r/factorio • • 19h ago

Space Age Gleba - got tired of first-in-line item being ignored by manipulators? Here is a solution!

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597 Upvotes

Manipulators always try to choose the closest item, so they often ignore the first item in a conveyor, which leads to its spoilage (or hatch).

The solution is to pre-fill conveyors' dead-ends with some item that won't be used. I use carbon as it is more "organic" but for sure you can use deconstruction planner. (Img. 2)

This way conveyors will always take the "oldest" item, and not lose a performance. BTW, filtered spoilage manipilator in the end will still work if the first item is spoiled.

Straight belts need 3 "wrong" items per lane, underground belts need 1 "wrong" item per lane. (img. 3)

Thank you for attention!


r/factorio • • 9h ago

Suggestion / Idea Didn't have motivation to expand the factory so we made fish hearts instead

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437 Upvotes

r/factorio • • 20h ago

Question Is there any way to filter out AI assisted mods in the mod browser?

220 Upvotes

Title basically, I couldn't find a toggle in game and wanted to know if there was something I could do to not see them, most already popular mods are just fine (even ai assisted ones) but a lot of the "recently updated" ones are pure slop and I would like to see the more compelling, manually designed mods in that section if it's possible


r/factorio • • 18h ago

Update Version 2.1.22

206 Upvotes

Optimizations

  • Improved turret range overlay performance on high-resolution displays. more

Bugfixes

  • Fixed cargo pods spilling items on ground even though they would fit into space platform hub inventory after sorting. more
  • Fixed selector combinator's quality select switch wrong initial state. more
  • Fixed equipment sprite not having default GUI flags applied. more
  • Fixed table sorting clickable area. more
  • Fixed tutorial level 1 not detecting quickbar was set. more
  • Fixed a crash when migration removal removes all roboport equipment while personal robots are active. more
  • Fixed square compression artifacts in lava shader.
  • Fixed a crash when drawing mining drill in illegal direction. more
  • Fixed that heat-fluid-inside boilers would continue to work even if their input pipeline was overextended.

Modding

  • Split WaterTileEffectParameters::textures to noise_textures and image_textures.
  • Removed WaterTileEffectParameters::texture_variations_rows/columns and secondary_texture_variations_rows/columns. The numbers are now derived from image_textures dimensions.
  • Added selection tool preselection events: on_player_start_selected_area, on_player_change_selected_area, and on_player_cancel_selected_area.
  • Added SelectionToolPrototype::send_pre_selection_events bool to enable preselection events for that specific tool.
  • Added selection_mode, position, and cursor_position properties to area selection and preselection events.
  • Added BoilerPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added FluidEnergySource::minimum_input_temperature and maximum_input_temperature.
  • Added FusionGeneratorPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added FusionReactorPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added GeneratorPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added MiningDrillPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added ThrusterPrototype::minimum_fuel_temperature, maximum_fuel_temperature, minimum_oxidizer_temperature, and maximum_oxidizer_temperature.
  • Changed FluidEnergySource::maximum_temperature behavior: "unlimited" is now specified as nil instead of zero.
  • Removed FluidBox::minimum_temperature and maximum_temperature.
  • Replaced UtilityConstants::building_buildable_tint, building_buildable_too_far_tint, building_ignorable_tint and building_not_buildable_tint with build_preview_tints, which also covers tile and map view build previews.
  • Added BlueprintItemPrototype::build_preview_tints.

Scripting

  • Added LuaEntityPrototype::minimum_input_temperature, maximum_input_temperature, minimum_fuel_temperature, maximum_fuel_temperature, minimum_oxidizer_temperature, and maximum_oxidizer_temperature reads.
  • Added LuaFluidEnergySourcePrototype::minimum_input_temperature and maximum_input_temperature reads.
  • LuaFluidEnergySourcePrototype::maximum_temperature read will return nil instead of zero when the maximum temperature is unspecified.
  • LuaEntity::set_fluid_filter, get_fluid_filter, and get_fluid_segment_filter now return/take a FluidID instead of a FluidFilter.

Previous changelog: Version 2.1.21

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.


r/factorio • • 4h ago

Suggestion / Idea I'm again asking for "Pipeline Visualization on hover" to be reimplemented

111 Upvotes

2.1's version of pipeline visualization is less convenient than in 2.0. I used the "visualization on hover" feature of it almost exclusively, so for me, it's now it's as if the entire quality-of-life feature is gone.

Without spamming the official suggestions forum with more posts than the post I already made here, but in effort to get more people involved in the discussion, a simple interface settings checkbox to reenable 2.0 functionality is all I'm asking for. The hover feature can work side-by-side with the 2.1 additions; not everything needs to be reverted. I know some people like the additions as well.

Before all the "but there's a hotkey for it" arguments come up:

  • "3 clicks to turn it on, 3 clicks to turn it off" is objectively less convenient than "hover and look at it".
  • "Hover and press a hotkey to turn it on, hover and press a hotkey to turn it off" is objectively less convenient than "hover and look at it".
  • Both of those run the risk of unintentionally leaving the visualization on, which is impossible with "visualization on hover". (But yes, there are some uses in being able to leave it on, hence my asking for the option to have side-by-side functionality with the 2.0 and 2.1 features.)

Since when does Factorio remove quality-of-life from the game? Please reimplement an option for "pipeline visualization on hover".


r/factorio • • 14h ago

Modded [Mod] Inserter Safety Filter — No more rare thrusters accidentally yeeted into the void

105 Upvotes

Many of us have done it: Placed an inserter that is pulling from a space platform hub without a filter, dropping straight into the void. Before we have a chance to react, *POOF*, there goes our first batch of precious rare thrusters, asteroid collectors, and crushers that we painstakingly crafted down on Nauvis. It's long been talked about as a pain point (or rite of passage, depending on who you ask). The conversation arose here yet again earlier this week, and I realized I might be able to do something about it.

No longer must we endure the indignity of our own mistakes! The Inserter Safety Filter mod is here to protect us from our absent-minded selves.

It's nothing fancy. It just implements the simple behavior that when you place an inserter with a drop target that will instantly destroy items (such as empty space on a space platform, or lava on Vulcanus), it will immediately turn on the inserter's filter with an empty filter list. It works whether you place the inserter manually, remotely on a space platform, or as a ghost either with Shift+Click or through remote view. (Caveat: This functionality is disabled when placing blueprints that contain inserters; they will keep their exact blueprinted configuration no matter their drop target.)

I hope the community finds this useful. May it save us from the headaches our unforced errors—of this variety, anyway.


r/factorio • • 13h ago

Suggestion / Idea I designed this, and in my view, it looks very beautiful and compact - what do you think?

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69 Upvotes

I’d really like to fit low-density structure production into this build as well, but I’m completely out of ideas on how to incorporate it. Do you guys have any suggestions? I’d love to see your designs and get some inspiration from them!

Blueprint: Желтые пакеты - FactorioBin


r/factorio • • 22h ago

Modded K2SE Complete Spoiler

38 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:

Edit:
Added a few more planets below:

Charon ended up the largest, completely processed Iridium and Imersite here. Patches were small but everywhere..
Iridium processing after tier 6 modules
Imersite processing w/ only tier 3 I think?
Vitemelange processing, my favorite in some ways, fertilizer sucked though.
Vitemelange processing, I think most people use priority splitters but I went with an overflow method
Cryonite

I was lucky with some of the planets I ended up with and combined a few:

1 for Iridium and Imersite,

1 for Cryonite and Holmium

1 for vulcanite

1 for vitemelange

1 for Beryllium

1 for Naquitite


r/factorio • • 4h ago

Fan Creation Got Factorio ARM64 running on my Galaxy S23 FE (Android)

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37 Upvotes

Recently, I saw that u/Technical-Ad9571 managed to run the recently released ARM version of Factorio on Android, and I decided to give it a try.

In the past few days, there's been a breakthrough with the Exynos chips used in the Galaxy phones. Someone managed to write an Xclipse GPU driver, using AMD Linux drivers as a basis. It was done mostly to enable higher framerates in things like Winlator and other emulators.

I took that driver and (with a lot of help from AI) was able to create a bridge that enabled hardware acceleration in Termux.

There were a few issues I had to solve, but ultimately I was able to run Factorio with a combination of Termux + XFCE + some glibc libraries. It works without the need for a full Debian/Ubuntu setup, although I don't know if it makes a difference performance-wise.

The first screenshot shows it running on DeX (with my phone connected to an external display). With everything set to the lowest possible setting, it's running at like 15 FPS. The keyboard and mouse work right out of the box, and generally it's playable, but it would definitely struggle with a bigger base. (I've tested everything on the demo version. I might give it a try with the full version after I figure out how to get the ARM build from Steam).

After disconnecting the external display, I was surprised to find out that, at native resolution, it was sometimes able to hit 60 FPS. Unfortunately, the UI isn't really usable with touch controls + Samsung phones tend to overheat pretty quickly, so with Factorio running, it was quickly approaching the temperature of the sun.

What was the point of doing all of this? I don't know. I'll stick to the PC version, but I think that it would definitely be possible to optimize Factorio enough to make it playable on some Android handhelds.


r/factorio • • 9h ago

Design / Blueprint New inserter lane settings let you build this modular Kovarex block, where funny uranium cycles on one lane and sad uranium cycles on another, and there is enough underground storage to fill up one centrifuge

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35 Upvotes

Only possible in 2.1 [experimental]. I've also made it so that inserters don't take more resources than they need to supply one extra cycle, this allows faster warm-ups. You could also play with stack sizes. BP code if you want it:
0eNrFVstu2zAQ/BWCZyp1ZMkvtKcCvfQTgkCgqZW9CEWqfCQxDP97V5Lt1LaStG6LXGSL3J2ZXc4S2vKljtA4NIEvtrwErxw2Aa3hC/4tGrNh0UmDsWZqozR4Zg0La2A2BnBMSwOCeVm+EoXG7KNu2FdtPbSr9LRVxZ4wrJlk2tqGydCFgykFi7Qv2RJ0YF7JDiBYVoLCEtjTGkz7GuQDsOpEX+Vs3aF0qZ9YE8OJMmvavP0+FxyVNZ4v7rbc48pI3dZvZA1UuAITHFZxBXxHgaaEZ7643YmB0Er6kESKcCtn6Tfp0F+y0t294ASHAaFn6142hYn1EhzBigNUDSXpTECDInaVNFYD6Wysx/5AtpwAJ9lNLviGL5Lx9CbftaLOEFPxtrhLyPwAmY0IUvASHWnoAmaCh03TgqGhjvIBvvEpHxoPjszxFs94PsBToaa0vkmHnh+h96eYpOOcgH9EqUkCrRvrajoQwZWtG+lksKSIf+Ft28lJxRE0uAgD4rMrxOcD4slMwVldLGEtH7EVseUKnYoYCjByqaHsNYjjMqWUR4YKnQ/Fhb1+LXvXsfgg21nNRmclf+bkhY/pYX694cbZ64ajK+YVx03EwKReskxOJmX4jBzIsj2JQED+cEJolI4lFGgK5WQV0Kz4opLaU/WUobDT92AfpYPnBAxN67omgKRxVoH3/BBVXDR5oJrpH7dvejav7zZs9tsun56N6H/39ezU1/nf2Hr2T209v6Jp/dVQo3MtWd+XDxF/O7reVfuhPL33ifeJprQt4y4TqZiI9F7c0VPM6B/tYoCawl++JwTXkqho7Xs/KWyprXqg9UdS3hHnk3SeZ2k2n41H2eh2t/sJy0fi/Q==


r/factorio • • 12h ago

Discussion Playing through factorio for the first time, just got to Vulcanus…

33 Upvotes

First off, this game is incredible, secondly, are electric trains not a thing in this game? I want to integrate my electrical grid directly into my rail network so I don’t have to place poles along the track (also high speed trains???)


r/factorio • • 7h ago

Question How are science packs used?

38 Upvotes

I noticed today when sending science packs from Gleba to Nauvis (1500 science). I delivered them to Nauvis, none of them expired and were all used but the research labs. But the Rocket turret research was not completed? It is 1000 science to complete that research and I ended up completing 738/1000.

The science labs are have 250% bonus. Am I missing something?

EDIT: Thank you for all the fast answers to my question! Gleba packs lose their science power as they lose their freshness! Thousands of hours in this game and I just realized this today, I always just sent science back and forgot about it.


r/factorio • • 13h ago

Tutorial / Guide The mechanics of Tesla turrets

29 Upvotes

Apologies if this is well-known, but I couldn't find this info anywhere, including the wiki.

How exactly does Telsa turret lightning forking work? What does "fork chance do"?

I have set up the experiment in the editor in the following way: a Tesla turret (ordinary or legendary) connected to an infinite power source, near an abyss of "out of map" tiles. In the abyss, I have placed close-by separated single-tiles, each containing a legendary behemoth biter (so that they can't be killed during the experiment and have 0 electric resistance), in large enough numbers, so that the lightning always has free targets to jump to. I have stepped manually through time, so that I can track how exactly the lightning propagates, and have noted the fork patterns and the total turret damage after each full attack (note that the lightning takes some time to fully propagate, and there is a one-tick delay between the lightning animation and the applied damage). I have collected 40 damage samples for my statistical analysis. For back-jump experiment, I have used a similar setup, but with a small (5) number of biters.

After some analysis of lightning animations and fitting the damage statistics to expected distributions, I have the following results:

  • The lightning never strikes the same target twice (of course, we're talking about a single forking lightning, different Tesla turrets can strike the same target just fine).
  • The lightning does 10 jumps after the initial hit, assuming no forks (see below). This means that a lightning that doesn't fork actually hits 11, not 10 targets, because the initial target isn't considered a "jump".
  • Each couple of ticks, the lightning jumps from the last damaged target to a new one, if there are jumps remaining and there are undamaged targets in range. This happens for each end of the lightning, i.e. a non-forking lightning will select only 1 new target, while a lightning that forked will select multiple, for each lightning's end. This implies that forked lightning will propagate a bit faster.
  • Each jump has a probability p to fork. When a lightning forks, it jumps to 2 targets instead of 1. This is still counted as 1 jump, not 2. This means that each successful fork is basically a free extra jump.
  • The lightning always does 10 jumps, assuming there are targets available. Forks do not allow allow extra jumps or forks, besides the single extra target that happens.
  • It seems that the lightning always jumps to the closest available target. I didn't see any erratic webs of lightning which one would expect if the target was chosen randomly within range. Instead, the lightning always neatly chained in a fairly straightforward fashion, without skipping nearby enemies.

The total damage is defined by a simple binomial distribution with 10 trials and success probability p. Each of the 10 jumps has probability p to fork and hit an extra target.

All of that means that any turret can hit from 11 to 21 enemies, with the average being 1 + 10 + 10*p. The common turret will, on average, hit 11.5 targets, while the legendary one will hit 14. This means that common -> legendary upgrade averages out to 22% extra total damage. Imho that makes Tesla turret quality damage upgrade relatively weak, given how expensive quality Tesla turrets are, and mostly useful for increased range and a bit of extra crowd control.

In particular, against a demolisher this means that the lightning will generally neatly run from head to tail, hitting 11-21 segments. Even if it hits in the middle, with the demolisher having about 40 segments this means that it can do full possible damage, without constraints from the demolisher geometry.


r/factorio • • 1h ago

Question Not all furnaces are working

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• Upvotes

Just a quick Question, why doesnt the belt fill up with iron ore? I thought 48 Furnaces and red belts were the right ration.

EDIT: Thank you guys for the quick help. I love this community. I must grow my factory now


r/factorio • • 12h ago

Space Age Just landed on Gleba... what a starting area!

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24 Upvotes

I've never seen patches this big and this near each other


r/factorio • • 4h ago

Design / Blueprint Starter Base

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18 Upvotes

Made my own starter base that takes you up to blue sience.

Also functions as a mall.

Give me your honest opinion ^^

https://factoriobin.com/post/id37an


r/factorio • • 17h ago

Design / Blueprint Czardian Aeon, The Do All Endgame Space Platform!

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17 Upvotes

https://factoriobin.com/post/yho5n6

After much testing, suggestions and feedback, this platform is ready to roll! Be SURE to check the recommended research levels included in the blueprint before trying a Shattered Planet trip. Can do just about everything else in regards to cargo hauling, providing intermediates and even Promethium science, all 100% automated. The reason normal quality rocket turrets and railgun turrets are used are to save on ammo for Shattered Planet trips.

I am going to make a fleet of these now that I know they can do it all!


r/factorio • • 17h ago

Question What would your approach be for "Keeping your hands clean"

18 Upvotes

Hi!

I started another playthrough, my first on 2.1, with the default settings and not previewing the map. My goal was explicit to get the achievement 'Keeping your hands clean' (where the first biter nest you destroy is by artillery). By now i'm researching blue chips/lds so my first rocket could be close.

But i realized that my ressources won't be enough, i allready ran out of stone, coal might become a problem and i will surely need more iron very soon. Biggest problem is oil. theres only a tiny two-node oil patch, which is allready dangerously close to a nest. revealed a lot of terrain but no luck, no more oil anywhere close.

So i said, allright lets start new but find a better map seed. But i can't seem to find a seed where the expansion coal/iron/oil is anywhere safe to gather, there is always lots of biters around.

Now: what would you reccomend doing? I'm not looking for the solution, more like tipps, and i would love to hear from people that didn't do the achievement allready, what do you think would be the best approach?


r/factorio • • 14h ago

Space Age Inner planet hauler for 2.1 - Extendable cargo space as needed

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14 Upvotes

Made an inner planet hauler for end game. Can extend the storage/gun coverage to the left as much as required (within the capabilities of the ammo assembler to keep up.) Adding storage will slow it down a little of course.

640-660 cruising speed with the pictured storage.

The thing I like the most is how "dumb" it is. Only logic is to throw away ice or calcite if one is deadlocking the other. BP in comments.


r/factorio • • 4h ago

Fan Creation Factorio Running Natively on iPhone with Configurable Buttons, Intuitive Tapping, and Pinch to Zoom

13 Upvotes

Hey everyone - I saw u/FearlessSlice4579's post the other day about getting Factorio running on the iPhone 12 with FactorioPad. I have always wanted Factorio on the phone as a sort of small sandbox optimization puzzle game, and that post made it seem possible.

I ran into a lot of issues with memory overhead which led to it crashing, and then got it working by using u/Lachee's fork (link) and AltServer. However, the controls are dogshit as FactorioPad was meant for controller or keyboard + mouse. So, I (with heavy help from ChatGPT) worked to make a configurable button interface, a variable joystick, and pinch to zoom, as well as intuitive tap and slide features. The buttons are all configurable (tap and hold to assign any of them one of a bunch of keybinds), which currently includes support for:

  • rotate
  • toggleable hold left click mode
  • toggleable hold ctrl mode
  • "right click" toggle (converts tapping to a right click)
  • pipette
  • escape
  • map
  • inventory

Obviously it is a very different game in this format, but I have been enjoying it because I can focus on making small ratio-efficient modules, and I'm pretty horrible at the game in the first place so i don't mind going slow. So, I don't think it's for everyone. But, if anyone is interested, I can share the swift file with you for the interface, which is the only change to Lachee's fork you'd need! I played it for three hours in the car this weekend on a road trip and it legitimately felt playable once I got the hang of it.

gif of hold left click mode and a brief frame or two of all of the current options
an earlier version before i added the additional buttons and more keybinds, but a demonstration of the configuration fly-out

r/factorio • • 21h ago

Space Age Finally made it to the edge

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11 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 • • 7h ago

Question Space Age Overhaul Mods after 2 Years

8 Upvotes

Looking for your thoughts on another Space Age run.

Now that Space Age is 2 years old and many mods have been flushed out for it (Like the new Krastorio 2), what are your favorite Overhaul Mods, New Planets, etc? If someone has completed Space Age 100% and wanted to start another file, what would you recommend for the average person or your group of friends?


r/factorio • • 7h ago

Fan Creation First base 7H in

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8 Upvotes

Hey there guys I just wanted to show you my first base that I am proud of, apart from the engine units, and chemical science, they are bottlenecked so imma expand them tomorrow, just posting really to ask for any tips, I have watched a whole lot of factorio challenges but nothing educational and just wondering how I am doing, and if something is wrong how i can improve. The factory must grow


r/factorio • • 2h ago

Question What can I do to make this more efficient / get more train-throughput?

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7 Upvotes

Still figuring out trains / trying to maximise the throughput. I need more iron / more irons trains reaching these "Purple -- Iron Ore In" stations; currently they just seem to back up / queue up and I don’t know what I can improve. Any help would be great!


r/factorio • • 4h ago

Space Age Aquilo Spaghetti

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6 Upvotes

My first time here. I made a mess, but making one of everything. On to the system edge!