r/factorio • • 2d ago

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r/factorio • • 5d ago

FFF Friday Facts #448 - Tuning platforms

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903 Upvotes

r/factorio • • 11h ago

Suggestion / Idea Okay which one is missing?

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362 Upvotes

I know, i can hover over what is actually researched and can compare the required sciences against the available ones. But am I missing something obvious here?

Why is there no easy red light over the ones missing or something? i cannot decide between a missing science and one, i currently cannot produce at all like promethium?


r/factorio • • 7h ago

Space Age Question Why does the Factorio wiki page for biochamber say you need biter eggs?

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63 Upvotes

r/factorio • • 16h ago

Design / Blueprint I got bored and made a Jumpstart base for power armor and bots

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235 Upvotes

edit v2: some cleanup https://factoriobin.com/post/nlt37h

Inspired by a starter base I did last year on a very hard deathworld where space was a premium. Defensive perimeter wall not included. Meant to be a tight build so I could build a bigger and proper base before launching rockets, whether that was a main bus, city grid, or trains.

Things to do: Upgrade furnaces to steel and swap turrets for repair packs at some point. Set how many bots you want in the network at the bottom right roboport. Use handfeeding in topleft for efficiency modules.

Pros: Fast Power Armor. Fast bots. 3/4 sciences each at 60spm, blue is at 45spm. Looks cool. Space efficient.

Cons: Chest feeding some stuff like flamethrowers, pipes, and substations. Non-expandable spaghetti.


r/factorio • • 5h ago

Design / Blueprint Flooring patterns for each planet.

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30 Upvotes

Nauvis, Vulcanus, Gleba, Fulgora, and Aquilo (Regular and map view)

https://factoriobin.com/post/wf6nmc


r/factorio • • 4h ago

Question Nuclear power help please

16 Upvotes

anything i should be doing better here? want to get it rigged up properly before i fire it up, only have done nuke power once before, yes i know heat pipes arnt connected to plants yet, (just ran out of pipes)


r/factorio • • 16h ago

Discussion Just finished my first Gleba base and I got to say

134 Upvotes

I absolutely love Gleba and its production cycles. But I have to wonder, how exactly are we, lore-wise, generating heavy metals like iron and copper from apples and beans?

Are the bacteria somehow extracting them from the soil, or the plants just full of metal?


r/factorio • • 2h ago

Modded K2SE Complete Spoiler

8 Upvotes

Finally finished K2SE after 719 hrs... 🙃
Felt that I had to document it somehow.

Probably need a year off from Factorio to fix my sleep schedule.

My final ship just before launching:

...And my final ship after all the adjustments I had to make in flight...

Did not realize how power hungry it would be, thought all the energy storage would be enough, but after failing to make it 4 or 5 times, had to make some drastic changes.

Some images of my main bases:

After turning on the transceiver

And Nauvis:


r/factorio • • 11h ago

Design / Blueprint The Gleba Cell- My Solution for the Gleba Problem

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40 Upvotes

My Gleba base was so shit and I wanted an "easy" solution, so I made a cell. The main body of the cell is static, and the innards can be modified to accommodate any Gleba recipe(including pentapod egg upcycling and legendary egg breeding). The cells are self contained, automatically stop/start production with circuit conditions, and even contain a spoilage upcycling mechanism to deal with the inevitable while maintaining a stockpile of regular spoilage for jump starting. All that's needed is to belt in fruit and have some spoilage somewhere in your base and it'll automatically start up. The science cell features its own perpetual egg production that generates quite a bit of power as well. There may be better solutions, but this is pretty much the best "out of sight, out of mind" way I could manage.


r/factorio • • 9h ago

Design / Blueprint simple pentapod egg maintenance: 1 combinator, 2 chests

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28 Upvotes

two chests: one public, one private. Steel chest holds egg for general use. Once it's emptied it cycles the one in the wood chest and replaces them with fresh ones. Also if 10 min go by with an egg still in the chest it burns it (which empties the chest and triggers the refresh/replace).

nutrients sold separately

https://factoriobin.com/post/w9eqdd

has been very reliable for me. I have no turrets in my egg handling area.


r/factorio • • 6h ago

Base any thoughts?

8 Upvotes
world with train signals
world with electricity lines
train count & stations

I wanted to showcase my base, I am currently working towards a blue belt worth of spm and wanted to do it through a focus on trains.

I used AVADII Strategy's LTN style interrupt train network bp book for my start and am currently 66 hours in.

Am noticing traffic jams quite often, and am looking towards fixing that.
Eventually I would like to do a world similar to this with elevated rails over oceans and stuff (the main idea of this base).


r/factorio • • 6h ago

Question i require train help

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9 Upvotes

I've been desperately trying to figure out what signals are fucking with my two trains and which ones are working, i can't figure out how to get train 2 to understand it can get to it's station as train 1 is in it's station waiting for it to pass, NOTE ALREADY FIXED, PLUS IT WAS THE DEMO


r/factorio • • 1h ago

Space Age Finally made it to the edge

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• Upvotes

I've included screenshots of my mobile space foundry complex that I used for the voyage, Interstellar Six. I'm planning on making something far more specialized for the Shattered Planet run, but I at least wanted to test the concept of a ship that can run off of fusion primarily before making a more compressed design.


r/factorio • • 12h ago

Question How do you manage quality in Space Age without getting overwhelmed?

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20 Upvotes

I'm playing Space Age on Marathon mode with resources increased to 200% per patch. This is my usual way of playing, and I still haven't beaten SA yet.

One thing I always struggle with is quality. I tend to get overwhelmed trying to incorporate it into my factory, even though i try to start using it early.

My main base works fine, but I usually start experimenting with quality at the mining stage. I siphon off quality ore into a separate factory, where I try to produce pretty much everything in quality except science (I really wish rockets required quality parts!).

Here's how my current system works:

I build separate production setups for each quality tier. Each setup requests ingredients of that quality and uses quality modules, meaning it can also produce items of a higher tier.

That's why I use two red chests:

  • Middle chest: Collects items that roll into a higher quality tier.
  • Right chest: Collects items of the intended quality tier, limited to one stack to prevent overproduction.

I basically repeat this setup for anything I want to produce in higher quality.

Right now, I'm still working with uncommon (green) and rare (blue), and my plan was to expand the same system to epic and legendary later.

But I'm starting to wonder whether I'm overcomplicating things. It works, but it doesn't feel particularly elegant or fun to manage, especially as the number of items and quality tiers grows.

I'm curious how others approach quality...


r/factorio • • 5h ago

Space Age First 100 Blue Chip Per Minute Setup

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6 Upvotes

I recently modified my one of my vulcanus blue chip factories (image 1) to fix some bottlenecks and realized that I was making 111 blue chips per minute, which i had never reached before. For reference, my Nauvis blue chip factory is only 34 per minute and struggles to supply my launch pads.

Neither of these factories are properly ratioed. In image 1 only 4 of the 8 EM plants run regularly since I dont produce enough green chips. I dont have quality setup yet so im trying to decide whether or not I'll just double green chip production in my quite limited space or add beacons/modules to the existing factory.

Image 2 was a basic setup for my mall, while image 1 was a larger scale factory made to supply rocket launches. Sorry if image 1 is hard to see, I keep my brightness up so I havent felt the need to install lights.


r/factorio • • 13h ago

Question Quality modules in miners? Good strategy, or terrible idea?

22 Upvotes

I'm on Fulgora at the moment, working on getting legendary quality modules and electo-plants.

I tried putting quality modules in my scrap miners, and then more in the recyclers to give 2 steps of quality to everything.

Conceptually, I considered this was a good idea, however I've found I then need to build 5 of every machine to work with each level of quality, and overall complexity is turning out to be a nightmare.

Has anyone else tried this? How did you find it?


r/factorio • • 22h ago

Suggestion / Idea Why not add tungsten pipes?

94 Upvotes

In space age you can pipe lava through regular iron pipes, and molten iron through iron pipes which makes absolutely 0 sense when you think about it, why wouldn't the pipe melt as well if its made of the same materials?

Imo they should have added tungsten pipes that are obviously unlocked on vulcanus that can move lava and molten metals. They even acknowledge ingame that there is a fluid too hot for regular pipes, being plasma.

Now yes I understand for game design reasons it does add uneeded complexity, so maybe it could work as a mod that changes it so that you have to use tungsten pipes for the very hot liquids. thoughts?


r/factorio • • 8h ago

Base My Humble Late Game No Quality Island Base!

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6 Upvotes

48 SPM currently with 1 level of research prod completed. This playthrough has been very slow but also very fun!


r/factorio • • 19h ago

Space Age Simple recipe switcher for asteroid crushers example

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42 Upvotes

So the trick here is you set the recipes in the constant combinator with a unique number - doesn't need to be negative or sequential, I just felt it neater.

The each (green) = recipe is strictly only comparing numeric values, but it allows you to output each or any on a match.

The criteria is a simple "contents of container" on red, compared with value set in constant combinator.

Because it's ANY as the output it will only output one at a time, so you don't get recipe flicker if there's multiple matches.

If you have multiple crushers linked they will all do the same thing, so you need a bit more logic if you want to run lots in parallel, but the value diminishes when you have loads of crushers anyway, as you can just set static recipes.

It works in order though - metallic is first here because I would rather run dry on fuel then bullets. But if you are running a reactor, maybe ice/water would be a higher priority.

Also works to extend for advanced crushing recipe switching too.


r/factorio • • 9h ago

Suggestion / Idea Keep import location when requesting via circuits on space platform

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7 Upvotes

I made a Reddit account just to see if Wube can add this to the game. I've spent a couple dozen hours designing an interplanetary request system, and it doesn't work due to this one problem: item import location doesn't travel through the circuit network.

You create the group on a space platform. Put the request group on a planet; it compares the request to the logistic storage on the planet. Then, through a universal radar, it sends the requested items to a space platform to pick up the requested items.

I don't want my space platforms to be grabbing requests from any planet. For example, I don't want my Fulgora supply ship to pull green belts from Nauvis on its way to Vulcanus. Then my Nauvis ship will request more green belts from who knows what planet.

From my quick research after discovering my problem, Wube intended space platform circuit requests to be imported from all locations. I assume it's for valid reasons. I've also found other people requesting the same thing. It would just be nice for that import location data to be maintained through the circuit network.


r/factorio • • 1d ago

Space Age Smallest possible self sufficient spaceship (2.0)

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425 Upvotes

I had fun designing it few months ago and it would be a shame if i wouldn't share it before 2.1 will ruin this abomination.

I believe this ship is as small as physically possible at just 70.6 tons. Just single chemical plant with sushi pipe handles water, thruster fuel, thruster oxidiser. Logic controlling the chemical plant, crusher, asteroid collector is done with single constant combinator, decider combinator running some sort of finite-state machine. Single quality solar panel is needed because without it spaceship has bit too low fuel production to overcome gravity when departing from fulgora.

Chemplant is controlled to work in cycles: * 1 craft of water * 2 crafts of fuel * 1 craft of water * 2 crafts of oxidiser

If any extra craft out of order would happen, system would break due to mixed fluids. It would break if any extra ingredient would be inserted into chemplant. It would also break if crafts kept happening while ship is parked but some fuel has to be crafted while parked to be able to depart.

Ship requires decent physical projectile damage upgrades to work, level 20 seems to be be minimal sufficient one to reach fulgora, otherwise too much power is wasted to craft ammo.

Ways size could be reduced in theory:

  • Remove ammo production and use laser turret instead, but even with enough research to onehitkill asteroids and legendery solar panels, accumulators replacing ammo production spaceship runs out of power.
  • 2.1 combinators changes would allow to remove contant combinator, but 2.1 fluid changes make this sushi pipe layout no longer working without pumps.
  • There exists different inserter layout where all materials are directly inserted skipping the hub. But it wouldn't allow of storing intermediate materials, most of the ice, iron ore, carbon would have to be thrown to space. I believe spaceship would run out of asteroids.

r/factorio • • 17h ago

Space Age How much prep/uplift before Aquilo?

16 Upvotes

I have a few issues to sort out before heading to Aquilo, but could also pause for a longer time to do some general uplifting- i am wondering where other people draw the line before heading rimward. Some priorities and nice-to-haves:

- Fulgira train rework: i need to rebuild some spaghetti train intersections with foundation to prevent deadlocks, my whole upcycling operation there is currently down.

- Nauvis modernization: not a full replacement, but parallel systems that can off ramp to future expansion; liquid metal shipping and local plate conversion, EM chip production, some more beaconed builds, possible fish nutrient agro-chem, tree planting, future proofing with more mine aquisitions.

- Biolabs and science rebuild: red to purple is currently limping on starter base science lines, and a biolab refit will be crucial for cryo and beyond.

- Landing pad train distribution: could really improve my current bot addiction and help smooth out future interplanetary logistics.

Right now my north star is epic quality space platform materials for the Aquilo ship. I am brute force upcycling and stockpiling quality intermediates to get epic nuke reactors, platform starter pack, rocket boosters, asteroid grabbers and crushers, turrets, etc. Once those materials are stockpiled enough I'll shift from general uplift projects to dedicated ship building and testing before launch. This is my first Space Age playthrough, I don't have an SPM target, just durdling and playing it out before trying an overhaul mod or speed run. What stopping point do you usually choose before Aquilo launch?


r/factorio • • 18h ago

Suggestion / Idea Space Platform LittleWube 2.1

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22 Upvotes

I've always really loved this platform designed by the developers. Now that they're rebalancing platforms, I think it's the perfect time to give my favorite one an update!

And yes, I'm well aware of its downsides: it has very limited cargo space and can only travel from Vulcanus to Nauvis. Even so, this platform actually performs surprisingly well!

Still, maybe someone out there will come to love this ship not for its efficiency, but for its beauty and as a way to show appreciation for the developers' work.

Perhaps you will make it better. BP: LittleWube 2.1 - FactorioBin

Instruction:

Only for Nauvis-Vulcanus

Max speed: 264-284

Weight: 210T

If you have Level 5 fire rate and damage, install a speed limiter (maximum 160 km/s); later, as you upgrade your machine gun fire rate and damage technologies, you can gradually increase the speed.

It is recommended to operate this platform only during the day, as there is a shortage of electricity at night.

If you don't have "Advanced Asteroid Processing" yet, you can start by using the standard versions and swap them out later.


r/factorio • • 22h ago

Question Why won't my artillery auto fire? Biter spawner in range of auto target and artillery has ammo. Screen shots included.

31 Upvotes

Bitter spawners in range of an artillery with auto fire enabled.

Ammo and auto targeting enabled.

EDIT1: Removed pollution overlay, didn't previously because I figured the perfect circle was obviously the artillery turret range. Black X is the turret, again didn't mark it because i thought it was obvious it was at the center of the circle. Black circle is where the nest was (I manually targeted it. There were no other artillery in range, and my only other artillery does have ammo. The artillery turret is also working as it fired at spawners to the North while ignoring the one I marked. I also have not previously captured the 2 2 problematic spawners.