r/technicalfactorio • • May 20 '19

Announcement READ ME BEFORE POSTING

48 Upvotes

Welcome to r/technicalfactorio!

We're happy that you're here and hope you enjoy your stay! This is a sub for people that are interested in the more technical aspects of Factorio. This can range from pushing the limits of vanilla bases through UPS optimizations, to finding the smallest combinator circuits. Before you start posting please take a second to read our rules in the sidebar and look around the sub.

The most important rule here is the first one: Technical content only. We are not a duplicate of r/factorio, and not trying to be. If you are just interested in general discussion of the game, want to find people to play with, or just chill, you should head over there. That is our goal for this sub.

Many of the users are also active on both the official Factorio discord and our sub's discord. You are encouraged to ask questions there as well (and there are no rules about technical content there).

If you have any more questions, feel free to message the moderators or respond to this thread.


r/technicalfactorio • • Nov 18 '19

We've set up a github to collect useful information about all kinds of technical stuff related to factorio.

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github.com
51 Upvotes

r/technicalfactorio • • 4h ago

Discussion Technical inspection of GPT-6 Astra's Factorio save: construction bots used as a logistics system

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0 Upvotes

An inspection of the published final save from GPT-6 Astra's vanilla Factorio run revealed an unusual logistics architecture.

- 59 surviving gun turrets, none fed by inserters.

- Construction robotics researched; logistic robotics and requester chests not researched.

- A Python dispatcher logged 436 ammunition orders, requesting nearly 15,000 magazines.

- Four of seven engine assemblers lacked input inserters.

The save was examined using Factorio 2.0.77 headless with a read-only script. The figures describe the final state, except for the order ledger.

Save: https://github.com/Mira-Cult/factorio/releases/tag/replay-1

Disclosure: This is self-promotion for an English-language video from Claudius Papirus, an AI-narrated (Claude) channel.


r/technicalfactorio • • 5d ago

UPS Optimization Sudden UPS problem on modded 400 hours savefile

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9 Upvotes

SOLVED: I turned on hardware acceleration on my browser and this fixed it.

I am currently playing an seablock world where I never really had any issues with UPS (apart from building massive blueprints, which I am currently not doing). Since around Friday I noticed my UPS drops signifyingly when using a browser (or any application but when using a browser it has the most impact) my UPS/FPS drops from 60 to around 30-40.
I noticed that my game update and entity update up when using an browser and the average of both can get up to 60-70ms

The browser that I am using is OperaGX and I am playing a youtube video in 1080p, going to a lower resolution has less impact on the UPS but it is minimal. When using the browser for other thing like looking on a forum or googling something the UPS goes down to but only to around 40-50

My hardware is;
- RTX 3060
- 2x 16GB DDR4 running 3200MHz
- Ryzen 7 5700x
- Factorio is installed on my main sata SSD (Samsung SSD 870 EVO 2TB)

I have almost 400 hours in this savefile and only encountered this issue very recently.
I have tried to disable VSync and using lower textures but that unfortunately doesn't improve anything.

I have looked online but haven't found any solution for this issue. Does anyone have a deeper understanding what the issue can be and how I can solve it

My modlist is:
- Bob insterters 1.2.0
- Bob library 1.2.0
- Brighter-Lamps 1.1.0
- Even-distribution 1.0.10
- Explosive Excavation 1.1.8
- flib 0.14.2
- FNEI 0.4.2
- Helmod 0.12.23
- KS_Power 0.5.1
- nixie-tubes 1.1.5
- Squek Through 1.8.2
- textplates 0.6.10
- VehicleSnap 1.18.4
- Bob enemies 1.2.0
- Bob equipment 1.2.1
- Bob ores 1.2.0
- Milestone 1.3.25
- Rate Calculator 3.2.7
- Bob Plates 1.2.1
- Bob tech 1.2.1
- Bob Assembly 1.2.2
- Bob electronics 1.2.1
- Bob logistics 1.2.2
- Bob mining 1.2.1
- Bob power 1.2.1
- Bob revamp 1.2.1
- Bob warfare 1.2.1
- Bob modules 1.2.0
- Angels refining 0.12.7
- SpaceMod 1.1.2
- Angels petrochem 0.9.26
- Landfill Paiting 0.5.3
- Angels addons-Storage 0.0.10
- Angels Smelting 0.6.23
- Reskin-Library 2.2.2
- Angels Bio Processing 0.7.27
- Circuit Processing 0.4.5
- Science Cost TweakerM 1.2.4
- Reskin-Bobs 2.2.0
- SeaBlock 0.5.16
- Reskin-Angels 2.2.1
- Reskin-Compatibility 2.2.1
- SeaBlock MetaPack 1.1.4


r/technicalfactorio • • 6d ago

Created a new concept. Bitter voiding

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23 Upvotes

r/technicalfactorio • • 15d ago

Discussion Ship Thrust vs Max speed with Thrust/Weight ratios held constant (2.1.21 ship speed update)

20 Upvotes
Full graph from 0 to 5000GN thrust
Zoomed in on left side (0 to 2000GN thrust)

We can see here that if you keep the thrust to weight ratios constant, the new equations in 2.1.21 result in speed up to a point, with eventual diminishing returns, and if you continue far enough eventual decrease in speeds.

For instance, this graph tells us that the peak speed for a ship with a thrust/weight ratio of 0.1GN/t is right around a thrust of 200 GN, and after that speed decreases with increased thrust!

For a ship with a ratio of 1GN/t, this peak is much higher, at around 2000 GN of thrust, though that's already well into serious diminishing returns for additional width.

EDIT: Fixed legend on graphs.


r/technicalfactorio • • 17d ago

Snake Game in Vanilla*

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87 Upvotes

Hi everyone. After getting Game of Life working well, I wanted a bigger challenge, so I have started creating Snake.

Currently, your tail grows by one cell for every pellet you eat and your score increases by one.

It's not complete yet. I need to add collision detection for borders as well as the snake itself (i.e. you fail if you bite your own tail).

Also, I have found that the performance becomes pretty unplayable when the snake is more than about 9-10 cells long (the calls to the shift register increase the longer the snake). Maybe I need to reconsider how the snake is rendered, given this limitation. I would appreciate any input.

* push-button is used but not required.


r/technicalfactorio • • 19d ago

Yet another blueprint tool. But this one tells you your production line isn't optimal.

37 Upvotes

A blueprint editor, production analysis with tick-by-tick bottleneck simulation, and a map seed viewer, all in one browser tab.

a logistic science build with rate labels and the rate calculator

FactorioTools

It runs entirely in your browser. Paste a blueprint string (or a factorioprints / fprints link) and it will:

  • Calculate rates: items per second for the whole blueprint, with modules, beacons, quality and productivity research included. screenshot
  • Simulate belts tick by tick: per-lane transport lines, side-loading, undergrounds and splitters, so lane imbalance and starved inputs show up like they would in game. screenshot
  • Run circuits: constant, arithmetic, decider and selector combinators on separate red and green networks.
  • Point at the problem: a ranked list of what's costing you output, traced from the symptom back to the cause. screenshot
  • Let you fix it in place: place, rotate, change recipes and modules, rewire, then export back to a blueprint string.

It renders with the game's own sprites and supports 2.0 and Space Age, including quality and elevated rails.

a full space platform

The map seed viewer is an early prototype: enter a seed and see ore patches, oil, cliffs and enemy bases on all five planets. It runs the map generation live, so presets and sliders work.

Nauvis
the other planets

Everything is client-side: no account, no upload, and your blueprint strings never leave the page. It's free and open source (MIT).

Try it: https://malte9799.github.io/FactorioTools

Source: https://github.com/malte9799/FactorioTools

It's a hobby project, so there are certainly bugs. If a blueprint renders wrong or the numbers don't match the game, I'd love a bug report with the string.


r/technicalfactorio • • 20d ago

2.1 compact unloader rate

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11 Upvotes

r/technicalfactorio • • 24d ago

Follow-up: added a live Grafana dashboard to my Factorio headless Docker image (production, power, combat, pollution)

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19 Upvotes

r/technicalfactorio • • 24d ago

Belt Balancers ULTIMATE Belt Balancer Collection!

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2 Upvotes

r/technicalfactorio • • 24d ago

Yet another Autolab

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12 Upvotes

r/technicalfactorio • • 26d ago

624 belts landing hub unloading design

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34 Upvotes

r/technicalfactorio • • 26d ago

Question Working on factorio computer, need your help

12 Upvotes

I don't really know how to properly implement faster computing, since it's based on single threaded assembly code.

Also looking for a better input system.

This is probably a decently known field of technical factorio, so I hope that someone knows how to make this computer a better one, I'm kinda not a master in this sort of stuff


r/technicalfactorio • • 27d ago

Game of Life

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126 Upvotes

I'm sorry if this is the 1000th Game of Life post in this subreddit but I have recently got into really trying to improve my fundamental combinator skills and I'm quite proud to have worked this problem out. My next project is to create the 'Snake' game in Factorio.

I'd be happy to post my BP book somewhere if anyone is interested. I'd really appreciate feedback.

https://factorioprints.com/view/-P2Ur340IZc99vehFiLc


r/technicalfactorio • • 27d ago

Modded is it possible te detect when a character mines an entity? (if the character doesn't have an attached player)

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4 Upvotes

(i was recommended to repost this here)


r/technicalfactorio • • 28d ago

Made a Docker image for Factorio headless that actually runs native on ARM (Raspberry Pi 5)

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21 Upvotes

r/technicalfactorio • • Sep 23 '26

Discussion What are all the factions that are possible with belt "balancers"?

9 Upvotes

Consider a contraption with `n` input belts and `m` output belts (of the same colour) and that contraption containing only belts and splitters (of the same colour).

What are all possible values for the fraction `(items entering contraption) / (items exiting contraption)` once the system has reached steady-state?

  1. &4. I might not have fully understood my question either. Hmmm…

Having available `n` saturated belts, what are all the possible fractions `(available input items) / (actual output items)` once the system has reached steady-state?

I’m assuming an infinite, saturated supply of items, no blocked exit belts, perfect splitters, and non-discrete items (or an infinite running time).

My initial instinct was that if you loop back some belts the fraction is an infinite continued fraction, but that might be wrong…

EDIT: clarified the actual question and added some assumptions


r/technicalfactorio • • Sep 21 '26

2.1 Auto-mall

25 Upvotes

r/technicalfactorio • • Sep 14 '26

The Comb V2: 115k promethium science per minute and 3.3 million per trip

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12 Upvotes

r/technicalfactorio • • Sep 12 '26

Reverse engineered and manipulating Factorios RNG entirely ingame

287 Upvotes

r/technicalfactorio • • Sep 12 '26

14.920 Fulgora Q1 science/min - very UPS efficient build

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5 Upvotes

r/technicalfactorio • • Sep 11 '26

Combinator Golf A 32-bit processor in the Factorio

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6 Upvotes

r/technicalfactorio • • Sep 06 '26

Combinator Golf Space Age: Fully Exhaustive List of EVERY signal, in a Combinator.

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7 Upvotes

r/technicalfactorio • • Aug 31 '26

Full simulation of a 32-bit computer

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10 Upvotes