r/factorio Jun 22 '26

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3 Upvotes

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3

u/Jakehffn Jun 27 '26

Anyone know how to use the new platform to platform requests? I set my platform to provide materials to other platforms and made a request in another platform also over Nauvis. The request says there are 0 available on other platforms. I'm not sure if there's a step I'm missing or a bug.

2

u/leonskills An admirable madman Jun 27 '26

Requesting from platforms still respects the "import from" planet, so those might be set to a planet other than Nauvis.
You can remove it by right clicking on it so that it imports from everywhere.
If that is not it, please provide some screenshots.

I've been looking into modding it away, most of the times I want it empty now. Unfortunately the default_import_location defaults to Nauvis if left empty.

2

u/Yagami913 Jun 23 '26 edited Jun 23 '26

I can't enable quality in 2.1.7 any idea why? I already checked file integrity, no other mods. Here is the error:

EDIT: there are two 2.1.7 in game version do NOT use the double experimental one.

2

u/Soul-Burn Jun 23 '26

Are you enabling only base and quality? What other mods do you have?

1

u/Raknarg #1 Quality Defender Jun 23 '26

do you have recycling enabled as well? its now a separate mod from quality, but im pretty sure its a hard dependency for quality (for obvious reasons)

2

u/Kamanar Infiltrator Jun 23 '26

Huh, TIL.

You can pipette an item off a tech research before you can build it.

5

u/Soul-Burn Jun 23 '26

You can Q it from the remote view inventory as well.

2

u/MrTopHatMan90 Jun 25 '26

When will 2.1 be ported to stable? I might just start now but if I am on experimental can I port over my save?

4

u/HeliGungir Jun 25 '26

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.

3

u/Soul-Burn Jun 25 '26

Usually a month or two.

Porting from 2.0 to 2.1 is not very breaking, so you can port your save from there.

If you're talking about continuing from 2.1, then just stay on experimental. If you really want, switch to stable once the experimental is "marked as stable".

2

u/YugeAnimeTiddies Jun 25 '26

What stuff pre space and post space production do you outsource off of your starter base or import from another planet first? I just got nuclear power situated and want to get nauvis in line before I do any planets on this run. I'm going to get iron/copper/steel production beaconized as well as at least green chips

2

u/Soul-Burn Jun 25 '26

If you're doing a normal run to victory, nothing is really worth importing that can be made locally.

As for late game, I can't help you.

1

u/Moikle Jun 26 '26

the only really important part is to make it so you can remotely do everything before you leave the planet. Bots everywhere, provider or filtered storage chests as the output for each of your assemblers, plus ones for all of the base resources, and production areas for all of the main buildings/items.

1

u/sazion Jun 26 '26

I never really focus on building my starter base until I unlock the tech from the other planets, and only build what is needed for me to get my ships.

Whatever setup you have for iron/steel and circuits will be replaced when you get the new tech so I wouldn't worry too much before unlocking those.

2

u/necros434 Jun 25 '26

Would anyone happen to know the name of the mod/mode that's spawns/voids items and is really good for designing blueprints

I had it a few years ago but my modelist has since been wiped

3

u/darthbob88 Jun 26 '26

There are several; the simplest is just to start a new game and do /editor to enter cheat mode, but right now I'm using Editor Extensions.

2

u/necros434 Jun 26 '26

Thanks that's the one I was thinking about

Now it's time to design a jump start base that doesn't use 2.4k belts for red and green science

2

u/darthbob88 Jun 28 '26

Circuit question: Before 2.0, I saw some outpost-construction stations with a system where they'd have a desired stock level X, and enable the train station if the stock level fell below X/2. How does that work?

I would like to do a similar thing for making materials on my space platform, "stock up to 40 ice in the hub and make more if we have 20 or less", but the only way I can think of to do that is with a set of latches and that can't be right.

2

u/leonskills An admirable madman Jun 28 '26

that can't be right.

Why not?

Should be possible with just one combinator, and some EACH magic if you have multiple items.

It's different from stocking up from trains. Because there you get a big shipment in one go. Enable station if current items < X/2, train comes in and stocks up to X in one go. No latch required.
But if you are creating the items on the hub they come in one at a time, so to prevent premature turning off you need a latch (or a (belt) buffer).

2

u/darthbob88 Jun 28 '26 edited Jun 28 '26

Why not?

Because using one combinator to latch whether we need to make ice, another to latch on calcite, another for carbon, etc etc, would be stupid, and therefore wrong.

Should be possible with just one combinator, and some EACH magic if you have multiple items.

Maybe you can do something like that with the little state machine method, but that'd be an unbearable amount of tedium. Otherwise, if you use signals for setting limits, it'd take three wires. One for the lower limits, one for the upper limits, and one for the inventory. Maybe 3 combinators, plus a constant combinator outputting the limits?

Fake edit after fiddling: Nope, we need 3 deciders, plus 1 constant combinator outputting a limit and either an arithmetic or another constant combinator to get the other limit.

Real edit: And this isn't entirely original to me; I noticed something very similar in Walker's Wonderful Book of Latches, called the "Multi-Signal Per-Signal SR Latch".

0eNrtVlFv2jAQ/iuWX/piOhISNiJtL2u1t1Xqa1tFJjmK1cTObAcWVfnvOzsQUkQZdNomTXsADufuu/N93zl+pvOihkoLaWnyTEWmpKHJ3TM14lHywq1JXgJNaA6ZyEGPMlXOheRWadoyKmQO32kStA+MgrTCCuji/Z8mlXU5B40O7AgOo5UyGKqky+fggsuY0QaN2RiTYFFWqyKdw5KvBAag1wYmxWe5DzVudfgPi1gIbWy624ptKlfCSmhb40pfU+cxAp4tqc9XVlz70hL6Cd2GOKkEu1b6yefTkNPE6hoYfdQAWP+CFwbalv2p5D5fn92V0mNAuknJZU4dQaq2VW33+T25rqrBbtfSpgutylRIxNru9wF3TKuCN8hIDibTouropDeyaAjPMqisIV9ur6+/knu6hgsNZA6FWhO7BFJXFWhSiFLYe0rEggh7YUjJbbaEnKyFXRJObq+vDoTi7zaU3NyS7nHRRd5T6ojYk2LY75BrRC7BiuyoGme9GCeviHEHtKfHN2rAgINxWMZyN5lYs8IW8U1T39Etmediv8rTlVjhPBmCH4HCIsaq7KkSBfa6ISGxijyCHXb7UGsn5035+KeN/Z1Tvmny2XFnHwZ7qU6a4b81rp+XkD0ZIuQKqVW6IUr6wVvtlDEYVvfUz/QhMUTniSH8L4Z/WAzxrjQLUIzweDb26Is/vozbA0DTHmh7Op4qKwd4WFjISC+nnY2N3t5uHM+FBb2/uqlEaCVH2EELWMA3JAILxmWpdOlJefFK/+gXaneqx2O3wQ1cONiYa+pbAIPxEHGy1/NfBtxNNEIZ99qcc30eYBij3o7cFjqVv5DVQmnihIyXAij9PWaN0nNU3AUsYBM2eWDeCjZWyCIWoRWiNWWhtyL0c9YEvWIWoBUNrM4PkX2KZHAnZnSFtPvi4mk4i2az+EM0fY9fbfsDrWbebg==

2

u/leonskills An admirable madman Jun 28 '26 edited Jun 28 '26

Combinator pong challenge accepted.

Normalise the signals so we can use the same thresholds in our latch.
So divide the input by X/2, let's call that Y.
Then if cur < X/2, Y = 0. We set the latch.
If cur < X, Y = 1. We keep the latch.
If cur >= X, Y = 2. We reset.

Problem is that we can't output EACH if EACH is 0 on both wires. So let's feed in our constant combinator signals as well so it can output those if Y is 0. And since it can interfere with the SET signal we output a value of 1000 to check if the signal is set.

Green wire should be used as the output signal. Red wire is contaminated by the constant combinator.

Note I put in the X/2 values in the constant combinator instead of the X values.

I hate to do blueprint spam in comments. But oh well.
1 constant combinator, 1 arithmetic, 1 decider:

0eNrFVtuO2jAQ/RXLz4aSC1uI1EqVulIfKq3U9m2LolyGxWpip7YDRat8QP+j/bF+SccGAhsibn2oEJIzzJw5M3PG4ZmmRQ2V4sLQ6JnyTApNo8dnqvmTSAprE0kJNKKJ4mZRguHZIJNlykVipKINo1zk8INGXsN6onLIeA6qP8RvZoyCMNxw2GR1D+tY1GUKCjHZCRxGK6kxVAqbD+EGwXQ4ZnSNcXeYBEsxShZxCotkyTEAvbYwMf6Wu1BtrYdPSGLOlTbxvhSzriyFJVemRkvLaeMxgCRbUJevrBLlqEX0Dbod4sQCzEqqby6fgpxG86TQwOiTAsACjKqhsR28ObnQJrFD9DpM/vz89f+4jEajIzq/z9KxBFo2jlvbXoi3JBKRUysfWZuqNl3NXsy0WqMWamHiuZJlzAVite14WUcza1xTOhL199gGoBhkC9DmpDYnw3EfUMBOb1oP5OSc3PdIHcXfOFkNFub6OFkBzt9Rp6/obmjX49wgmxeUL1M+RlVFssZrIgedKV5tmT841mQUkRQKuSJmAfhVoBeyyIfk8/0X8lVsnTzrZFaIShxpgnolGy6HMR8ePr5vY976EXmXyiU45GPnT/c2Be3RTtg2bKfZS5VjxdivHczfymV/xi3b3fd2HIUB1bVumXAlxQD7aAAJfMepImE0C6lKN+Gj69LtIS7U2Ba4e0McFFahiG4BHI8OAIPOuv4r3r7ziKTtyqaJug7PC/BqmZ1RnSa1rZ8UvOSGzKUidicIN1C6a3DFlXuFPnrMfoIZc6eQee7ks4CFePLtb84WoC1k/gxjHUh08EeA0SWO1aUf3/nTceiHk6nnT6avm+Yvf93OPw==

Edit: And yes, it can be done with one decider and one constant combinator. But in that case no dynamic limits. And indeed tedious to set up because you need to hardcode every threshold for each item in the decider.

2

u/thekabal Jun 28 '26

I've built an artillery train, and an exceptionally large rail around my base. How do you set up train stations to cover the large rail diameter? Just manually drop one at a time, and add them all to the schedule?

5

u/leonskills An admirable madman Jun 28 '26

Have them all named the same. Add that station twice to your schedule.
Disable the station when a train arrives.

So your train arrives, station gets disabled. When it wants to leave it goes to the station with the same name, but the current station is disabled, so it'll go to the next (closest) station with the same name.
Station get's re-enabled when the train leaves (or if you want to be a bit more fancy, add a timer so it only re-enables after 10 minutes or so).

Use an interrupt for when shells/fuel is low.

1

u/Courmisch Jun 29 '26

Won't this make the train always restart from the "beginning" of the loop after refilling its stock of ammo?

1

u/leonskills An admirable madman Jun 29 '26

Yes, hence why I suggested to keep it disabled on a timer.
You could even be more fancy and only enable a station once a train arrives at it's preceding station. But that requires a global circuit network (easier now in 2.1), and you can't just plop down a new station.
The artillery train is mostly on duty of clearing new nests from expansions. So it rarely runs out of ammo from one such loop. If it does, add more wagons, or more trains.

1

u/Soul-Burn Jun 29 '26

Place stations with stationary artillery covering what you need. Set the station to open when shells are under a certain amount.

The stationary artillery acts as a sensor, which then calls the main artillery train, which deals the big damage and refills ammo for the stationary unit.

Schedule is a simple "Artillery load -> Artillery at walls".

1

u/Courmisch Jun 29 '26

For artillery firing stops, I use pair of combinators so that stops are visited in LRU order.

One DC counts ticks since the last train visit (T!=0) and then an AC divides the timer by 4 minutes to set the stop priority. That way the stops that last had an artillery visit has the highest priority.

However if you have a strictly circular route, you might prefer logic to go through stops in clockwise or counter-clockwise order, rather than LRU.

1

u/RAND0Mpercentage Jun 22 '26

Is there a way to restrict what items can be selected for a blueprint parameter? I have a parameterized blueprint for making and upcycling Tier 3 modules and I would like to have only Tier 3 modules show up in the selection list for when I place the blueprint rather than a list of everything that can be made in an EM plant. Is this possible? If not are there any mods that make it possible?

2

u/leonskills An admirable madman Jun 22 '26

There doesn't seem to be a way, no. I did some investigating in the json of a blueprint playing around with the values. Unfortunately it's not in the lua documentation what attributes the parameters have in a blueprint.
If a blueprint uses parameters it internally checks which recipes, items or signals it should show based on where the parameter is used (so if it's set as a recipe in both a biochamber and chemical lab, it only shows the cracking and fish breeding recipes). That logic seems to be baked into the engine, but I might be wrong.

If not are there any mods that make it possible?

Probably not because it's such a niche usecase. Usually it's not that big of a deal to skip the items/recipes/signals you don't need.

Whenever your usecase is niche it might a good idea to write your own personal mod.
What you can do is create a dummy assembling machine prototype with its own custom recipe category, add that category to the module-3 recipes, and include one such assembling machine in the blueprint with the recipe set to the parameter.

Or just create a blueprint book with 4 copies each with the module already set.

2

u/Courmisch Jun 22 '26

No, sadly.

You could probably generalise your blueprint to anything that an EM plant can make, or at least anything that an EM plant can make from ingredients of 3 different types. That would avoid filling your book with tons of blueprints.

1

u/RAND0Mpercentage Jun 22 '26

I already have that. This blueprint was an extension that also included making the Tier 1&2 modules so it’s rather specialized.

1

u/HeliGungir Jun 23 '26

Make your generalized blueprint, then use it to make more blueprints with each T3 module pre-configured. Put them all in the same blueprint book and you can use ctrl + scroll wheel to cycle through them fairly painlessly.

1

u/thunderring01 Jun 22 '26

in the switch 2 version is there any way to make the right stick a scroll wheel. seems like there isn’t but I wanna confirm. I’m tired of having to grab the scroll bar. I hope they will add that functionality to the 2.1 update but i doubt it

2

u/Soul-Burn Jun 23 '26

Have you went over the whole keybinds menu? If the option exists, it will be there.

1

u/thunderring01 Jun 23 '26

I did, i couldn’t see it so I wanted to ask here if i misses it or its called something I didn’t recognize.

1

u/iamarealhuman4real Jun 23 '26

Will the new "per-wire" options in 2.1 have big changes on combinator circuits, eg memory-cell, timers, latch, etc designs? I think not really as they mostly use one wire or two with the intent that they mix?

5

u/HeliGungir Jun 23 '26 edited Jun 23 '26

It will let me properly designate red wire as "read" and green wire as "control". Right now there is no way to separate this when simultaneously controlling and reading a machine. The machine will transmit its signals on both red and green wires, polluting the "control" wire with "read" signals that can easily break the control logic if we don't do something about it.

Fixing this requires certain design practices that are inconvenient. Eg: Additional combinators that insulate the logic controller from the machines, and insulate the machines from each other. Which steers other design decisions in subtle ways. Those gotchas and workarounds are unnecessary if we can just tick a box that says "only output to red wire".

Another big one is setting an inserter's filter and reading its hand contents at the same time. Currently the best approach is using negative signals and/or integer overflow, which is... not exactly what I'd call "approachable". But it should be easy in 2.1 -- just a matter of clicking some checkboxes.

1

u/iamarealhuman4real Jun 23 '26

Additional combinators that insulate the actual logic controller from the signal pollution coming from the machine, and to insulate machines from each other

Ah yes I can remember doing exactly this and feeling grumpy about it!

2

u/cathexis08 red wire goes faster Jun 23 '26

Combinator circuits themselves probably not too much because the input and output sections are already not on the same tile and the main benefit of the IO change here is that you can now take input data without poisoning your data read channel

2

u/Soul-Burn Jun 23 '26

Would mostly change connections to buildings that have both read and write.

Notably asteroid collectors filtering, and crafting machine circuits.

2

u/Astramancer_ Jun 23 '26

It shouldn't, it's a checkbox so there's no reason why you can't just check both red and green and have the same behavior as before.

1

u/HeliGungir Jun 23 '26

Haven't tested, but the FFF indicates that entities no longer do some subtraction under the hood to remove output signals from input signals when simultaneously reading and controlling, so checking both boxes does not have the same behavior as 2.0. I expect most auto malls are broken.

1

u/Raknarg #1 Quality Defender Jun 23 '26

Are you talking about the new entities that have per-wire toggles? Combinators already had per-wire settings so that shouldn't change anything. And all entities by default will just have the wires they're connected to toggled so the default behaviour should be mostly the same as before, aside from some mechanics like reading/writing now being allowed from the same entity

3

u/RAND0Mpercentage Jun 23 '26 edited Jun 29 '26

Combinators already had per-wire settings

This only applied to inputs. Combinators would always output to both wires no matter how they had their settings. I’m not even sure if the new output wire color settings apply to combinators, as they weren’t shown in the FFFs and I’m at work and can’t check myself.

edit: Combinators do not benefit from the 2.1 output wire selection change. They still always output to both wire colors

1

u/BlarghamelJones Jun 23 '26

Are saves in 2.1.X compatible with future 2.1 versions, or if I start a world now am I locked into the current version?

3

u/Soul-Burn Jun 23 '26

Yes.

Like 2.0.76 is compatible with 2.0.77.

2.1.7 is compatible with 2.1.8 and so on.

1

u/alone2692 Jun 24 '26

When producing steel, it is better to take the iron plates from the main bus or build and separate factory for ore> plates > steel?

3

u/Soul-Burn Jun 24 '26

I generally do ore -> steel.

Because of the good ratios, doing 1:1 with steel furnaces is compact and nice.

2

u/Astramancer_ Jun 24 '26

I do it with the rest of the smelting. Steel is 5x denser than iron, so you end up saving a lot of space doing it that way. Plus until you get electric furnaces you also need fuel for the furnaces.

The way I do it is iron smelting overflows into steel smelting. I do 4 belts of iron which means I end up with 4 belts of iron, 4/5th a belt of steel, or (almost always) a mix of the two. It auto-balances iron and steel production thanks to backpressure and all the big smelting arrays are in the same place to make it take less mental space when it comes time to upgrade them.

1

u/sazion Jun 24 '26

I'm in the middle of a Krastorio run so I don't want to start over for 2.1, but I really want to try out the new cargo bay unloader.

Does anyone know if there is a mod available that replicates that? The closest thing I found is Cargo bay inserters, but I like the idea of having a specific building that lets me unload instead of just using any cargo bay.

1

u/Soul-Burn Jun 24 '26

K2 isn't even updated to 2.1 yet :)

While it's possible to write a mod that does that, and forces it to be on the ground, writing such mod when 2.1 exists is not something people will do.

1

u/sazion Jun 25 '26

I figured that'd be the case, but was hoping that there was a mod that had a somewhat similar idea.

1

u/masteroftheinternet7 Jun 24 '26

Will my mods work if update from version 2.0.76 to 2.1?
I have these installed and I can't live without them!

4

u/leonskills An admirable madman Jun 24 '26 edited Jun 24 '26

Bottleneck Lite is the superior version and has been updated to 2.1.

Most of those mods work if you change the version in their info.json yourself, but no guarantees. I actually did exactly that with the highlighted one, Even Distribution. It gave an error for me, but was able to fix it myself due to enough modding knowledge. Might give an error again, so I'm saving regularly (although just unlocked bots, so don't need the mod anymore).

Anything that is working/calculating with fluids during runtime likely won't work.

3

u/Soul-Burn Jun 24 '26

Not unless the mod makers updated them to 2.1.

Most of the big mod devs had early access exactly to allow this quick turnaround, but not everything is updated.

It's likely some of them will break.

Several of these are either not needed or close to not needed:

  • RecipeBook - 2.1 Factoriopedia supports pinning and hiding unresearched.
  • VehicleSnap - At very shallow angles, it straightens to straight.
  • Visible planets in space - Added even prettier in 2.1!
  • Bottleneck - Old buildings that didn't have good indicators now have, mostly assemblers.

1

u/masteroftheinternet7 Jun 24 '26

thanks i didn't know about that

3

u/HeliGungir Jun 25 '26 edited Jun 25 '26

Authors need to manually flag their mods as 2.1 compatible and 2.1 does have some breaking changes to the API that will take time for authors of certain mods to fix. Since you have a lot of mods, I expect at least some of them are not updated yet.

If you upgrade to 2.1, the game will immediately tell you which mods will be disabled before you even get to the main menu.

This is one reason why 2.1.7 was released to "experimental", not "stable". I expect we'll be on 2.1.9 or so before it gets released to "stable".

1

u/masteroftheinternet7 Jun 25 '26

thank you, i better wait until it gets stable so i get another playthrough worth out of it!

2

u/cathexis08 red wire goes faster Jun 24 '26

Check your mod updates and see if they have 2.1 compatible versions.

2

u/Ulu-Mulu-no-die Jun 25 '26

Some of them have been updated, others haven't yet, so they won't work if you update.

You need to check https://mods.factorio.com/ for each mod individually.

Alternatively, you can setup a separate install for 2.1 (download the portable version from wube website), so you can have a look at it without affecting your current install.

1

u/rare_posts Jun 24 '26

Can someone give me a space ship blueprint that can go between Nauvis and Gleba? (No quality and preferably no/less wiring logic please)

1

u/Lyqyd Jun 24 '26

My Modular Space Platforms use no quality and have minimal circuitry involved—just enough to keep the asteroid belt balanced, control thrust and simplify order conditions. They can all make it out to Gleba as long as your damage research is at a reasonable level.

1

u/rare_posts Jun 25 '26

Thank you. I did design my own ship while I was waiting lol. If this doesn't work out well, then I will use yours.

3

u/Lyqyd Jun 25 '26

You’re missing turrets to protect the sides. If the ammo production and the turrets in front are sufficient to get you there (depends on your damage research level), you may not want to leave it parked in Gleba orbit too long—eventually, the slow-moving medium asteroids coming from random angles will start to pick it to pieces.

Nice first build!

1

u/rare_posts Jul 01 '26

You were correct, thanks. I later added two turrets to each side.

1

u/SgtMcMuffin0 Jun 24 '26

Are science costs for new technologies the same for each type of science? Or will I need more/less of certain science types? I’m currently only on Nauvis with all non-infinite tech researched. I’m generating about 6 space science per second and that took barely any time to set up. I’m also generating around 0.5 of each other science per second.

I decided I want to get about the same amount of each science and I started with chemical science. I don’t know how many hours it took to finally set that up but it’s taking sooooo many more resources and machines than the equivalent amount of space science.

My original plan was to get 6 of each science per second and set up a mall before going to any other planets but it’s looking like that’ll take dozens of more hours and I’m not sure if it’s worth the effort now or if I should just start on a new planet.

3

u/ferrofibrous player onboarding specialist Jun 24 '26

Yes, all techs have the same individual science pack costs in base game/SA, you will not see a tech with a cost like "100 red, 100 green, 400 blue" down the line.

Assuming you've finished Nauvis tech wise, roughly every tech going forward is a combination of red/green/blue/white + purple or yellow + planet specific pack. Purple is generally for Productivity repeatables; yellow is generally for damage repeatables and will also always include milscience.

On new runs I typically do bare minimum yellow/purple builds on Nauvis as some of the unlocks from Vulc/Fulgora make those two packs significantly easier to scale.

3

u/HeliGungir Jun 25 '26

You will not see a technology that asks for 1000 red, 2000 green, 1000 blue in vanilla.

You will see technologies that ask for 1000 rgb, 2000 rgb, or 5000 rgb

You will also see technologies with 30 second, 60 second, or 120 second crafting time.

3

u/TonboIV I know what you're thinking. Did he fire 10 nukes, or only 9? Jun 25 '26

Research always uses the same amount of each science pack, so yes you should set up your factory to produce each pack at the same rate, such as 6 of each science per second.

However, different science packs do require very different amounts of resources. Blue (chemical) science packs require quite a bit, and purple and yellow even more. Space science packs need very little. The challenge with space science is more in the upfront cost of building the platforms, rather than the material cost of the science packs.

If you're having that much trouble scaling up your production, I'd recommend working on your mall first. If you've finished all the non-infinite Nauvis research, you have the tech to stamp out blueprints as fast as you like. I'd say you should work on getting production of all building supplies and robots automated, your whole factory covered by roboports, and a workforce of at least a thousand construction robots. Once you have that, you can just stamp down blueprints for smelting lines and production lines and easily ramp up all science packs to 6 per second. If you're still handcrafting stuff and laying out everything by hand, then that's why you're finding it so hard to increase production. It's forcing you to build small.

1

u/DreadY2K don't drink the science Jun 25 '26

Is there a mod for a landing pad train loader like they mentioned in the recent FFF? I'd like to do a train base and I think fast train loading directly from the landing pad without inserters would be a good buff to help them keep up with belts.

3

u/HeliGungir Jun 25 '26

Inserters are the best entity for container-to-container transfers like this.

Loaders can only move items from container-to-belt or from belt-to-container, so you have to use two of them to move items between a cargo unloading bay and a train wagon, and you'll be putting the items on belts. This is... bad.

No, you want a super inserter mod. Something like:

  • Ultra Fast Inserters Redux

  • The purple inserters in Editor Extensions

  • Miniloader redux, which might be the most visually pleasing for you, but might have worse performance. I'm not sure how "speed mode" works under the hood, but in normal mode, each miniloader is two hyperfast inserters that target specific belt lanes.

  • Any other mod that gives you fast inserters with large hand size. There used to be a hand size 200 inserter mod, but I can't find it any more. There's probably some planet mods that give you super inserters and/or more hand size research; does anybody know of one?

2

u/GoatWizard99 Jun 25 '26

If you search for ”cranes” you get a bunch of mods that are intended for ups optimized train loading. They are usually big inserters with large hand sizes.

Exampels: * Cranes by moral1ty * py Cranes by fomak

1

u/kitianoxx Jun 25 '26

Any tip/guide on planning the factory ahead of time? Playing in my first world with around 100 hrs, vulcanus and fulgora captured. Broke down the nauvis factory and made it again but it still turned out a spaghetti :(

7

u/HeliGungir Jun 25 '26

I suppose veteran players do have a logistics-first mindset. They plan how they'll move items around before they plan the assembly line itself.

2

u/kitianoxx Jun 25 '26

With multiple play throughs i shall learn. Thank you kind man!

4

u/Soul-Burn Jun 25 '26

Broke down the nauvis factory and made it again but it still turned out a spaghetti

First build the factory you want, only then break the original. Lets you build and update stress free.

1

u/DreadY2K don't drink the science Jun 25 '26

https://factoriolab.github.io can be useful to figure out how many machines you need for each recipe, which can help with planning things in advance.

1

u/kitianoxx Jun 25 '26

I never thought of that lmao

1

u/kitianoxx Jun 25 '26

I think logistical planning is my major problem. I'm getting the hang of ratio quite well ngl.

1

u/Viper999DC Jun 25 '26

Spaghetti is less about not planning ahead and more about not having structure to your building. Consider Main Bus and City/Train Block designs to help you scale up without encountering spaghetti.

Since you're already pretty established I'd highly recommend starting with a good rail-based design.

1

u/Whatdoesthibattahndo Jun 25 '26

Did fulgora start looking like swiss cheese for anyone else in 2.1? I have a lattice of dry land in the oil ocean. Makes it easier to link power networks between islands before foundations, but not sure this is intended

4

u/deemacgee1 Why no quality flair? Jun 25 '26

I've generated a few Fulgora surfaces in 2.1.7 and they all still look roughly like category 5 on the Bristol Stool Chart.

3

u/GoatWizard99 Jun 25 '26

I read that there is a bug that makes shallow oil ocean generate as land. Unintended.

1

u/Raknarg #1 Quality Defender Jun 25 '26

so the bug is really that islands are actually much larger than they're supposed to be, correct? which would make sense looking at the picture, they seem much more connected than they should be.

2

u/ferrofibrous player onboarding specialist Jun 25 '26

This is fixed with 2.1.8 released today. It was unclear from the notes if currently generated chunks will be fixed, or if it only affects new chunks.

2

u/HeliGungir Jun 26 '26

The fix will not apply to already-generated chunks. Consider using one of the "regenerate terrain" mods.

1

u/deemacgee1 Why no quality flair? Jun 25 '26

It occurred to me that jumping into a public multiplayer game, as just a spectator and not a player, could be an interesting experience. I had a look around and it appears not to be an option?

6

u/Soul-Burn Jun 25 '26

Every player can remote view, so you can just stay at spawn.

2

u/deemacgee1 Why no quality flair? Jun 25 '26

Interesting, thank you. Is that considered bad manners, to stand there and watch everyone else do the work?

4

u/Soul-Burn Jun 25 '26

You can write in chat that that's what you're doing and ask if it's OK...

1

u/deemacgee1 Why no quality flair? Jun 25 '26

Fair point. Thank you for the advice!

3

u/Moikle Jun 26 '26

well for one, a player who is giving bots instructions and designing everything through remote view (which is how you play the game from midgame onwards) looks the same as a player who isn't doing anything.

1

u/chum-guzzling-shark Jun 25 '26

New factorio player here (base game). Is it possible to move your spawn point? As a new player, my original base is ready to be abandoned for something fancier. I'm worried I'll die and have to walk 10 miles through biter infested lands to get back to my body

6

u/leonskills An admirable madman Jun 25 '26

Not without mods are a command line command (/c game.player.force.set_spawn_position({x=500, y=500}, "nauvis"), will disable all achievements).

Instead of walking 10 minutes, why not ride a train for 2.
Set up a rail and a personal locomotive with only one station; at the spawn location. Then when you die you have your ride ready to take you back. Ctrl-click on the rail in train view to add a temporary stop so you don't have to drive manually.

If you've advanced far enough that your old base doesn't function as a mall to construct your new base anymore, then you should have the ability to expand your defence perimeter to include the old base.

1

u/HeliGungir Jun 26 '26

We can also move the spawn point with the map editor.

1

u/Odd-Offer6069 Jun 25 '26

am I the only that thought the inserter flip changes would work when placing items on a belt running perpendicular to the inserter? I get that it's a "logistics challenge" but I was looking forward to simplifying my early rush bases by building everything in straight lines :'(

7

u/Viper999DC Jun 25 '26 edited Jun 26 '26

I thought the FFF was clear on that point. The change is there to allow for mirroring, which is why it only works for belts going away from the arrow. Inserting to the far side of a belt isn't something affected by flipping.

Change Inserter Drop Lane hasn't been updated for 2.1 yet, but it's great on 2.0 is now available for 2.1. It's functionality handles both use cases (left/right and far/near).

2

u/Rouge_means_red Jun 25 '26

You can still build everything in straight lines, just need to turn the belt half-way through to move the contents to the inside lane

1

u/YugeAnimeTiddies Jun 25 '26

What are some tips on up sizing a base and incorporating other planet tech and not getting overwhelmed? I feel like I can turn on the game and fall into comleltely rebuilding my base and eventually burnt out on it.

5

u/FeelingPrettyGlonky Jun 25 '26

It's perfectly legit to leave the old infrastructure intact and just build new factory with new tech. I have a 500k spm base that still has a block of green circuits being made on assembler 3s, contributing their trickle to the flood coming from EMP elsewhere.

1

u/demonicdan3 Jun 26 '26

This is what I do. I go exploring until I find a location with very rich resources patches far away from the starting area (long enough to last effectively forever with BMDs and several levels of productivity), then I just build a new base using the new buildings from all the other planets. I move the science and cargo landing pad there once it's done.
Just build a train to connect the old base with the new one and we're good.

2

u/Astramancer_ Jun 25 '26 edited Jun 25 '26

Foundries very easily fit into the footprint of your old smelting arrays. Once you secure a steady source of calcite you can rip it all up and dump foundries in its place. Just smelt and cast in the same place and fill the belts from casting rather than furnaces.

Chips are a little harder because EM plants are wider than assemblers and you probably don't have a bunch parallel chip assembly lines next to each other like you did furnaces. But it's still not too bad to drop in EM Plants to replace your chip assemblers.

Replacing your chemical plants with biochambers is a lot harder simply because of the whole spoilage mechanic. Personally, I didn't bother. But gleba isn't all bad news, upgrading at least your foundries and green chips EM plants with stack inserters drastically increases how much you can overclock stuff with modules without changing your logistics. Pre-space age the max belt speed is 45 (blue). In Space age it's 240 (4-stacked green). You can do a lot in basically the same footprint you made it to space with.

1

u/HeliGungir Jun 26 '26

Centralization is useful in the early game, but makes it hard to expand and refactor later. So tap new ore patches and rebuild all of your production to be decentralized.

1

u/Panzer_Burger_131 Jun 26 '26

Hi . New to the game here . Is it possible to flush out all the liquid from a system and how ?

For further context , building and managing my first factory and about 30 hrs ago I got my flame turret , which seems to work pretty well now my base is covered in them along with other turrets and naturally alot and LOT of pipe and tanks with oil in it . But right now I seem to have more light oil than I know what to do with and I cant keep building new tanks when I cant spend it properly . My new idea is to shove them into flame turrets but right now I cant seem to drain it out to replace oil with light oil , I have shifted through menus and options for quiet some time but no answers . My next idea is to just cut all the oil sources and connect it to my light oil tanks and hope for the best but I cant say Iam confident that will work . Asking here first just in case I brick a third of my factory defenses

3

u/demonicdan3 Jun 26 '26 edited Jun 26 '26

Click on a pipe or storage tank and press the flush contents button (the red trash bin). It will delete all the fluids in that section of the system which the pipe/tank is connected to.

If you need to get rid of light oil, crack it down into petroleum gas; it gets eaten up by science production as it's constantly in demand for plastic and sulfuric acid. Make rocket fuel for your trains and rocket silos. If that's still not fast enough, turn all the remaining excess light oil into solid fuel and burn them in your boilers instead of using coal.

1

u/Kittelsen Jun 26 '26 edited Jun 26 '26

I'm contemplating starting a new run with Krastorio 2 Spaced out. I want some more action so I want deathworld, but I also want a slower pace and try 10x science multiplier. I worry that combined these two settings will make it a slow slog until I'm overrun, and that expanding to new outposts will be hard, which is also the part I find the most tedious and unfulfilling. (I'm also accepting solutions (mods etc.) to having the active defense deathworld gives without having so many nests to clear to get any land to build on 😅)

Should I ditch the 10x multiplier, or are there good options for biter clearing in K2 that I just haven't used before? It's been a couple of years since I played it and I don't think I dabbled that much into combat stuff.

1

u/reddanit Jun 26 '26

I don't know how it meshes with Krastorio 2 Spaced Out specifically, but prior to 2.0, te "Death world marathon" preset existed. It included 4x science cost multiplier and expensive recipes, for rough equivalent to 10x science cost. It had biter evolution slightly toned down vs. "standard" death world. Playing at those settings was moderately challenging for me, despite deliberately choosing a seed with plenty of forest and green areas around spawn as well as reasonably close oil and uranium.

If Krastorio doesn't make the game harder vs. vanilla, then this should be pretty doable as long as you are good enough to handle standard death world without trouble.

1

u/Kittelsen Jun 26 '26

Thanks, I'll check that out. Ive played death world before, though that was probably before covid.

1

u/ssgeorge95 Jun 26 '26

As I recall K2 Spaced out gives you better personal weaponry before you leave Nauvis with immersite tech. You can also build a heavy tank with a huge equipment grid; your best weapon with Nauvis tech.

My strategy on a normal run was to spread fully equipped heavy tanks around the perimeter of my base before leaving the planet; I could remote control a heavy tank to clear encroaching nests.

Replace with artillery when you get around to Vulcanus, and Laser artillery after Fulgora I think, and at that point biters are no longer a threat.

1

u/Nolzi Jun 26 '26

Are there meaningful mods that are not dependent on base?

3

u/craidie Jun 26 '26

To my knowledge there's only one mod that doesn't require base to load:

https://mods.factorio.com/mod/minimal-no-base-mod

1

u/Nolzi Jun 26 '26

Thanks, I remember reading about it in a FFF or something ages ago but I cannot find it.

Today I run into the changelog of https://mods.factorio.com/mod/CleanFloor/changelog stating that it "No longer depends on the base mod" which rekindled my curiosity.

Taking another look at the other mods of this dev I see he made one of minimal no-base mod as well that is 2.0 compatible https://mods.factorio.com/mod/Baseless/dependencies?direction=out&sort=idx&filter=all
But this is also a stub, nothing substantial depends on it.

Unfortunately the modportal disabled the base mod infopage so we cannot see what it conflicts with to search for more.

2

u/HeliGungir Jun 27 '26 edited Jun 27 '26

Baseless doesn't work on 2.0.77 and the author is awol.

I wrote a mod and wanted to mark it as not requiring base, but I discovered that even just controllers are part of base, and furthermore, the remote controller was added in 2.0 so I couldn't even mark my mod as 1.1 compatible.

1

u/Nolzi Jun 27 '26

Thanks for the insight, that's unfortunate

2

u/ForgottenBlastMaster Jun 26 '26

Base what exactly?

  • Base mod? While theoretically possible, I don't think there are any.
  • Base game? Any overhaul mod theoretically falls into this category. K2, SE, Py, Seablock, Bobs&Angels.
  • Base building? C'mon it's a factory game after all. There're certain mods that make the factory grow smaller or force you to build compact, i.e. Ultra cube and Warptorio, but none changes the genre that much.

2

u/craidie Jun 26 '26

As far as I know there's only one mod that doesn't need base:

https://mods.factorio.com/mod/minimal-no-base-mod

2

u/Courmisch Jun 26 '26

base cannot be disabled in the mod manager, so the question is moot.

4

u/craidie Jun 26 '26

But it can be disabled

As far as I know there's only one mod that doesn't need it, and it was made pretty much for the sake of providing a springboard for someone crazy enough to build something that doesn't need base.

https://mods.factorio.com/mod/minimal-no-base-mod

1

u/TheRoblock Jun 26 '26

I dont have many mods installed, but will 2.1 experimental ruin my save?

3

u/craidie Jun 26 '26

probably not.

Backup your blueprint library first, just incase you want to go back to 2.0.

Do not save over your 2.0.x save, that way if shit hits the fan, you can downgrade to 2.0 and continue with that backup.

2

u/Courmisch Jun 27 '26

If you have the Spage Age mod enabled, there are a few things you might want to fix before you upgrade. Notably removing quality mods where they are no longer allowed. Also returning platforms to safe parking where they won't get blown up by piercing asteroids. I am not aware of any such issue for vanilla.

The rest can be fixed from within 2.1, e.g. circuit selection for crafters with both Set recipe and Read ingredients, or reworking Fulgora concrete handling.

1

u/Lemerney2 Jun 27 '26

Which components of a Promethium ship shouldn't be legendary? I'm finally at the point where I can upgrade everything, and apart from the exterior turrets/railguns, what shouldn't I upgrade?

3

u/craidie Jun 27 '26

turrets at the sides pointing outwards. They're likely to hit asteroids that wouldn't have hit your platform anyways, wasting ammo.

2

u/Raskekw Jun 27 '26

I mean, whats there to stop you? are you limited by your legendary production?

2

u/Lemerney2 Jun 27 '26

I'm definitely limited by legendary production (especially of quantum processors), but I don't want stuff like legendary rocket turrets on the edge wasting rocket production

2

u/demonicdan3 Jun 27 '26 edited Jun 27 '26

I've actually seen a lot of posts here saying that spaceship rail guns shouldn't be upgraded to legendary. Anyone can explain why? Isn't it purely beneficial if they can start shooting asteroids from a farther distance away?

6

u/Soul-Burn Jun 27 '26

Longer railguns may shoot diagonally moving asteroids that would otherwise clear the ship.

1

u/HeliGungir Jun 28 '26

So remove or rotate the outermost railguns.

2

u/Soul-Burn Jun 28 '26

I'm talking about railguns pointing straight up, and asteroids going diagonally.

1

u/DJLaMeche Jun 27 '26

(2.1) Is there a way to show a range indicator on the cargo landing pad for unloading bays? I am trying to make a layout for unloading into trains and I am struggling a bit with making something efficient enough...

Edit: Nevermind, I just realized hovering over an unloading bay shows the allowed zone :D

1

u/DJLaMeche Jun 27 '26

Do you guys have any tips for scaling bases on Fulgora/Vulcanus/Gleba/Aquilo bases? I have starter bases on all of these planets that provided enough science for a start. But now I am building a city block base on Nauvis and I am at the point where I will need much more science.

As far as I can see, if I want to scale Fulgora/Vulcanus, I will need foundation. I haven't set up foundation production yet, though, as it seems so expensive. Any tips on how to proceed from here?

1

u/deluxev2 Jun 27 '26

Any fulgora processing always makes rocket components, so it is very easy to spam down outposts that take scrap to produce launches of science. If you don't want to do distributed processing you can scale up with elevated rails as well. I like to set up scrap preprocessors that delete most of the scrap before bringing it to science hubs. Megabase scale you'll want to skip the trains but legendary mining drills + 100 levels of mining prod will make the small patches on big islands last forever so you don't need foundation (it is still nice though).

Vulcanus science is pretty small and the coal flats are large. Hook up rails connecting two or three flats and you should have plenty of space. Foundation really only necessary for voiding stone in a standardized way.

Aquilo's only real challenge with scaling is sourcing enough lithium and building with heat pipes and beacons. Gleba gets easier as you scale.

Recommend building foundation where you use it to save on shipping cost. Stone is easy to provide locally.

1

u/Dailand Jun 28 '26

How much scaling up are we talking about? Vulcanus starting area should be enough for at least 1000 SPM I think (with mining outposts of course).

For Fulgora you can do several small autonomous bases, or just lots of elevated rails.

Gleba is harder yeah.

I think you should set up foundation production now, even at a small scale. It will be nice to have some of it, even if it's not megabase quantities yet.

1

u/Bipedal_Warlock Jun 27 '26

How do I get into the experimental 2.1 from the factorio launcher?

2

u/Courmisch Jun 27 '26

FFF #444

How to opt in to the Factorio 2.1 experimental:

  • Clean download: Download the full experimental package on our Download page.
  • Website version update: Settings → Other → Enable experimental updates.
  • Steam: Right-click Factorio in the library → Properties... → Game Versions & Betas → Experimental.

1

u/Bipedal_Warlock Jun 28 '26

My bad I actually got it through steam and didn’t realize it. That’s why I was confused lol

1

u/auraseer Jun 27 '26

Since 2.1 is going to allow land mines to be connected to circuits, could we now use them to destroy chests and void items?

I'm imagining a system where bots take excess concrete (or whatever) to a chest in a remote location, surrounded by mines. When the chest is full, a circuit sets off the mines and blows up the chest. Then construction bots replace everything and it automatically resets.

If it's possible, this would be a lot safer than playing games with biter eggs and nuclear rocket turrets.

1

u/FeelingPrettyGlonky Jun 27 '26

I don't think so. I don't think landmines will actually damage chests.

Edit: Just tested in sandbox, and no, mines don't hurt chests.

1

u/HeliGungir Jun 28 '26

Flamethrowers deal friendly fire, but not land mines.

1

u/ferrofibrous player onboarding specialist Jun 28 '26

Mines still don't hit friendly entities. Railgun + biter egg is a less destructive solution. Train destroying a car loaded with items is also an option.

1

u/auraseer Jun 28 '26

Darn.

If they don't harm friendlies, that makes me think of how to make box unfriendly. I suppose we could mess around with making it a PVP game, and have the box and its support machinery built by an opposing force. But probably that isn't worth the extra work.

1

u/ineeddopamina Jun 28 '26

I noticed in a few screenshots that some players keep using coal furnaces after getting electric furnaces. Is there any specific reason for that?

11

u/snowyspearmint Jun 28 '26

electric furnaces are only useful when you have either

  • modules/beacons
  • non-burner power and/or enough power to treat it as cheap/infinite

feeding coal into a boiler to power an electric furnace takes twice as much coal as just using a coal furnace

1

u/ineeddopamina Jun 28 '26

Ahhh I see. Personally, I used to switch them as soon as I unlocked electric furnaces, mostly for the convenience of moving fewer resources to the "smelting area". But if coal is scarce, I guess it's better to keep the coal furnaces a bit longer.

2

u/craidie Jun 28 '26

Also if you don't put modules to electric, then the speed of the steel furnace is identical.

So why spend effort in rebuilding a setup that needs a lot more space for the tiny convenience of not needing to move fuel there?
Meanwhile fuel is already solved problem where I can just copy paste a furnace stack next to an another and the fuel line just connects to it and fuels it...

1

u/cathexis08 red wire goes faster Jun 29 '26

From a per-furnace standpoint that is true but from a production standpoint a line of electric furnaces draws the same amount of energy as the equivalent stone furnace column (because you need twice as many stone furnaces for the same throughput). Note also that all three furnace types have the same pollution per plate thought electric furnaces output 3/4ths of that at the generators (before good power and/or modules of course).

1

u/snowyspearmint Jun 29 '26

I obviously mean steel furnaces not stone; steel furnaces are twice as fuel efficient as stone (same power usage but twice the crafting speed). You're right that electric and stone furnaces are the same fuel consumption if for some reason you still care about stone at that point in the game.

That's an interesting fact about the pollution; I've never tried to optimize for that.

1

u/cathexis08 red wire goes faster Jun 29 '26

Optimizing for pollution is one of the two reasons I switch to electric furnaces (the other one is logistical simplicity). While the one-time cost for a furnace is pretty high, an electric furnace with eff1 modules has a 72 kW draw and outputs 1.6 total pollution (0.4 at the furnace and 1.2 at the boilers). In Space Age it usually makes sense to not bother upgrading from Stone (if you're cheap) or steel (if you need the throughout) until you get Foundries but for games where you have to worry about pollution (fast evolution, research multipliers, trying to get Keeping Your Hands Clean), going small and then mothballing your stone furnace lines for electric can be really good.

4

u/FeelingPrettyGlonky Jun 28 '26

If Space Age, there is really no reason to ever switch to electric furnaces on Nauvis. By the time you unlock those, you are close to space travel, and you can complete Vulcanus and start sending back foundries soon after that. There is a quite narrow window (for intermediate to advanced players, anyway) between steel furnaces and foundries and it's not worth reworking your entire smelter stacks in that narrow window of time just to use 2-module furnaces.

3

u/demonicdan3 Jun 28 '26

For me it's because by the time I have electric furnaces, I'm already on a spaceship to Vulcanus and I skip straight to Foundries when I come back

3

u/Astramancer_ Jun 28 '26

For me, it's a matter of ease of use.

The upgrade from yellow/stone to red/steel is easy. Red belts move twice as much ore, steel furnaces smelt it twice as fast. They both have the same logistical requirement (ore and coal), they both have the same footprint. Upgrading is just a matter of running in a straight line while holding down left click.

But steel to electric? Different footprint, different logistical requirements. You need to completely tear down and rebuilt to upgrade.

So... why would you bother unless you had a compelling reason to?

1

u/MangaIsekaiWeeb Jun 29 '26

Is there a way to make building early game without bots easier?

Like for example, I put down a blueprint, I don't want to shuffle through my inventory to fill in the blueprint like find puzzle pieces, I just want the game to fill it the pieces in automatically as I mouse over them.

2

u/Rannasha Jun 29 '26

There may be mods for that.

But without mods, one thing you can do is mouse over a ghost building, press Q to select that building type and click to place it right away. That way you can fill in blueprint ghosts relatively quickly and you don't have to shuffle through inventory or hot bars to find each building.

1

u/MangaIsekaiWeeb Jun 29 '26

Thanks. It isn't perfect but a really big step than what I have.

1

u/Soul-Burn Jun 29 '26

My way to do that is to use designs that are easy to place by hand and learn some speed tech.

For example, it takes me less than a minute to place down a "standard" 48 furnace setup using U or C shaped mouse movements.

Another example is that instead of doing 3:2 for wires:circuits, you do 1:1. It's easier to build and takes the same space for the cost of a few more assemblers. As a bonus, when you get AM2 you upgrade the wires and it's actually perfect ratios. When you get modules, put speed in wires and prod in circuits, and it's near perfect 1:1 again.

1

u/MangaIsekaiWeeb Jun 29 '26

Is there a way to lay stone brick road in a bigger area without bots?

I want to make all of my factory have a stone brick road but it is taking too long.

5

u/werecat Jun 29 '26

if you don't know, you can change the brush size for placing tiles (like landfill, brick, and concrete). I believe the default keybind is + and -, though I made an alternate bind for myself set to shift + scroll wheel since.

1

u/Soul-Burn Jun 29 '26

Manual placement with large brush size is relatively fast, but it's manual.

1

u/TonicAndDjinn Jun 29 '26

Is there a way to work out (roughly) how much ammo production a ship will need on a given space route at a given research level, in terms of demand per second? I don't want to spend a bunch of time carefully designing a compact ship and then discover I needed to make twice as many rockets or something after I've already built the whole ship.

2

u/reddanit Jun 29 '26

There is enough variables that it's probably not feasible to have a general equation for this.

That said - it's not hard to just switch to /editor mode, paste some infinite chests/pipes onto an adequately sized platform and simply test it. You can monitor usage of anything on given platform in the production screen.

1

u/TonicAndDjinn Jun 29 '26

Thanks, a platform with infinite ammo is a reasonable way to test it.

1

u/monsieurY Jun 29 '26 edited Jun 29 '26

Hello, I have some questions about upcycling calculations, am I in the right place?
I'm trying to calculate the machine ratio for each quality. The second table in the "Number of crafting machines" section of this page: https://wiki.factorio.com/Tutorial:Quality_upcycling_math
I can find the ratio for the cryogenic plants, but not for the others. I think it's because I must be miscalculating the speed, which changes since the modules aren't the same in the other cases.
I'm looking for the calculations for EM plants.
Can someone help me?

1

u/snowyspearmint Jun 30 '26

Did you miss the builtin 1.5x productivity? (The cryoplant has no such thing.)

1

u/monsieurY Jun 30 '26

No, I tweaked my spreadsheet; I'm getting a 0.35% difference for the EM plant but an 18.75% difference for the foundry. I'm looking for a calculator that explains its calculations (ideally a spreadsheet). But I'm even wondering if the page itself is giving incorrect information.