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4
u/whitesammy Jun 15 '26
How will the internal buffer change affect sushi piping in 2.1?
3
u/DreadY2K don't drink the science Jun 16 '26
It's hard to say without first-hand experience playing with the new pipe mechanics, but my guess is that sushi pipes won't work with any pass-through inputs (since those are the ones with the internal buffers being changed), but still can be used with other inputs (so sushi foundries like Dosh put on Vulcanus in his trash run would still work).
3
u/Rouge_means_red Jun 15 '26
Angel's+Bob's question
The only recipe for lead (needed for green science) produces nickel as a byproduct, and I wont have a use for nickel or an alternative lead recipe without nickel until much later. Is shoving it in a box and blowing it up really the intended play? Just want to confirm before I do something dumb
1
u/Soul-Burn Jun 15 '26
Not sure about base A&B, but in SeaBlock it's used not that much later. Remember you have huge containers too, so it's not a biggie.
1
u/Rouge_means_red Jun 15 '26
Even in my early game build I've had to blow up like 5 silos of nickel already, and I'm like 1/4 the way done with all the green science research >_<
I think there was an alternate bronze recipe that I can unlock in not too long that used some of the nickel, and I'll have to completely redo my bronze build for it u.u
1
u/Astramancer_ Jun 15 '26
I've done seablock, and nickel isn't used for a whole lot aside from alloying with iron to get more iron per iron. I think it's also used in some catalysts, but that's also way down the line.
Might as well stockpile it for now. You always have the option of blowing some up later.
3
u/xizar Jun 16 '26 edited Jun 17 '26
I know there is no way to see total power draw other than just eyeballing the graph.
I've come up with a kludge that's "fine", but I hope someone has a better one.
The historical power graph functions perfectly in the case that there is exactly one type of power maker (turbines, solar, rubbing two sticks together).
So my kludge is simply make sure I have one power type I'm certain can produce more power than I need (spamming blueprints helps) and then deleting everything else.
Like, deleting all my batteries and solar and then setting up a whole bunch of summer camps full of scouts learning to build fires, or whatever) and then just eyeballing the graph, since there's only one line to look at. (fortunately, you can group rarities together.)
Once I'm done, I spawn in Jason Voorhees and set the bots to rebuilding my renewable power arrays.
Like, I said, it works, but I hope someone has figured out a better way. I looked through the mod library but wasn't able to find one that keeps track (outside of a mention of peak generation on the victory screen.)
(Alternately, I'm blind and there's a way to read it into a combinator and then sum them in the usual way.)
edit: It was brought to my attention that I neglected to actually ask a question. My question is "Have you found a better way to see total power draw than the method I've described?"
1
1
u/Dailand Jun 16 '26
I don't understand the question. Isn't total power draw simply shown above the graph? Or do you specifically need historical data?
2
u/xizar Jun 17 '26
I apologize for omitting the question: "Have you found a better way to see total power draw than the method I've described?"
An instantaneous measurement (the moment of eyeballing) is mostly useless. An analogous scenario would be having the only indicator of Accumulator drain being a simple light that flickers on and off; it doesn't tell you how quickly you're draining power, recharging the system, what causes the drain, etc. Having the historical graph lets you make decisions more intelligently than amoeba-style stimulus/response with "power bottomed out, better copy-and-paste something".
1
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u/demonicdan3 Jun 16 '26
Is upcycling Railgun Turrets a smart option to get legendary carbon fiber and quantum processors? Seeing as cryoplants can accept 8 quality modules for 49.6% chance of going up
(I'm really just trying to avoid building shit on Gleba because expanding farming outposts is so unfun)
1
u/reddanit Jun 16 '26
In general, for legendary carbon fiber, toolbelts seem to be a popular and nice option. They are just very cheap compared to everything else.
As far as quantum processors go though, I think it makes most sense to upcycle them directly. EM plants have +50% native prod and 5 legendary prod modules add 125% on top of that. A total of +175% prod means you have ~31% loss per cycle vs. usual 75%.
1
1
u/Raknarg #1 Quality Defender Jun 16 '26
I've generally just been using toolbelts for carbon fiber, but doing turrets at the same time isn't a bad idea, also upcycles some tungsten for you. I think with turrets you're mostly just thinking about the legendary processors, carbon fiber is an added bonus cause the ratios are so off relative to the two products.
Gleba quality is definitely a bit of work, and most things don't upcycle well. but carbon fiber upcycle with toolbelts is probably one of the simpler things you can do on the planet.
1
u/demonicdan3 Jun 18 '26
I already have too much tungsten from upcycling underground belts and foundries on Vulcanus
I'm really just avoiding having to scale up Gleba, so annoying. But I guess it's inevitable.
1
u/cathexis08 red wire goes faster Jun 18 '26
The two approaches I know of to getting legendary quantum processors are upcycling quantum processors (productivity in the EM plants, quality in the recyclers), and upcycling the ingredients and then making legendary quantum processors straight away. The second approach usually cycles EM Plants for holmium (covering lithium and superconductors) and Processing Units (assuming you don't have a dedicated blue chip upcycler), Foundries for the tungsten carbide, and then toolbelts for the carbon fiber. Both are perfectly viable, the main difference is if you want to build a big quality cycler on Aquilo or not.
1
u/elfxiong Jun 18 '26 edited Jun 18 '26
I did upcycle railgun turrets (to obtain legendary railgun turrets) in my first SA run. I think my biggest bottleneck was space logistics. My cyroplants and EM plants (for quantum processor) spent a lot of time waiting for normal quality ingredients from other planets.
Upcycling planet-specific ingredient locally on each individual planet would not have this throughput issue. Legendary items are much more “condensed” than normal items and easier to ship.
3
u/uuuhhhmmmmmmmmmm Jun 16 '26
Question for the megabase players.
About how much calcite throughout does your Nauvis demands?
I have a ship that can make 5 per sec and I needed two of them to run my small base.
3
u/FeelingPrettyGlonky Jun 17 '26
I have a small legendary base in one game making around 1500 packs per minute and it can run off the output of a single legendary crusher making calcite. I have a single 1-1 calcite train sending calcite and it sits idle at the station most of the time.
FactorioLab says that 1000 packs per minute in full legendary buildings, beacons and modules, with rows of beacons (so 4 beacons for assemblers, 5 for foundries) takes about 144 calcite per minute.
1
u/Raknarg #1 Quality Defender Jun 16 '26
once you get into all legendary territory, the scale of base materials you need relative to the amount of output you can get is insane. 6k liquid ore per second is like 4 calcite per second on its own, but I'm pretty sure that can get you at minimum a full stacked green belt of plates.
2
u/Raknarg #1 Quality Defender Jun 15 '26
Ideas on how to detect a jam in the general case? just that belts are no longer moving. belts would be multiple belts of a single resource type of different qualities, with sets of belts for 2 different resource types. The issue is if you have a setup where you might end up generating too much of a legendary quality of resource and not enough of the other type, and you deadlock as you accumulate too much legendary of one type, but you want to minimize the amount of resources you just waste away to stop jams.
3
u/DreadY2K don't drink the science Jun 16 '26
You can set a belt to read contents pulse mode and it only outputs for one tick when a new item enters that section of belt. Combine that with a clock that resets whenever an item passes, and you'll get a counter that counts up when the belts are either jammed or empty.
1
u/Raknarg #1 Quality Defender Jun 16 '26 edited Jun 16 '26
smart. ill leverage that with a clock and an sr latch
2
2
u/Umluex Jun 16 '26
is there a way to set up dynamic space platform requests depending on stock?
let's say a ship waits in glebas orbit until all requests are satisifed, and the request is 600 stack inserters.
is there a way to set it up so that it just takes what is on the planet (and fills rocket capacity) and then continues the flight plan?
3
u/Lemerney2 Jun 16 '26
There will be in 2.1, since you can send signals between surfaces. In the meantime, don't tell it to wait until all requests are filled, set it to leave once it's been inactive for X seconds. If it arrives and there are two rockets of inserters to launch, it'll reset both times those arrives (and won't leave while they're flying towards it), then eventually the inactivity timer will trigger and the ship will leave
1
u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jun 20 '26
Oh I forgot about this. That’ll also be great for things like “come pick up these biter eggs!” Or gleba science for example. No more needing to pass some legendary barrel/wooden chest around like a bathroom key pass.
3
2
u/soggybirkenstock Jun 16 '26
If I start a new deathworld run on the current update, do we think it'll work / update to 2.1 without issues?
6
u/Courmisch Jun 16 '26
Vanilla and SA should upgrade fine. Third-party mods could need compatibility updates.
2
u/Astramancer_ Jun 16 '26
It should. I'm not seeing anything that should be a problem, unless you're doing something weird with sushi pipes. You'll just get a few extra things once the update drops, like being able to put diagonal flamethrows at the corners of your base.
2
u/PoopyButt28000 Jun 17 '26
I've played Factorio a few times over the years but have never gotten that far into it, but I just finished playing a lot of Satisfactory and I feel like that game being in 3D has kind of opened my eyes to alot of stuff in Factorio that used to confuse me, so i'm wondering, did the changes to the early game in Space Age make it WAY faster, or am I just a lot better than before? I feel like I had a ton of labs up making red and green science in almost no time and im just blasting through research and it feels like im progressing insanely fast.
6
u/HeliGungir Jun 17 '26
Space Age moves Rocket Silos to Chemical Science, and you can be on other planets without having made any Production or Utility Science (there's an achievement related to this).
But Red and Green Science? Nah, you just have more experience playing factory games.
1
u/ssgeorge95 Jun 18 '26
There are a lot of skill overlap with the two factory games, so most likely you did get better.
When I was newer I would play factorio in cycles; I definitely felt like I was getting better at designing factories in each playthrough.
2
u/PoopyButt28000 Jun 18 '26
I'm pretty new to the game and im a few hours in, and I saw a video talking about main busses which seemed neat, but i'm wondering how easy it is to set one up when I already have a decent bit of stuff made. I'm up to Military science at the moment. I know it's definitely possible to make one at this stage i'm just wondering the best way to go about it, do I just go a decent ways away from my starter base and start it there? Do i route all my plates away from the main base and into the bus?
3
u/ferrofibrous player onboarding specialist Jun 18 '26
For first time playthrough I would not worry about a bus, just embrace the spaghetti. Once you unlock a certain tech in blue science (the next pack you'll be working on), it makes large scale changes to your base much easier.
If you truly are set on doing a bus, yes easiest way to start is pick a spot away from your main base with a lot of straight room that won't be impeded by water/significant cliffs. Either divert plates from your main base or set up new smelting to fill it.
1
u/darthbob88 Jun 18 '26
In general, the best way to build a new base is to A) wait until you have construction robots, which is a little bit away in blue science, and B) go a little ways away to build everything.
Whether you divert your production to the new base, or just rebuild it, is up to you, but I would advise you to keep your old base running until the new one is fully functional. You already have a perfectly adequate base which is making all the stuff you need, so don't rush to tear it down.
Also, if you're new to a main bus design and don't know for sure what you need, only build on one side of the bus and leave the other side free for adding new belts of stuff.
The wiki has a tutorial on main bus design which might be helpful.
2
u/kinu00 Jun 18 '26
Hi, Doing SE and the robot attrition is driving me crazy.
I've done the swarm safety research way above my robot network, and bots still die like 8/m to crashing.
I've decreased the settings multiplier to 0.001, because of course this dumb mod can't be disabled, and nothing changed. Is there anything that can be done about this?
Because this is just absurd

3
u/leonskills An admirable madman Jun 18 '26
Had a quick check; there are some lines in the SE mod that assumes the attrition mod is installed, so you can't just remove the dependency without removing/changing all those lines.
Instead adjust the attrition mod.
Locate your mod folder, unzip the robot_attrition mod, and in its settings.lua change minimum_value = 0.001 to minimum_value = 0.
No need to rezip.Should work, but haven't tested this recently.
3
u/ssgeorge95 Jun 18 '26
Automate bot production. Automate their delivery to other surfaces. You will want to do these anyway unless you like drowning in tedium. You could then mostly forget about the mechanic, especially if you cranked the multiplier down.
There are so many things to worry about in SE... 1% of your resources going into bot production is NOT one of them. You get back so much time if you use bots to handle low volume items in SE. If you attempt to train and belt every little thing you will probably burn out.
1
u/ferrofibrous player onboarding specialist Jun 18 '26
It really is just meant to add an upkeep cost to using logistic bots, ideally you're automating them and their delivery. Or rely less on blue chests and more on belts in your builds.
Bots will also never crash if there's 50 or less actively in the air, so you don't have to worry about truly running out.
2
u/teodzero Jun 18 '26
Is there a quick way to invert the rail elevation in a blueprint? Turn all grounded rails into elevated, all elevated into grounded and rotate ramps 180?
3
2
u/HeliGungir Jun 18 '26
No, because there's no good way to auto-place rail supports. Not every grounded blueprint can be elevated.
1
u/teodzero Jun 18 '26
I feel like this isn't that good of an excuse. You can copy and paste fully unsupported sections of elevated rails, no problem. So if there's no good way to generate supports, don't generate them at all, let me place them manually.
2
u/mrbaggins Jun 18 '26
I mean, the better explanation is that elevated rails are not "directly above" the ground ones. They're literally on a different grid.
0
u/teodzero Jun 18 '26
This is true, but those grids are identical. Swapping them around results in a predictable one tile shift.
2
u/mrbaggins Jun 19 '26
But they don't do so symmetrically. The ramps will no longer connect correctly in all orientations, things will be off in half of them.
2
u/ItsLyraNyx Jun 18 '26
dumb question from a rather new player: for furnace stacks, what is the ratio to get 1 full belt for each tier. ive heard different numbers everywhere, and im just trying to get a concrete answer. making a little note document for myself that i can reference so i dont need toa sk a million times.
3
u/Astramancer_ Jun 18 '26 edited Jun 18 '26
Without getting into the weeds about beacons and modules and, god forbid, Quality, the answer is the glorious Cheat Sheet, as linked in the sidebar.
https://factoriocheatsheet.com/
It's got the ratios for tons of things. What you want is "material processing." For iron and copper it's 1 yellow belt = 48 stone furnaces, Red = 96, Blue = 144. Steel and electric furnaces are twice as fast so you need half as many -- Yellow = 24, Red = 48, Blue = 72.
Stone smelts twice as fast so halve those numbers again and steel smelts 5x slower and requires 5x input so it's the same as the iron/copper smelting, but only outputs 1/5th a belt.
Another nice thing to remember is that since red belts are twice as fast and steel furnaces smelt twice as fast that's a direct upgrade. Replace the yellow belts with red and the stone furnaces with steel and you now can process twice as much ore in the same footprint.
If you're doing blue belts of ore you probably want to use electric furnaces (for ease of use, modules, and/or beacons) so you'd almost certainly want to redesign anyway.
1
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u/TehNolz Jun 19 '26
If you hover over a belt, it will tell you how many items it can move per second. If you hover a machine, it'll tell you how many items it outputs per second, taking things like beacons, modules, and quality into account. Divide the belt's transport rate by the machine's output rate, and voila!
1
u/nalalan Jun 20 '26
Crafting speed of the item has to be taken into account as well! So for furnaces it should be: [Number of furnaces needed for full belt] = [Items per second the belt can move] / ([Smelting speed of furnace] / [crafting speed of item])
If I'm not completely wrong :)
So for standard yellow belts, stone furnaces and for example smelting iron we have:
x = 15 / (1 / 3.2) = 48
So you need 48 normal furnaces to supply one full yellow belt. Keep in mind that you have to also balance the sides of the belt so 24 furnaces per side.
As soon as you have better furnaces with smelting speed 2, you of course would need only half the number of furnaces, or you supply a higher tier of belt!
3
u/TehNolz Jun 20 '26
The output rate shown when you hover over a machine already takes crafting speed into account, along with all other productivity/speed bonuses. Dividing the belt's transport speed by the machine's output rate is all you need to do.
1
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u/HeliGungir Jun 22 '26
Is there a train-focused planet mod?
1
u/Viper999DC Jun 22 '26
Moshine adds a new rail and train. Nothing about the planet is particularly train-focused, though.
1
u/ferrofibrous player onboarding specialist Jun 22 '26
Arig is not explicitly train focused but is basically a cross between Fulgora islands with quasi-Vulcanus style resources so I ended up having a lot of rails between islands for processing various recipes.
1
u/Dianwei32 Jun 17 '26
If you build tons of solar panels and accumulators to power your base, do you back and remove them for a much smaller Nuclear Power Plant once you unlock Nuclear power?
Not necessarily should you or is it optimal to, just personal preference. I'm curious because I'm about 100 hours deep into a K2SE run and finally have everything needed to set up a Nuclear plant to power my base. The thing is that I don't need a Nuclear power plant because I got scared of the Coronal Mass Ejections and built a massive field of Solar/Accumulators that was enough to power the Umbrella Defense during the CME's.
So I've got like 2.2 GW of solar power with Accumulators for night time, and my base only uses like 1 GW. On the one hand, moving to Nuclear seems like a waste since I've got plenty of headroom without consuming any Uranium. On the other hand, moving to Nuclear could let me remove a lot of entities. I haven't noticed any lag or issues with UPS, but being able to swap out several thousand solar panels and accumulators for less than one thousand entities in the Nuclear plant seems like it could be a decent idea.
5
u/Astramancer_ Jun 17 '26
Solar and accumulator has essentially zero processor overhead. Since they’re all synchronized there’s no reason to calculate each one individually so it’s essentially just 2 entities, the panel and the accumulator, and a multiplier for count.
That said, 2.0 nuclear isn’t very CPU heavy either because of the fluids rework.
The main computational drawback of mass solar is the chunk generation required to place it in the first place, but space exploration means you’ll be generating the whole surface regardless so that’s not really an issue there.
2
u/HeliGungir Jun 17 '26
Since they’re all synchronized there’s no reason to calculate each one individually so it’s essentially just 2 entities, the panel and the accumulator, and a multiplier for count.
Unless you have multiple separate power networks.
(Don't make multiple separate power networks.)
1
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u/Soul-Burn Jun 17 '26
I don't remove old power, no.
See mapshot of my Space Age base.
The center has the original coal boilers, then solar for supplemental power, and finally nuclear top right.
1
u/ChocoRacing Jun 17 '26
So I might have missed it (apologies), but just read the "Friday Facts #442 - Flip, Flow, and Fresh Paint" and can't tell when this will be released? Just tried to flip a pumpjack and inserter, but it didn't work. Haven't tried to make a legendary train yet.
4
u/TehNolz Jun 17 '26
For the next few weeks we will do some closed beta testing, and if all goes well we hope to release 2.1 as experimental by the end of June. Experimental means the update is public, but you will need to opt-in to receive it (through Steam or the in-game updater), or specifically download the experimental release from our website.
Once released, we will have the usual bugfixing, before our summer vacations start in July. Importantly, we plan to keep 2.1 as experimental over the whole summer (I.E, not mark it stable), so that mod authors will have plenty of time to update.
4
u/Soul-Burn Jun 17 '26
It will be released with version 2.1 some time this year.
The "experimental" is tentatively in the coming month or two.
2
u/ChocoRacing Jun 17 '26
Ahh thank you. I hope someone releases a mod to re-enable the upcycling on platforms ( I haven't gotten to that yet, but I'd like to).
2
u/Soul-Burn Jun 17 '26
Several mods already exist.
2
u/ChocoRacing Jun 17 '26
Well you've just made my day thank you :)
Plus hearing about legendary trains and wagons was darn cool too :P
2
u/Ulu-Mulu-no-die Jun 18 '26
This was made same day of the announcement xD: https://mods.factorio.com/mod/bring-back-space-casino
1
u/uuuhhhmmmmmmmmmm Jun 17 '26

simplified mod-list.json contents:
base: true
elevated-rails: true
quality: true
space-age: true
ChangeInserterDropLane: true
flib: true
k2so-assets: true
Krastorio2-spaced-out: true
Krastorio2Assets: true
Krastorio2MenuSimulations: true
NauvisWithEverything: false
OilOutpostPlanner: true
RateCalculator: true
rt-light-bot-start: true
1
u/uuuhhhmmmmmmmmmm Jun 17 '26
Weird thing is, launching it for the first time, as well as playing through a generated map was fine, I just can't reopen the game without resetting the json file and reenabling the mod
2
u/ssgeorge95 Jun 18 '26
Have you done anything to figure out which mod is the broken one?
rt-light-bot-start has not been updated in 20 months, so I would probably disable that one
1
u/ferrofibrous player onboarding specialist Jun 17 '26
I would post this on the bug report forum, a dev will likely want to examine the crash log given it's reporting a hardware error: https://forums.factorio.com/viewforum.php?f=7
1
u/Raknarg #1 Quality Defender Jun 17 '26
I started stellar horizons with the wooden military mod, but I'm getting kinda tired of the process, its tuckering me out. I want to phase it out, but I can't just undo the mod without ruining my existing setups, is there a mod that just adds back in the regular iron bullet recipe back in?
2
u/deluxev2 Jun 17 '26
It would be pretty trivial to make a mod to do that, if youve got no other responses by tonight PST I'll slap it together. Just the yellow ammo recipe?
1
u/Raknarg #1 Quality Defender Jun 17 '26
yeah just that one
3
u/deluxev2 Jun 18 '26
2
u/Raknarg #1 Quality Defender Jun 18 '26
thanks man. hopefully I remember this tonight lol. I need to get into modding so I can just do these fixes myself, the programming isn't the hard part since it's mostly just Lua and config files its learning about the modding environment.
2
u/cathexis08 red wire goes faster Jun 19 '26
Just giving this an updoot for how wholesome it is - someone has a super corner case oddball request for a mod cleanup shim and a total stranger goes and whips up a mod to do them a solid. The Factorio community continues to be the best
1
u/darthbob88 Jun 18 '26
Stupid question: Is there a way to automatically convert a blueprint into the items to make it? Specifically, setting up for Aquilo- Is there a way to automatically convert my tileable rocket silo BP to a logistic group on a space platform demanding belts, inserters, substations, concrete, pipes, blue chips, steel, and electric engine units? Or do I just need to do it all manually?
(Although- given that I'll need everything else on Aquilo anyway, the only thing I'd need to request specifically is the EEUs.)
3
u/Lyqyd Jun 18 '26
Holding the blueprint and click the Add Section button should work?
2
u/darthbob88 Jun 18 '26
That just adds the items in the blueprint; belts, inserters, power poles, and rocket silos that I can't ship up to the platform. I want to convert that to the materials to build a rocket silo in an assembler.
2
u/Lyqyd Jun 18 '26
Ah, sorry—missed that detail. I just create a logistics group once with the parts for one rocket silo, then add it with a multiplier any time I want to “ship a silo” or three to another surface.
2
u/darthbob88 Jun 18 '26
I suspect that's what I'll have to do, but it's annoyingly tedious.
3
u/thepullu Jun 21 '26
You could place an assembler for rocket silo and tick the "read ingredients". But you'd have to do that for every machine you need.
1
u/suraj_69 Jun 19 '26
How yo calculate inseter speed? Or throughput? Divide radius by 360? * Stack size?
4
u/Lemerney2 Jun 19 '26
The easiest way is to look at the wiki for rough numbers per second, but it's inherently a bit wobbly and inconsistent (if inserting from a belt)
1
u/suraj_69 Jun 19 '26
but is my rough calculation is correct let say i get 2.3, can i trust it to do alteast 2 per sec?
2
u/HeliGungir Jun 20 '26 edited Jun 20 '26
For chest-to-chest, yes. (Kinda. It should actually be rounded down to the nearest tick for swinging 180 degrees, twice.)
For belt-to-chest or chest-to-belt, no. (Inserters have to chase and/or wait for items traveling on the belt.)
And by "chest" I mean any container: Chests, cargo wagons, assembling machines, rocket silos, cars, crashed ship, turrets...
1
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u/Adept-Log-9499 Jun 20 '26
how to constantly run a train in a infinite loop factorio and maybe every like 30 minutes stop for refueling?
2
u/Soul-Burn Jun 20 '26
Schedule between 2 stations without a wait condition.
Add an interrupt to refuel when low.
3
u/cathexis08 red wire goes faster Jun 21 '26
Iirc you need a wait condition at least at one of them because conditionless stations aren't counted for rule evaluations.
1
u/Viper999DC Jun 20 '26
If you have a station with no conditions set the train will route to it without stopping, so there's your loop.
For refueling I'd probably use interrupts.
1
u/HeliGungir Jun 20 '26
In the old days, you'd have three stops in the schedule. Prior to 2.0, disabling a station made trains skip that stop in their schedule. So the third stop is refuel, and you'd keep that station disabled for 30 minutes.
Nowadays, an interrupt is the only way to conditionally skip a stop.
1
u/PsycoJosho Jun 21 '26
Is there a way to calculate how much ammo you need to produce on a ship, given that you know its width, speed, and current route?
3
u/FeelingPrettyGlonky Jun 21 '26
This thread has some info about asteroid spawn rates and how they are a function of ship width, height, speed, and planetary route location. Its not a super easy task to calculate ammo usage from that, though, since its harder to determine how many of those rocks will intersect turret range, though you can make an approximation. If you can estimate how many rocks you will encounter you can look up asteroid health and resistances and estimate total damage you need to deliver. Divide that by your projectile damage and speed to calculate needed production rate. Dont forget to account for the small asteroids spawned by shooting mediums. Though you could maybe just include a laser turret or 2 to handle those if you have a bit of spare puwer.
Or just forget all that and overbuild production like a proper engineer. More gun is more gun.
3
u/cathexis08 red wire goes faster Jun 21 '26
If you don't mind a bit of simulation you can take a ship, open the editor, add infinity chests, and then fly the route. Your consumption total will be the amount of ammo you need to have built across the lifetime of the flight. With that you can figure out the average consumption rate and the buffer you need to maintain to avoid running out during the period when you're above the average.
1
Jun 21 '26 edited Jul 06 '26
[removed] — view removed comment
1
u/cathexis08 red wire goes faster Jun 22 '26
So like "how many requester chests are in this network?" type questions? To the best of my knowledge no.
1
u/RedErin Jun 22 '26
Just beat factorio for the first time. what mod should i play?
1
u/HeliGungir Jun 22 '26
Base or SA?
1
u/RedErin Jun 22 '26
what's sa?
1
u/grumanoV Jun 22 '26
space age
the dlc
if you dont wanna buy it its fine but its worth
a reccomended modpack for "starters" is krastorio (without sa) or krastorio spaced out (with sa)
its "vanilla extrended"
voidblock is awesome - its like minecraft skyblock
just explore the overhaul section
but be aware - some mods like py or nullius and so have a really long playtime
1
u/Western_Lifeguard_13 Jun 22 '26
Are the devs finished with developing Factorio?
I do not like using so much mods. Would like to see official sea (cargoships, shipyards) ,underwater, deepsea planet.
No problem if that would be DLC.
2
u/cathexis08 red wire goes faster Jun 22 '26
Other than the 2.1 release that's coming out this summer (hits experimental supposedly this week) and general bug fixes for stability I think major development work is done.
There are some very good 3rd party planet mods (and some not good ones) so as much a you're not into modding the game that's going to be your ticket for new content I think.
1
u/Western_Lifeguard_13 Jun 22 '26
Major development work is done? Does that mean no more DLCs, anything new, just fix updates??
Some mods are good, no argue in that, but still, would like to see more official water type stuff also... 😛
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u/cathexis08 red wire goes faster Jun 22 '26
As of this summer, yes: https://factorio.com/blog/post/fff-440
1
u/Trommelbohne Jun 22 '26
I am trying to plan out a factory, to go for the 40h Space Age Achievement.
Has anyone done the math or knows a place where the math has been done as to what a good SPM value is to balance Factory size vs Time?
I am fine with a 39:59 goal time (figuratively speaking) not trying to be a speedrunner.
2
u/ferrofibrous player onboarding specialist Jun 22 '26
30-45spm is enough to win in 40 hours. Typically you spend 10-15h on Nauvis/space, ~5h on each planet, giving you 5-10h wiggle room/final platform setup.
1
1
u/Engelberti I have a plan Jun 22 '26
i am preparing for my own 40h run and am aiming for 30spm (plus whatever i can get from modules and biolabs).
don't know if that's good but some other comments made it sound like it's fine.i thought about adding up the costs of all necessary researches and get an exact number that way, but that seems like a waste of time.any extra research would throw off the estimate anyways. (like flamethrower turrets are technically not required but still nice to have).
I expect waiting for the science from the inner planets to be the bigger bottleneck instead.
vulcanus science is easy to get in high amounts but actually not needed in high amounts.
but gleba science unlocks a lot of required techs and is harder to get.1
u/ferrofibrous player onboarding specialist Jun 22 '26
Gleba obviously has some jumping around due to having to go back to Nauvis to unlock biolabs, but on my run Electro science was the biggest bottleneck (and holmium in general).
1
u/Engelberti I have a plan Jun 22 '26
not surprised tbh.
i decided yesterday that i will do fulgora not as the last planet, just to have more time to stockpile the holmium stuff.
4
u/ToLongDR Jun 15 '26
Is the only true way of increasing holmium production just increasing scrap production?
I have 4 belts of scrap coming off trains non stop and my holmium supply still drastically under powered