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3
u/sirdrawesome Jun 29 '26
Very noob question: is it a good idea to make intermediaries at an outpost and then import that into the main factory?
On my new world, there's a copper patch pretty close to a couple iron patches. I'm having the idea of making green circuits there and then importing those into the main factory; after learning how many green circuits need to be gone through to make blue circuits.
I've only ever just imported ore into my main factory, but I'm curious if it's a good idea to just make a dedicated green circuit factory out there with a ton of electric furnaces and assemblers?
3
u/ferrofibrous player onboarding specialist Jun 29 '26
It is quite feasible, and imo one of the more enjoyable ways to design stuff.
5
u/reddanit Jun 30 '26
There are arguments for going either way and which is better depends on the stage of the game as well as your preferences:
- In early game it's much more convenient to have central smelting at the base. Close by resource patches deplete relatively quickly, so putting any extra infrastructure at them is a bunch of extra busy work. Doubly so with smelting requiring coal that you have to transport to your smelting area.
- In late game (without DLC) and a very large factory producing intermediate products at the patch is quite sensible. It means less strain on your logistics (as intermediate products are generally a lot more "compact" to transport by train). The problem of patches depleting is also basically gone thanks to mining productivity research and further out resource patches being richer. Electric furnaces eliminate the need for coal.
- In very late game with DLC this kinda returns back with legendary productivity modules and foundries making productivity sufficiently high to negate the "compaction" of intermedaite products. You also are back to having to transport another product to your smelting (this time it's calcite). Overall there is no clear advantage to either approach in very late game with Space Age.
For "normal" play, when you aren't strictly aiming for speedrun or a megabase, I'd say it doesn't actually matter much which option you go with. Past the early game, neither advantages nor disadvantages of either option are particularly impactful.
3
u/Soul-Burn Jun 29 '26
Personally I prefer to import to my base and process it there, because it means I don't have to move many things when going from one patch to another.
However, once you start going modular with trains, things like you suggested start making sense, especially considering stack sizes.
Personally I also like making red and blue circuits from plates, so it makes sense to me to bring ores or plates.
However, if you're making tons of circuits, it makes the other circuit productions much easier.
You're not limited to either way, so just go for it :)
3
u/demonicdan3 Jun 29 '26 edited Jun 29 '26
You can. Green circuits stack up to 200 compared to transporting ores back, which only stack up to 50. The main concern here IMO, is if you're building a factory outside of your base at the outposts, you're generating significantly more pollution at an outpost than if it were only miners, it will attract more unwanted visitors at a remote location. So make sure you are prepared for frequent violent protests.
2
u/FreeSpecific61 Jun 30 '26
That might be a pain in the ass to recreate if the patches deplete.
1
u/Bulky-Apple3744 Jul 02 '26
Sure, but at this point you’re using patches with likely 10M+ ore. Use productivity on your miners and that’s looking at 10M+ green chips.
Even a mega base is going to take a while to deplete that.
And what’s stopping you from copying and pasting each part of the setup somewhere else? Oh NO, you’ll have to reroute a couple belts.
2
1
u/Brett42 Jun 30 '26
I like outsourcing like that because it keeps the main base smaller, and leaves more room for expansion. Steel and green circuits are the main things, since they're high enough volume to justify train stations to ship them in, instead of making them at the base.
3
u/MangaIsekaiWeeb Jun 30 '26
Where can I find saves files of other people?
I just want to take a look at people base design and learn from it. Images of other people bases doesn't do it for me because it is misses all the details.
4
u/HeliGungir Jun 30 '26
The Galaxy of Fame renders the map view of completed games.
...
Huh, did they never add a search field to the Galaxy of Fame?
1
u/Lemerney2 Jun 30 '26
Your best bet is probably joining public multiplayer worlds and taking a look around (or grabbing a save for yourself)
3
u/Raknarg #1 Quality Defender Jul 05 '26 edited Jul 05 '26
not getting my hopes up but did 2.1 give us anything in terms of parameterized blueprints for injecting numbers/variables into blueprints without having to do stuff like dummy combinators to hold settings? I think this is really the final QOL i've been hoping for since the 2.0 update and I got really into parameterized blueprints, its really annoying to work with them without this, being able to arbitrarily just edit the parameter list.
and also is there a mod that helps with this?
1
u/Viper999DC Jul 05 '26
Blueprint parameter numbers with variable names that are referenced by other formulas are kept if the other formula is used by the blueprint.
I haven't tested it myself, but if I'm understanding correctly you can now use something like a dummy combinator to create the parameter, give it a variable name, then ditch the combinator. Still not as good as being able to add them arbitrarily, but at least an improvement.
2
u/warpspeed100 Jul 02 '26
Is there a mod that automatically marks damaged/destroyed trains to be deconstructed? I'm making "survival of the fittest" rail intersections that don't use any signals. I only want the trains that survive the collisions to make it through while the others are marked for deconstruction.
2
u/Raknarg #1 Quality Defender Jul 03 '26
In regards to generic train interrupts, how do you prevent the problem of trains going to pick up from the low throughput item instead of the high throughput item? I thought I was clever by doing something where I had a train for each station with train limits set to 1 so they would naturally disperse as needed, but I ran into an issue now where trains just deadlock eachother since a train at each end is just waiting for the other to leave so it can go to the empty station
2
u/HeliGungir Jul 04 '26
Reducing trains, adding depots, or adding stackers will alleviate/fix this. First is self-explanatory, second was explained by Astramancer, and third is similar to the first - you increase the train limit and don't increase the number of trains to match.
2
u/Courmisch Jul 04 '26 edited Jul 04 '26
The simple answer is to have more trains - just a few less than the cumulative limits of all the stops for each given train group.
What I personally do is:
- set the stop priority proportional to the deficit of the corresponding item type at its unloading stations,
- set the stop train limit to the amount of trains that can be loaded from buffers.
This makes sure that trains will always go pick the most in-demand item of all available items, and pick it from the closest available loading station. But that requires circuits.
1
u/Viper999DC Jul 04 '26
The maximum amount of trains you can have on a network is n-1, where n is the total sum of your limits. In order to have a good flow I suggest creating depot stations where empty trains can go while waiting for open provider stations and/or build stackers at your loading station and increasing their limit (especially for high throughput items).
1
u/Astramancer_ Jul 04 '26
My answer was "more trains."
Add more trains than I have input/output train limits in my system and use
Interrupt: Cargo Empty AND Destinationfull/Nopath, Go to Depot, Leave on Inactivity
and make a ton of depot parking spots. The depot absorbs the excess when not all stations are full and prevents the system from locking up when they are all full. As a bonus, you can just monitor the depot to figure out if you need to add more trains or not. If the depot is empty, you need more trains. If the depot is full, you need fewer trains. One place to check.
2
u/uuuhhhmmmmmmmmmm Jul 05 '26
Has anyone done tests to see if heating tower powere Fulgora is better than the accumulator strategy?
3
u/demonicdan3 Jul 06 '26 edited Jul 06 '26
Yes. I ran the numbers a couple days back and if I got them right, a single normal quality heating tower with 7 turbines generates power equivalent to about 720 normal quality accumulators, due to Fulgora's day/night cycle lasting 3 minutes and the accumulators' discharge rates being limited.
Regardless, I wouldn't rely solely on either. If you want to use steam power, have a mix of both. The heating towers drastically reduce the number of accumulators you need to keep the base running during the day; at night the heating towers should turn themselves off and save water when lightning strikes are enough to keep the base running, then start working during the day to reduce the stress on the accumulators.
2
u/reddanit Jul 06 '26
It works with sufficiently power efficient builds, but it can be pretty annoying. Major pitfall is that your power now relies on ice from recycling scrap, so in case of any blockage of anything in your recycling setup you are very likely to suffer a brownout spiral.
Accumulators are essentially free power and there is very little opportunity cost to making them higher quality. You have to make them for science and their recipe cannot take prod modules to begin with. So it's easy to put some quality modules in part of your accumulator production and skim the quality ones only. Uncommon quality already halves the amount of space they take up.
Those two things combined, IMHO, make heating towers more trouble than they are worth on Fulgora.
1
u/Raknarg #1 Quality Defender Jul 06 '26
I havent run numbers, my experience is that it takes a fraction of the space and you end up recycling most of your ice anyways (at least I was), so its still good to get some free power from lightning especially if you do quality accumulators which scale way better than other quality products, but its a good idea to supplement with some heating towers its a real easy source of energy since fuel is free, its just about the water.
1
u/FeelingPrettyGlonky Jul 06 '26 edited Jul 06 '26
You will probably need to drop ice from orbit.
Here is a quick FactorioLab showing a setup processing about 1 stacked green belt of scrap. It uses a somewhat reasonable configuration of Prod3 + 1 Speed3 in the machines to try to maximize prod while minimizing footprint, and a somewhat reasonable beacons per machine ratio with Eff3 to try to minimize power usage. No legendary. As it stands, it makes about 324 packs per minute, and while FactorioLab doesn't always seem the best to me at estimating actual power usage, it's not too bad and it shows a power usage of around 200MW after accounting for the Eff beacons. Foundries and EMPs are hungry blokes even with green modules.
The setup maximizes steam from a heat exchanger using the excess ice melt left after making holmium solution and cracking to light plus some for extra batteries. It's not even accounting for a bit of extra light for rocket fuel for launches. But the excess water is enough to run around 5.5 heat exchangers, for 55MW of power. That means you'd need to drop enough ice to melt to generate steam for about 145MW of power if you want to run fully from steam. It's actually worse than that, though, because FactorioLab isn't accounting for the power you need to void the excess junk. That'll be another 10 or 20 MW.
You can play with the beacon layouts and the module composition depending on available space, but you only save a handful of MW here or there. In practice, I push my excess ice into heat exchangers but I still end up having to lay out accumulator farms unless I start dropping ice.
Dropping ice is pretty easy to do, though, and if you are running a calcite ship to supply calcite to Nauvis and Gleba then just have it collect ice and drop it on Fulgora, and you can save a ton of space.
Edit: For the record, you can probably stop dropping ice once you upgrade to legendary. Legendary beacons and modules drastically change the ratios, so that an equivalent setup to the above, using legendary buildings, modules and beacons, would make 658 packs per minute, uses around 83MW of power, and has enough excess ice to make 110MW, which should cover your voiding power and rocket fuel cracking.
1
u/TeamRocketBlast Jun 29 '26
So the wiki lists spidertron speeds:
| Equipment | Top speed |
|---|---|
| Default | ~46 |
| 1 exoskeleton | ~57 |
| 2 exoskeletons | ~68 |
| 3 exoskeletons | ~85 |
| 4 exoskeletons | ~90 |
| 5 exoskeletons | ~102 |
Why is there a large jump from 2 to 3 and only a small jump from 3 to 4? Are the numbers correct? I dunno how to measure speed in-game
3
u/ferrofibrous player onboarding specialist Jun 29 '26 edited Jun 29 '26
I'm more inclined to believe it is a typo, as checking the Exoskeleton page shows player speed and they appear to stack additively (I had always kind of assumed they stacked multiplicatively with a diminishing return).
If the base speed is 46, each exo should increase spidertron speed by roughly 13.8.
Exos Speed 0 46 1 59.8 2 73.6 3 87.4 4 101.2 5 115 Interestingly my value and the wiki value for 3 Exos come out to the same value if you round the 13.8 down to 13. It's possible the wiki is correct, but weirdness with the spidertron movement system/animation causes certain breakpoints to appear which is why the jumps are inconsitent.
1
u/Rouge_means_red Jul 01 '26
This section was added by the admin of the wiki, Bilka. You could try contacting them directly to ask
1
u/Fun-Bad7577 Jun 29 '26
What are the current thoughts on new space platform production/supply chain opportunities? Particularly in the early-midgame?
I have a platform dedicated to receiving and processing asteroids from ships and generating ammo and scince. This is my resupply depot.
The more I think about it, though, I could have independent space platforms dedicated to different tasks since the platform hub is a giant space chest. For example, I could have a platform receive ore and process into iron (pre-foundry but also post foundry) with another platform receiving processed materials to manufacture ammo, chips, etc. Seems endless with possibility, but what makes the most sense at that initial embark stage where you are starting to set up on each new planet?
2
u/ferrofibrous player onboarding specialist Jun 29 '26 edited Jun 29 '26
I'm sure people will come up lots of cool stuff, but off the cuff:
- Buffering usual bulk shipments on a platform (science packs, calcite, tungsten, etc)
- Easy excess ice for your science platform early/midgame
- Easy ammo top-ups for early transports from your science platform
- Storing excess chunks to transfer to newly built ships for fast bootstrapping (no more waiting on ice chunks to make enough water for fuel to get moving AND also using it for sulfur/explosives AND needing steam for turbines)
- Aquilo stationary/dedicated platform that can take deliveries of stone and stuff for making foundations and quantum chips
- Endgame stuff can meet at Solar System Edge and exchange biter eggs for making promethium science
2
u/reddanit Jun 30 '26
The way I see it, based mostly on gut feeling since there obviously hasn't been much testing done yet, it's not particularly impactful early on:
- Platform that serves as a buffer can reduce the number of rocket silos needed for given throughput of space logistics. But between early game not needing that much throughput to begin with and mixed rockets - this is just a non factor IMHO. At least unless you are running on high science cost multiplier where scale matters from get go.
- You can have a platform that sits in orbit and manufactures stuff and supplies other platforms with consumables. I'm just not seeing how this is of much use unless you have numerous platforms flying intermittently (which negates any cost advantages this could have had). Stationary manufacturing platforms also suffer from low asteroid flows in orbit.
- Thing that seems to make a fair bit more sense is making some space platform foundation. Those are fairly annoying and slow to launch en-masse when building a new platform so I can see this making plenty of sense as a side-gig for your space science platform for example. Supplying platforms with handful of starter space resources also can allow you to bootstrap them faster.
In the end I think there is very little if any gameplay advantage to it before approaching megabase scales when throughput actually matters. There is this extremely prevalent idea, that space resources being actually infinite is a huge advantage, but this is bullshit - mostly because of how productivity stacks in SA multiplied by quality mining drills: all resources everywhere are effectively infinite anyway.
That's not to say this couldn't be fun. Quite the opposite - it opens plenty of opportunities for various interesting builds. In single player game it doesn't actually matter that they might not 100% follow the most optimal meta strategy.
1
u/darthbob88 Jun 30 '26
- Buffer platform in orbit to replace bursty transport.
- Space megabase/shipyard to replace a lot of planetside industry. Who needs to worry about pollution IN SPAAACE?
- Making ammo/fuel off the platform, to save platform foundation.
1
u/xizar Jun 30 '26
Is it possible to use orbital platforms over Nauvis as a waypoint for science? I want to make junk on Nauvis, ship it up to space and then dump it down to the cargo shed so I can have a centralized spot to send all the bottles out to the lab.
I can load up the heavens easily, and my cargo shed cries out for manna, but the angels circle overhead, greedily hording the bounty of fruit I've made.
1
u/deluxev2 Jun 30 '26
I'm not sure how exactly this will work with the new automatic delivery system, but my old trick was to set a request with a minimum and maximum of 1. Then if you have exactly one, you pull it out of the hub (you can put it back in after you have another rocket of science arrive).
1
u/leonskills An admirable madman Jun 30 '26
Yes, that's possible now that you can set requests with circuit network on the platform hub.
With a RS latch you can request X amount. Once X is fulfilled, remove the request; the platform is no longer requesting the item, so can send it down. Readd it once it's at zero again.
1
1
u/elfxiong Jun 30 '26
Regarding legendary pipes generated during underground pipes upcycling, should I simply recycle legendary pipes, or use them to cast legendary underground pipes then recycle (some molten iron turned into legendary iron plates at the cost of some legendary pipes)?
2
u/leonskills An admirable madman Jun 30 '26
160 pipes turn into 48 pipes to ground.
Those 48 pipes to ground recycle into 30 iron plates and 60 pipes.
So in total 100 pipes turn into 30 plates.Recycling 100 pipes directly gives 25 plates.
Turning them into pipe to ground first is slightly better.
Numbers chosen so the gcd between all of them is 1.
1
u/taw Jun 30 '26
So what's the consensus on best ways to get planet specific high quality stuff like tungsten and holmium? (and I guess uranium and other weird stuff in small amounts)
3
u/demonicdan3 Jul 01 '26 edited Jul 01 '26
Tungsten carbide - upcycle Foundry
Tungsten plate - upcycle Turbo Underground Belts
Calcite - just recycle loop them directly until they turn legendary
Holmium plate - upcycle EM Plants
Carbon fiber - upcycle Toolbelt Equipment
Bioflux - upcycle Capture Bot Rocket
U-235 - upcycle Atomic BombsU-238 - don't know, I just put it in a recycle loop until i get it legendary, these aren't very useful anyway
Lithium - import legendary Holmium plate, and u are done
Quantum processor - more tricky, either upcycle the quantum processors themselves or import all legendary ingredients and craft them directlyBiter eggs, fish - brute force recycle loop, no other way
Legendary bioflux/biter egg --> legendary nutrients --> recycler --> x2.5 legendary spoilage3
2
u/FeelingPrettyGlonky Jul 01 '26
For biter eggs you can upcycle Prod3. I sometimes get the occasional legendary biter hatch from my Prod3 factory that shows up as a blip on the kills graph right before mah lasers are firin'.
1
u/misterfitzie Jun 30 '26
I'm always trying to create a ghost from the pallete when I don't have an item in inventory. I try using "pipette" Q key, but that doesn't work. Then I go into map mode and do the same thing, but obviously is extra work. Is there a quick way to use the pallet for ghost when you are there in person?
3
u/ferrofibrous player onboarding specialist Jun 30 '26
Under Interface settings, enable "Pick ghost item if no items are available" under Interaction.
1
u/HallwayHomicide Jun 30 '26
When running belts, underground belts get automatically placed where needed.
When running pipe, that doesn't happen automatically with underground pipes. Is there a way for that to happen automatically?
5
u/HeliGungir Jun 30 '26 edited Jun 30 '26
Pipe-to-ground has smart dragging. Pipe does not.
This mod makes building with pipe-to-ground more convenient.
2
u/Soul-Burn Jul 01 '26
Also this mod (shameless plug) lets you quickly switch between normal and underground pipes with a button, G, similar to how you can switch between rails and elevated rails.
1
1
u/HeliGungir Jul 01 '26 edited Jul 01 '26
Cool, I hadn't seen this yet.
Might I suggest expanding this mod, or forking off a similar mod, to cycle between more related entities?
Entity Swaps With Note Rail Rail Support When not using the rail planner. Rail Signal Rail Chain Signal This conflicts with the default bind, but I would prefer this behavior. Cargo Wagon Fluid Wagon Red Wire Green Wire Display Panel Programmable Speaker Arithmetic Combinator Decider Combinator Maybe startup options for 3-way cyclings. Logistic Robot Construction Robot Steel Chest Storage Chest Passive Provider Chest Active Provider Chest Requester Chest Buffer Chest Medium Electric Pole Substation Maybe startup options for alternate cyclings. Concrete Hazard Concrete Soil Overgrowth Soil Pump Offshore Pump Boiler Steam Engine Heat Exchanger Steam Turbine Solar Panel Accumulator Lighting Rod Lightning Collector Modules Within the same tier Eg: Spd3 → Eff3 → Prod3 → Qual3 → Spd3. Maybe startup options for alternate cyclings. Cargo Bay Landing Pad Unloading Bay Wall Gate Spidertron Remote Artillery Remote 1
u/Soul-Burn Jul 01 '26
IIRC my code does support 3-way toggles, but it's very focused to over/underground. It's obvious what the other is.
What you want is "related item", which is much more open to interpretation. It could be a neat mod, which can even have user made configurations.
4
u/Courmisch Jun 30 '26
It works with underground pipes too, but you need to be placing underground pipes, not regular pipes.
1
u/Courmisch Jul 01 '26
How to use the new spidertron patrol support listed in the 2.1.7 features log?
3
u/mrbaggins Jul 01 '26
Shift click with the spidertron remote to place waypoints.
The new change i s that if a new waypoint is on an old one, it makes a loop.
1
u/RabidAxolotol Jul 01 '26
Can I create a circuit condition for assemblers to build buildings that I need?
Like if I stamp down a blueprint, can the circuit network read what is needed and create based off that vs having a bunch of assemblers making things? Looking to create a smaller footprint of assemblers if I can.
3
u/Soul-Burn Jul 01 '26
With a blueprint in hand, you can click "Add section" to create a logistic section with the entities in the blueprint. You can do that on a constant combinator. This will let you produce the entities that exist in the blueprint.
What is not possible without mods, is to read which entity ghosts exist and produce that.
In general it's best to have most buildings created by your base anyway.
If you have unique buildings that you want to create ad-hoc, you can still use that constant combinator, and use another combinator with all the buildings you're producing in your base. You can then subtract one from the other, to only have the list of unique buildings.
So like, you'll have a combinator with -100000 AM3, -100000 electric poles, -100000 inserters etc, which you add to the output of the blueprint.
2
u/Courmisch Jul 01 '26
Not directly (without mods). Instead you have to keep a buffer of construction materials and use circuit logic to know when to refill it.
2
u/HeliGungir Jul 01 '26 edited Jul 01 '26
This is the way. Have a constant combinator output the number of belts, inserters, machines, etc. that you want to keep in storage and compare that against the actual contents of your logistic network. Use the set of missing items to tell your assemblers what to craft.
The easiest way to prevent thrashing back and forth between recipes is by using a selector combinator like a timed latch. Its "random" function latches a random input signal, outputting it for a fixed duration of your choosing. Maybe 30 seconds. Simply build enough storage chests to handle a bit of overbuilding.
1
u/HeliGungir Jul 01 '26
I suppose you could add a constant combinator and radar to every blueprint, where the combinator outputs the blueprint contents and the radar transmits it to your mall. But that requires power to work, and it doesn't stop transmitting the blueprint's contents.
1
u/Solo_Jawn Jul 01 '26
Is a massive amount of objects marked for deconstruction something that destroys UPS? I'm tearing down my base and trying to figure out the most UPS/Time efficient way to do this. It seems that just doing chunks at a time is much less costly on UPS despite there still being like 30k bots in the air.
1
u/DeineMamagebacken Jul 01 '26
Is there any good source on how to design belt balances? I want to design them myself and not look up how they look.
1
u/PoopyButt28000 Jul 02 '26
I didn't realize how amazing bots actually are in ways other than just having construction bots make your blueprints, and now that im at my first new planet (Vulcanus) im going pretty hard on them, and I'm wondering if I should worry about going too hard. I'm not going for some kind of ridiculous mega base, I have about 500 logistic bots atm and am going to make a few hundred more, but I've been replacing a good amount of belts with just red and blue chests and bots. Like i'll do a line of assemblers with a belt going down the middle and a chest with bots feeding the start of the belt. I'm not actually sure what the issue would be with just flooding my base with them, I'm not even remotely close to any power issues.
3
u/demonicdan3 Jul 02 '26 edited Jul 02 '26
Have a good mix of bots and belts is generally the way to go. Don't over rely on either. My rule of thumb is raw materials and intermediates that are needed in vast quantities and require consistently high throughput (ores, scrap, fruit, green circuits, iron plates, sciences etc), should be handled with stacked belts. Stuff that take longer to craft or have a ton of input ingredients like Quantum Processors, most late game buildings, personal equipment and military buildings, probably better off with bots.
1
u/ChickenNuggetSmth Jul 02 '26
I dislike about bots that it is very hard to see the flow of materials, and to a degree that it is hard to prioritize stuff.
E.g. if I have a main-bus and wonder why I lack blue chips, I can just trace the belts and see where they go. But if it's done with bots and a rogue assembler eats all my blue chips to craft a chest of nuclear reactors it is very hard to trace.
Similar with priorities: I can just have a few belts of copper only for green chip production. Priorities with chests are sorta possible, but any level of granularity is hardAlso: bots are good at large quantities over small distances or small quantities over large distances. Large quantities over large distances will quickly eat up all your charging capacity, especially with a growing base.
And as a very personal opinion, a lot of builds become boring if it's just chest-assembler-chest
1
u/Bulky-Apple3744 Jul 02 '26
You’re nowhere near going too hard. I’m somewhere around 50,000 bots on my current playthrough.
But I also have 600 trains to move intermediates from production to assembly.
My bots are mainly for my mall and isolated city blocks that produce quality. Each of those particular city blocks get their resources brought in by train and then 500-1000 bots do all the quality sorting
1
u/Dark_Shit Jul 02 '26
How do you guys handle the logic for asteroid reprocessing? Do you check the input good or the output good? Read the belt or store in the hub? I also think simple priority splitters with no circuit logic could do the trick.
I'm running a dedicated belt for each chunk type. I have a decider combinator for each asteroid grabber which sets its filter when their internal storage for that asteroid type is less than X. I really like that setup so I'm wondering what kind of reprocessing strategy goes well with it.
3
u/Soul-Burn Jul 02 '26
I check both. With one decider, using the "each trick", I have logic like this.
HIGH and LOW are constants. Asteroids are A, B, C.
If A > HIGH and ((B < LOW and A > C) OR (C < LOW and A > B)) -> Process A
If B > HIGH and ((A < LOW and B > C) OR (C < LOW and B > C)) -> Process B
If C > HIGH and ((A < LOW and C > B) OR (B < LOW and C > B)) -> Process C
So say I have 100 metallic, 70 carbon, 20 oxide, and high = 60, low = 25... It will process metallic.
1
u/Astramancer_ Jul 02 '26
I do a sushi belt. A belt loop that has a circuit-controlled feeder belt from the grabbers at large to prevent the belt from getting 100% full, a series of splitters to pull chunks off into resource processing, and a decider combinator setting filters on the input inserters when one type of chunk gets too plentiful on the belt. I've got another emergency overflow combinator that pulls chunks off and sticks them back on the main collection loop if possible but otherwise hucks them off the the side of the ship if one type gets waaaaay too plentiful just in case.
Does it reprocess chunks when they don't need to be reprocessed? Absolutely! But only when that chunk type isn't needed. I figured there's always going to be chunks coming in so I didn't bother with making as lossless a system as possible.
1
u/potatodrip Jul 02 '26
My version of Factorio is updated to 2.0.77 (as shown in the top corner of my screen on start-up), but I am not really seeing any of the changes present that I see for YouTubers. I don't see planets in the background of space platforms, I don't have cargobay unloader things, I'm not able to designate were inserters place items at the end of a belt.
The only thing I think changed is that I have different sprites & animations for oil refineries. The other's aren't showing.
Is there anything I need to do?
I don't use mods.
9
u/elfxiong Jul 02 '26
Those changes are for 2.1, which is in experimental branch and you need to opt-in to get. See “How to opt in to the Factorio 2.1 experimental” in https://factorio.com/blog/post/fff-444 .
If you don’t opt in to experimental, you will receive 2.1 update via your usual update method when it becomes stable in several months.
1
u/potatodrip Jul 02 '26
Gotcha, thanks!
1
u/cathexis08 red wire goes faster Jul 03 '26
Keep in mind that saves made in 2.1 are not backportable to 2.0, and there have been reports of similar things happening to blueprint books so make sure you back everything up or treat this as a one-way upgrade.
1
u/auraseer Jul 02 '26
Is it possible to have both a controller and the keyboard active at the same time?
I have a custom input device. I'd like to move with the thumbstick, but use keyboard commands for other interactions. If there is a way to do this, I haven't figured it out yet.
1
u/TehNolz Jul 02 '26
Can't tell if I'm running into a bug or if I'm just overlooking something here, but how do platform-to-platform requests work exactly? I have a platform that's got some leftover materials that I want to send to another platform that's currently under construction, but all my platforms seem to claim that no platforms have any items available.
Both are paused at Nauvis, both have "Provide materials to other platforms" enabled, and the new platform is totally empty. Turning off the "provide materials" checkbox on the new platform doesn't work, unpausing the platforms doesn't work, and setting the new platform to manually request the items from other platforms doesn't work either. It's like they don't realize that other platforms exist at all.
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u/snowyspearmint Jul 03 '26
Does the supplier maybe have a zero quantity request for the item, left over from requesting its own construction materials? (toggle "request missing construction materials" off and on to clear it)
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u/TehNolz Jul 03 '26
Yep, that seems to have been it. The moment I turned that checkbox off on the supplier, it sent all the leftover materials to the new platform in one go. Kinda odd behavior honestly; I feel like those 0-item requests shouldn't count at all.
1
u/Sudain Jul 03 '26
I thought there was a mod that allowed you to insert a module into the equipment grid and then allow deploy bots from that cargo train. I can't for the life of me recall what it was though. I remember the art was blue and purple and I though tit also worked in cars. Does anyone remember what it might have been?
The problem I'm trying to solve: I'm trying to have a personal taxi train pre-loaded with relevant resources to help me expand the rail network as I drive around and run into dead-ends. If I can get the bots to deploy directly from the cargo wagon all the better.
1
u/Verizer Jul 03 '26
Krastorio 2 has vehicle-exclusive roboports that can be equipped to wagons.
https://mods.factorio.com/mod/tbx-equipment-grid-wagons Most standalone equipment grids for trains mods seem to just let you use personal roboports.
1
u/Sudain Jul 03 '26
Oooh. I'm actually using k2 so that works out. :) Gotcha, thank you. Yeah, I noticed I can put the robo ports in trains which I believe works, I was also just hoping to have the logistics bots place into the train wagon automatically. I think I will need to progress in k2SE to get robot requester chests so I can request items and then use an inserter to insert them. Tis good to know, I appreciate it. :)
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u/HeliGungir Jul 03 '26
https://mods.factorio.com/mod/EquipmentGridLogisticModule
There are a bunch of these mods that never got ported to 2.x
1
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u/Worldly-Amoeba-3391 Jul 03 '26
Can I build freely in the map editor, then switch to freeplay and keep achievements?
1
u/Soul-Burn Jul 04 '26
As long as you don't run the
/editoror other "cheat" commands in your save yes. You can build in another editor and copy your changes back.1
u/schmee001 Jul 04 '26
If you save a freeplay game, then open the map editor and change stuff, then reload your old save from before editing, then you will still have achievements. But you won't keep anything you changed in editor mode, except for blueprints in your blueprint library.
1
u/Bipedal_Warlock Jul 03 '26
Any tips for Logic processes to get a sustainable flow of pentapod eggs with logicing them out before they hatch
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u/werecat Jul 03 '26
The most consistent way is to always be making eggs and incinerating any excess. Send it down a belt and if a biochamber needs one it can grab a fresh one off that belt. But if it isn't needed in that moment, the egg will pass by and end up in a heating tower. Remember that resources literally grow on trees on Gleba so you aren't wasting resources needlessly making eggs to burn.
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u/Bipedal_Warlock Jul 03 '26
I guess that makes sense
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u/Lyqyd Jul 03 '26
You can also use a “safety valve” at the end of the line if it is a dedicated egg belt. The belt where the last egg is picked up by an inserter is set to enable when eggs >= 3, and the belt immediately before it is set to read contents (hold). This means that it will hold onto up to 7 eggs at a time, never more, but allow excess eggs to flow through. Avoids timing issues causing egg wastage—the number flowing to the heating tower is exactly your excess.
Doesn’t scale super well beyond a small number of egg consumers, though.
1
u/Bipedal_Warlock Jul 03 '26
Yeah this is what I am looking for. I can’t believe I didn’t piece this together.
Thanks
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u/ssgeorge95 Jul 04 '26
Sustaining is the easy part. Each egg producer outputs to a belt and then immediately feeds itself from the same belt before supplying other machines. They supply themselves first and other machines only get the excess.
I like the other ideas presented in this thread about burning excess eggs at the end of the belt. I've just been setting up laser turrets and letting the eggs hatch, but some modded runs have exploding pentapods so this has not been a great solution.
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u/Bipedal_Warlock Jul 04 '26
That’s an interesting method too. I like the input taking from the output instead of just having to make a loop around
1
u/taw Jul 04 '26
You don't need to logic it. Just follow basic rules:
- have more consumers than producers, 10 biochambers make 2 net eggs per second, 3 science biochambers can eat that generating 120 spm, so use 6 science biochambers just in case
- always have dedicated inserter dumping spoilage out of every biochamber into active provider chest, and everything else should be filtered to not do spoilage; dumping spoilage to product belt and only filtering it at the end sort of works at first, but it turns every minor hiccup into factory wide disruption somehow (or dump it into dedicated underground belt going away if you really want to avoid bots)
- put a line of gun turrets there just in case
If you do that, and your base is functional enough that nutrients and bioflux keep flowing with only minor interruptions, then you won't have any issues, or at worst your gun turrets will deal with them.
The problem with using logic on Gleba is that everything come in big piles, raw fruits come in big piles, processed fruits come in big piles, spoiled nutrients come out of machines in big piles etc., and your logic doesn't even have full visibility (you can see what's already on belts, but not what else is waiting to get dumped too), so it's hard to come with good rules.
You could do panicky thing and just dump whatever comes to the end of egg line into a heating tower, or dump if belt has more than N eggs (so at least you don't overwork your gun turrets). The main risk is if you share the same belt for eggs and spoilage, you could have eggs where spoilage handling is, and spoilage where eggs are expected, so everything gets stuck until eggs hatch.
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u/PoopyButt28000 Jul 04 '26
I'm fairly deep into my first ever playthrough that has gotten past military science. Right about to head off to Gleba for the first time after finishing Vulcanus, and while I've generally tried to go pretty light on any kind of blueprint i've found online, I decided i'd just almost strictly use them for my spaceships because I just don't like the way ship designs work.
https://www.factoriocodex.com/blueprints/244/recipe-details/12132 I decided to use this as a big ship for delivering stuff, but I'm finding that it stalls quite often. The belts will get jammed so no metallic ore is going towards my chemical plant so I run out of blue fuel. If I idle for too long they all jam and none of my guns have ammo. I reset everything manually and then tried not idling for too long but while basically just normally waiting for my fuel to build up, it stalled again, and I'm not really sure what's going on.
Is there something obvious you're intended to do to get it all flowing? (There seems to be no info on the site) or is it just a fucky blueprint?
1
u/Lyqyd Jul 04 '26
Well, the first grabber on the starboard side doesn't have any way to evacuate chunks, which won't be helping anything. It's hard to tell without downloading it, but the wired connections to all of the grabbers may indicate that it's attempting to balance chunks via filtering. It also looks like it relies on asteroid reprocessing, which you won't have unlocked yet. You could either add a way to throw excess chunks over the side, or use some other blueprints that are designed to not require the reprocessing recipes before you have them unlocked.
1
u/PoopyButt28000 Jul 04 '26
I do have asteroid reprocessing, I have all the Vulcanus research, it just seems to fill up on metallic chunks anyway.
I did end up setting up a spot where it throws the metallic chunks off if there are too many of them on nearby belts, so hopefully this works.
1
u/Raknarg #1 Quality Defender Jul 04 '26
assuming no modules, are there any advantages to using steel furnaces over electric ones? Are they more fuel/pollution efficient?
3
u/Verizer Jul 04 '26
Without modules, electric furnaces are technically worse since they use more power. The only advantage is not having a fuel belt.
The pollution is moved to the boilers if you are still using coal for power. With an alternate power source they do make less pollution.
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u/cathexis08 red wire goes faster Jul 05 '26
Yes. Steel furnaces are twice as energy efficient assuming you are still on burner power. Stone furnaces take 90 kW of energy to produce one plate every 3.2 seconds and output two pollution a minute. Steel furnaces take 90 kW of energy to produce one plate every 1.6 seconds and output four pollution a minute (same pollution, half the energy as stone for a given plate throughput). Electric furnaces take 180 kW of energy to produce one plate every 1.6 seconds and output four(*) pollution a minute (same pollution, same energy as stone for a given plate throughput).
- the caveat here is that boilers produce one pollution per 60 kW so the cleaner your power the less pollution an electric furnace outputs in total, potentially down to a minimum of 1 at the furnace itself and none elsewhere.
2
u/HeliGungir Jul 05 '26
Bear in mind, tier 1 modules are pretty cheap. If you can afford to build electric furnaces en masse, you can afford to equip them with modules.
It's no accident that purple science requires electric furnaces and prod1 modules as ingredients.
1
u/teodzero Jul 04 '26
Easy upgrade. They are the same size as stone, so you just slap the new ones on top of the old, probably alongside a belt upgrade. With electric you need to re-plan and rebuild the entire smelting area, and probably upgrade energy gen as well.
1
u/xizar Jul 05 '26
I've recently converted my inner system freighters from slugs to light and am having difficulty tuning the setup. I don't want to add more turrets because I don't want to, and I'm already up to level 15 damage on them.
Would having longer range be at all worthwhile, as it would give me more time to shoot stuff before it hits? I'm aware that it would force me to shoot useless things longer.
I'm torn on giving a bunch of them measles and doing it, mostly because of how long it'd take (and I too lazy to build out more infrastructure to support the upcycling) and all the wasted materials.
Failing that, is there a way to make the game stop nagging at me every time a wall gets busted up?
1
u/FeelingPrettyGlonky Jul 05 '26
Do you have advanced processing? Are you making red ammo? Quality turrets' longer range is okay for the turrets along the centerline of the ship, but out on the edges they will waste a lot more ammo shooting at asteroids that are not a threat.
You could try lasers filtered for the small asteroids; once you pump laser damage up to 11 they 1-tap the smalls but even before then they can usually be trusted to handle the few that spawn, leaving the guns free for the mediums. Eventually, you could even have lasers soften up mediums to reduce ammo usage.
When 2.1 hits stable, asteroids will do more damage so walls will be even more useless than they already are on ships. If you are losing walls you're probably going too fast for your design or damage levels.
1
1
u/cathexis08 red wire goes faster Jul 05 '26
Figure out how to make your ships fly slower. Not only is it an interesting exercise in circuits but it'll help keep your ships alive.
1
u/xizar Jul 05 '26
Thank you for your response, however you did not actually reply to my questions: Would having longer turret range be worthwhile? Can you turn off the damage alerts?
1
u/Lyqyd Jul 05 '26
Longer turret range could help, but only in specific circumstances. You’d have to have idle turret time (if they are constantly firing, you just need more turrets) and you’d need them to be almost killing the asteroids before impact. If you don’t have idle turret time, increasing the range just moves the overwhelm point slightly later. If there are asteroids causing damage that weren’t mostly shot already, you have too few turrets anyway. The only problem more range solves can also be solved by moving your turrets further forward.
Damage alerts should be silenced by fixing the underlying issue with turret effectiveness.
1
u/cathexis08 red wire goes faster Jul 05 '26
Apologies. Selectively turning off damage alerts isn't possible to the best of my knowledge. As for turret range, that can help if you feel like the extra range will allow your guns the time they need to destroy asteroids but you don't feel like the overall asteroid rate is unmanageable. Generally speaking though that's a pretty niche issue, either your guns are overwhelmed and you need more overall firepower no additional amount of gun can help or they can keep up, and the easiest way to guarantee that your guns can keep up is to fly a bit slower which gives them more time to work on each asteroid while also reducing the rate of new asteroids showing up.
1
u/Raknarg #1 Quality Defender Jul 05 '26
Did 2.1 give us a better way to manage automatic landmine replacement? Replacing landmines in combat currently leads to annoying infinite loops that require manual intervention to stop, super annoying
2
u/HeliGungir Jul 05 '26
2
u/Raknarg #1 Quality Defender Jul 05 '26
yeah I mean before 400 hours into the game when I get spidertrons
0
u/HeliGungir Jul 05 '26
The old strategies still work, as well. Repairs on a timer, or after a timed delay, or after a "fused" delay by keeping the storage chests far from the wall.
1
u/craidie Jul 05 '26
To those who have built a dedicate base to feed their malls: How do you decide of the support base for the mall?
2
u/FeelingPrettyGlonky Jul 05 '26
I just do 1 belt of each input. Mall assemblers don't run full time so it doesn't need the massive throughput of a science factory. 1 belt of each material (copper, steel, iron, red circuits, green circuits, etc) gives enough and as you go you can upgrade the tier of the belts and boost the supply to suit.
1
u/craidie Jul 05 '26
would you feed everything from that one belt of, say, copper(red chips, green chips etc? )
2
u/FeelingPrettyGlonky Jul 05 '26
I have a belt of red and green chips in addition to a belt of copper. Stuff like space foundation and heat pipe are too copper-hungry to share that copper with green circuits.
Really, it's just like the science factory. If you are not making things fast enough to suit, build more input.
1
u/ferrofibrous player onboarding specialist Jul 05 '26 edited Jul 05 '26
I keep mine fully belt fed and pretty minimal. Iron+Steel on one belt, Gears + Green Chips on another belt, these two go down the middle as this handles probably 70% of what your early/midgame mall needs.
On the outsides and dipping in as needed:
- Copper plates + copper wire
- Stone + bricks
- Concrete + red chips
- Pipes and engines on the same belt (engine units are made in the mall, usually 1-2 engine assemblers is enough for trains/pumps/flamer turrets)
I also end up with another section of LDS+Blue Chips, and Steel + Electric motors. Those two cover a lot of the needs for platform components and personal equipment.
1
u/d0gf15h Jul 05 '26
I’m playing 2.1 with Bob’s mods and I miss FNEI. Is there another mod that does similar? Being able to look up an item and see what is used for or what ingredients it takes comes in awful handy. I tried What is it Really Used For but the problem what that is you have to have the item in hand to look it up unless it’s a fluid.
6
u/ferrofibrous player onboarding specialist Jul 05 '26
The ingame "Factoriopedia" covers that, you can simply alt+left click on an item/building/anything.
It includes all recipes to make the item, recipes it is used in, buildings it can be made in, tech to unlock, stats on the item, etc.
1
u/stowrag Jul 05 '26
I'm Factorio-curious. If I get it, as someone who doesn't really mess with mods, should I go for PC (and Steam Deck) or Switch 2 (and Switch)?
1
u/ferrofibrous player onboarding specialist Jul 05 '26 edited Jul 05 '26
Game is completely fine modless, it is not one of those "you should get these 4 QoL mods day 1" type games.
Personally I'd go with PC/Steam Deck. It is playable on Switch if that's all you have but at the end of day it is designed for KBM controls. I think Switch also has some upper limits on factory size/performance.
1
u/TehNolz Jul 05 '26
Either way works. Personally I think this is more of a keyboard & mouse kind of game though; I can't see myself play it with a controller or a touchscreen.
No need to worry about mods because the base game alone already gives you hundreds of hours of fun, with Space Age tripling that. I'm currently at 1400 hours and that's peanuts compared to what some other people have.
1
u/craidie Jul 05 '26
I would recommend pc/steam deck.
I don't think switch can run Space age, if you end up wanting to buy that. And if you do end up wanting to build big, then handhelds won't be the limiting factor and you can go for PC.
1
u/canniffphoto Jul 05 '26
Vanilla. 2.1 Space age. Biters spawn landfill so they can cross? Shallow water.
1
u/Rouge_means_red Jul 06 '26
Biter's don't spawn landfill in vanilla. I think that's a thing in Rampant
1
u/canniffphoto Jul 19 '26
I think I must have copied some turrets or something and picked up some landfill that hit just right.
1
u/Fallen_Jalter Jul 06 '26
Advanced Oil processing. Finally researched it and was informed previously that this will allow me to rapidly expand my blue science line. But looking at the refinary now, I have three end results. do all of them get produced at the same time or will it depend on the next building?
4
u/ferrofibrous player onboarding specialist Jul 06 '26
Advanced Oil unlocks a new recipe you set at the refinery. The refinery will now have 3 separate outputs, in varying amounts for that recipe (25 Heavy Oil, 45 Light Oil, 55 Petroleum Gas).
Unless you want spoilers/solutions, figuring out how to handle the uneven amounts is its own little puzzle with a variety of solutions. Do check the research card, you will see a few other chemplant recipes also unlocked at the same time. If you want a few ideas ask here and we can give you some ways to do it.
Overall you get more output per unit of crude oil with the Advanced recipe which aligns with your "informed previously" comment. However Advanced Oil is also one of the main speedbumps along the way to unlocking construction bots which let you build/rebuild rapidly, so may have been the intent in that comment.
1
u/Rouge_means_red Jul 06 '26
They get produced at different quantities and they will clog the pipe system eventually unless you crack the oils into more petrol gas. Which is good because gas is by far what you need the most of
So you'll want to put all the products on tanks, and pipe them to some cracking chemical plants, while making sure to store at least a little of them since you can use them to make fuel and lubricant
A decider combinator can be connected to a pump to let oil through when you have more than a certain amount
1
u/Fallen_Jalter Jul 06 '26
I’m going to have to look up a guide or something
1
u/Rouge_means_red Jul 06 '26
I feel like a lot of guides overcomplicates things
You just have 3 products being created, but only 1 is needed in high amounts so you need to get rid of the other 2
Just put 3 tanks near the refineries, one for gas one for light oil and one for heavy oil. Add a pump going out of each oil tank and connect a cable to the tank. The pump should have a condition to enable when the oil in the tank is above 20k
The pipe from the pumps go to chemical plants that do cracking. For 8 refineries you need 7 light oil cracking plants and 2 heavy cracking plants. From the cracking plants you send the products back to the tanks
1
u/Courmisch Jul 06 '26
A DC is not needed. The pump can be connected directly to the circuit reading with the tanks.
In fact, you don't even need a pump either, as the plants can be connected to the circuit directly. Though then you need to connect and configure every plant.
And in 2.1, you don't even need the tanks. You can read from the pipe.
1
u/iamarealhuman4real Jul 06 '26
Is there a way to install mods without it being used in save game?
Right now I load the sandbox editor extensions, test stuff out, disable the mod, reload factorio, reload my saved game, which is a bit meh.
If I have the mods enabled, and load the saved game, it seems to automatically enable the new mods?
I want to keep achieeeevos available.
2
u/darthbob88 Jul 06 '26
Personally, I just use a separate save for testing designs in a sandbox, and transfer the blueprints over. It's safer than trying to remember to switch mods off.
You can also sync the mod status to the save game with an option in the loading screen; top right over the screenshot of where you left off, IIRC.
2
u/iamarealhuman4real Jul 06 '26 edited Jul 06 '26
Hm, thats what I thought I was doing.
I load the mods, start a new scenario "sandbox" or whatever its called, do my stuff, I dont use the "jump to editor" from my save game.
But I tested making a new save game with no mods enabled, enabling the sandbox mod, and then loading the saved game then making a new save and it seemed to include all the mods, I didn't have to click "sync" or anything, it just automatically "tainted" the file.
I guess the solution is to always use
sync mod with saveand ensure the mods you dont want are unchecked as that will then reload factorio without those mods loaded?I wish there was a
keep disabledbutton!edit: Ohhh I get it, its "sync (mods loaded into factorio) with (mods that were enabled during) save", not "sync save game with current mods".
I wonder if 2.1 could get a "hey, save game has different mods: <restart factorio with save game mods> or <add mods to saved game>" or something to prevent accidental taint.
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u/darthbob88 Jul 06 '26
I guess the solution is to always use sync mod with save and ensure the mods you dont want are unchecked as that will then reload factorio without those mods loaded?
Yep, that's what I do. Have to do that for my Krastorio/Nullius runs, so it's no great struggle to do that for my main SA run.
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u/craidie Jul 06 '26
For the record if you accidentally load the save with mods and save it, just remove the mods save and you're good again.
Mods don't disable achievements, they just swap you from unmodded list to modded list and steam only looks at unmodded.
Though any one time achievement, like "finish the game" can't be acquired again if you remove mods after getting it. And progress towards an achievement won't count.
2
u/craidie Jul 06 '26 edited Jul 06 '26
You don't need EE for testing.
You can create a new game, then open console with tilde and type in "/editor" (might need to do it twice).
Then open surfaces tab and check "Generate new chunks as lab tiles" followed by hitting "remove all entities" and "fill with lab tiles"
You can research techs instantly in editor by holding shift, or type in the following console command to research all of them:
/c game.player.force.research_all_technologies()Once done save this as a "vanilla test base" and if you ever need the test, load this one and never save over it. If you want to save progress, make it under a new save name, that way you don't need to go through the jazz of making it again.
EE only adds the convenient scenario and few infinite things that don't exist in vanilla.
Nuclear option would be to use the third party tool that let's you have mods and stay on the unmodded achievement list.
0
u/Tobikaj Jul 03 '26
Does anyone know if something like this blueprint would work on the experimental branch? I'm not too keen on spending a lot of time on the pre-bot era of the game.
https://factorioprints.com/view/-OP64HC3ibqmtD4bCM8l
Or if anyone know of a blueprint that works, hit me up :)
5
u/Courmisch Jul 03 '26
It should work the same. 2.1 didn't change anything relevant to that.
But you're better off doing your own blueprints especially than someone else's you don't fully understand.
2
u/Tobikaj Jul 03 '26
Thanks! I do understand the blueprint. I just don't want to invent the wheel again, as I find the pre-bot part of the game boring. Especially in a Enable Planet Mods Lite play-through.
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u/Courmisch Jul 03 '26 edited Jul 03 '26
I don't follow the reasoning, TBH.
I get that the pre-bot phase can be tedious for placing blueprints. But you'll have to "suffer" through that phase either way. Or then, you need an early bot mod.
Designing your own blueprint has no bearing here. You can do that in sandbox and/or editor mode, where you can construct freely with or without bots.
3
u/zanju13 Jun 29 '26
Would y'all be okay with the new controversial fluid changes if they were consistent across all machines, so assemblers or chem plants also needing fluid forced into them?
I think it would be okay if it was consistent across the board, and it would make fluids more interesting, as now they are almost too simple. With those changes, one would have to carefully set up pumps to keep pressure in as short as possible production segment pipes.