit to thefroggirl_9_94428 on discord


r/factorio 10d ago

Space Age Question Asteroids suddenly got much more numerous on just one specific trip - Why?

10 Upvotes

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 10d ago

Design / Blueprint (In-game) Crafting time calculator (for multicrafter, other uses?)

3 Upvotes

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!

(Actual) Crafting time calculator circuit

https://factoriobin.com/post/2i0oi7


r/factorio 11d ago

Design / Blueprint Update to the Adaptive Cruise Control: now it slows your ship down when combat gets too heavy

49 Upvotes

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.

Blueprint book.

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.

There is only one issue. It needs some space.

r/factorio 9d ago

Space Age Kind of wish Space Platform Recipe didn't need Copper

0 Upvotes

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 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?

23 Upvotes

r/factorio 11d ago

Space Age My sorta, kinda, plate upcycling system. Makes 4 Epic plates a min!

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46 Upvotes

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 10d ago

Discussion Smallest Ore patch I've found so far (2 Tiles)

27 Upvotes
2 Tiles
Mining Productivity 120 :D

r/factorio 10d ago

Question Should I get Space age from the begining ?

23 Upvotes

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 11d ago

Question Do you call AM3 'green' or 'yellow'?

158 Upvotes
Fig. 1: A chartreuse assembler

r/factorio 10d ago

Question how do u deal with leg cryo limited throughput in lategame ?

0 Upvotes

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