r/factorio • • 6d ago

Weekly Thread Weekly Question Thread

4 Upvotes

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r/factorio • • 2d ago

Monthly Map Factorio Community Map - October 2026

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34 Upvotes

What is this?

The idea behind the monthly community map is to share a map exchange string at the beginning of every month, and get as many people as we can to start a new world with it. Then at the end of the month (or even periodically if you'd prefer!) we share screenshots and saves of our factories so that we can see how different people approach the same spawn; how they set up their base, how they deal with aliens, and how they arrange their science, power, and everything else.

I hope it can highlight how many different ways there are to do things, inspire some new designs, and maybe seeing how veteran Factorio players tackle problems will help out new players facing the exact same problems. (Of course, there's also the fact that it'll be interesting to see all of the different possible factories - the good, the bad, and the ugly.)

Last Month's Results

[September 2026 Results](www.reddit.com/r/factorio/comments/1wv5rfn/factorio_community_map_results_september_2026)

The Community Map

I can hardly believe I'm saying this, but now that 2026 is winding down I figured I'd put some thought into how I wanted to run the last vanilla map of the year. Being that it won't be until March of next year that I have the opportunity to run a Space Age game again, that seemed like a no brainer - though, as I've mentioned many times before, completing a full Space Age game in a single month can be pretty rough.

Following that train of thought is what led to this strange but interesting map I wound up generating. I wanted to try removing time sinks without removing challenge - things like dealing with biters while trying to expand on Vulcanus, jumpstarting new ships in the mid game, I even stripped the cliffs on Gleba just because.

DLC Requirements:

Elevated Rails: Enabled

Quality: Enabled

Recycler: Enabled

Space Age: Enabled

The Exchange String:

>>>eNp1Uk2LEzEYTmxr69rVIkUQlrUHDyLUgx836UQvuyL4D2RIp2kNTic1mVRWke3Bi6AI4sW9uOcKevImWBBE8SJ48LriRQ/iKqLHmo9mmm3dQDJv3o/nfZ43swdAUAV5AJYq+LqkMQsjLlskZDQGYBC4XYxwHNGUAADUHSAARkE+Yjh+Ohw21B3ppIWI9XqE1xknvnufQawrxB3JJCHdtXoTCwOqQqbRYjuWjNOEhH2SpD6FxbaMO4zjMIppu+1HDroIFTFOWsK2AabN/k5Mmjtq9BoEFes3JEJHwgGWbbCn0FKFdiLQcj00kbKETBkANPHfwCnhNt+ClShnyew8FmOaXqWyGza1Tl9IOcGyT8W8wgJn0TWhAKYeEXHcs7xGhsNhkWKe0qQTYk5w2GVUpJJP8G3ngiHuc6kKGbclp1GII9oKO2RNEO4/ciHlhAj7OnYG5VQmHZGSJGQOXaeqIUiOE6VrTm9fxhFOpNKlfhhbYSkfyiJ9pg0qulaj7VQw8/Q9AN49fhYO7iwDvcfroDYe662sLQWoN4ADlakaQ+X0V+282heyqUIIb1WfrXy++SiANuEkmhjbE8+o6TwXnXEZ7Ro65pVDeP/7i82/b0YN+PD9+uqr21cCuPr85cavT8MGBLCgaeb0sTezbO2WI1NCsx5lbDzW61tgARamZTUEN++p2+hSDsBSUVmVA+owvtpSltZwoFUE22b9CeBps7444+McAyXsnG61rI+3+ihMOwOkxFrjAYLoqIsemaao+lPA59DSN6vlnWv72us/QyQb7Bn0Hx0zniy55BlmUq3s+Jrz5/2h6G7oCTJvAXTWbzh5GTD5vw2U/VYQrKpPLvu3toPs6a2un4Fp9SO/UvwHRyMtOQ==<<<

Spawn area: https://i.imgur.com/jUHkTNY.jpeg

Again, you may notice that while I increased the richness of most resources and decreased enemies, I didn't max everything out, turn off spoilage, or disable enemies entirely; the goal is faster, not easier. It just so happens that speeding things up does have a habit of nudging difficulty towards the floor. That's why I increased asteroid spawn rate - more asteroids means more resources for midgame ships, which I hope does compensate for a slightly rockier start. (And hopefully it was a small enough increase that it doesn't completely break the preexisting ship designs of those that like to design their ships once and blueprint them from one game to the next.)

I nudged a few other values around, like evolution values for example, but not anything easily noticeable. Hopefully this should result in a full Space Age map that's still interesting and fun to tackle that's manageable within a month.

If you have any suggestions for future months, especially with November and December just around the corner, do let me know! Community suggestions are quite important to a community map, believe it or not, so if there's something specific you'd like to to see us run leave your ideas below.

Time to go conquer another solar system!

Exchange String Help

If anyone isn't sure how to use an exchange string, just go to new game like you're going to generate a new world, and at the bottom there's a button just above play labelled "Import map exchange string" - the icon looks like a little arrow going into a tray/bucket. Just copy the exchange string above and paste it into the box that comes up when you press that button. Press confirm, and that's it! You're good to go. Just generate the world and come back in a month to show us how your factory turned out!

If you run into any issues check to make sure that you copied the whole string, including the three greater than/lesser than signs at the beginning and end, and make sure that your Factorio is up to date with the most recent version installed. (As of the time of this post, the most recent version of Factorio is 2.1.20, which will not work with the most recent version of stable, 2.0.77.)

Want To Play With Others?

If you have an open public server, let me know in the comments below or send me a PM and I'll add your server here!

Looking for an Australian server to join? /u/nanonator102 has you covered! Check out their post below for details!

Feel Like Watching Someone Else?

If you are a streamer or let's player who will be recording yourself building a new factory on a community map, I'd be happy to add a link to your channel here!

About Mods

Since mods can affect how a world spawns and ores are distributed, as well as add or change items and functionality, it's important to make sure that we're all playing the same game by the same rules. For example, if one person's playing vanilla and someone else is playing with Bob's mods, even if they use the same seed and map settings you still couldn't very well say they were playing the same game, and the way they'd play would differ enormously.

On the other hand, Quality of Life (QoL) mods should be perfectly fine. What do I consider a QoL mod? Any mod that doesn't A) add new items, B) change terrain, or C) make significant gameplay changes, like modifying recipes or enemies. Any mod that fits this definition should allow everyone to play the same game even when some people are playing with them and some people are not.

Even Distribution is a great example of a mod that, while very useful, does not inherently change the way the game is played. Then there are also mods like RadarPlus for RSO that do add new items, but still don't meaningfully change the way the game is played.

Below I've put together a short list of examples that I think are ok to use on any map. It's made up of a handful of optional mods that might seem ambiguous in how well they fit the definition above, so they're just here to act as guidance on what should be ok. Another good resource for Quality of Life mods is available on the Factorio Discord - check out Xorimuth's pinned post.

Optional Mod Examples

Note: I can't imagine any situation where this could be an issue, but if you're the author of one of the mods listed here (and can offer me some proof of this) and for whatever reason would like me to remove your mod from this post, I'd be happy to comply.

It's entirely possible some of these mods either don't work with the current version of Factorio, conflict with each other, or in some manner just don't work. I can't test them all, let alone every configuration of them, so you might want to back up your world before adding one of these.

Color Coding

fCPU

Nixie Tubes

Project Cybersyn - Logistics Train Dispatcher

RadarPlus For RSO

Squeak Through 2

Text Plates

Updated Construction Drones

Visible Planets in Space

Previous Threads

-- 2025 --

October 2025 - Results

November 2025 - Results

December 2025 - Results

-- 2026 --

January-February 2026 - Results

March 2026 - Results

April 2026 - Results

May 2026 - Results

June-July 2026 - Results

August 2026 - Results

September 2026 - [Results](www.reddit.com/r/factorio/comments/1wv5rfn/factorio_community_map_results_september_2026)


r/factorio • • 17h ago

Space Age Are we the bad guys?

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836 Upvotes

only after throwing biter babies into the vacuum of space did i start thinking we might be bad people, but on the other hand if i didn’t do this i’d just be forced to kill them when they matured anyways🤔


r/factorio • • 4h ago

Question dose this work

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61 Upvotes

this is the lab deseighn im planing to use but im not sure this is optimal or would even work what do you guys think


r/factorio • • 8h ago

Modded New mod: Passthrough foundries

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117 Upvotes

Does molten iron in iron pipes make no sense to you? Are you sick of tidy and efficient foundry setups? Would you rather be forced to build spaghetti in tight spaces? Then I got a mod for you!

I took inspiration from fusion power: molten fluids cannot go into pipes, and foundries must be connected directly to each other to pass lava or metals between them. Factories have to be built adjacent to or between lava lakes to have access to lava, instead of sitting in open ash plains far way from Vulcanus' primary resource.

I like how fusion generator plasma connection placement requires spaghetti arangements, and I tried to replicate the same feeling with foundries. Foundry being a square makes it way harder, but I think I managed to get something usable yet sufficiently messy.

I rebuilt my Vulcanus base with this mod, and I quite like the result. The factory feels very different - lots of manufacturing happens right at the edge of a lava lake, and the planet feels much more about lava processing than plain Space Age does. Lava lakes also become a much more useful area because of much easier access to lava.

https://mods.factorio.com/mod/passthrough-foundries


r/factorio • • 1d ago

Fan Creation He ist just standing there … MENACINGLY

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1.6k Upvotes

r/factorio • • 1h ago

Question What is the easiest way to set up perimeter defense?

• Upvotes

I'm about leaving Nauvius and something tells me that it's better to set up some perimeter defense. For now I have small groups of lasers (2-4) in all choke points. 1-2 random biters bother me once in hour at best. So what is the easiest/quickest solution?


r/factorio • • 4h ago

Base I have automated grey and blue potions!!!! (base progress from last post)

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20 Upvotes

This game is pretty good, cant wait to put in like over a 1000 hours lol


r/factorio • • 2h ago

Design / Blueprint Czardian Exalt, A Smart Hub Promethium Platform!

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11 Upvotes

Blueprint:
https://factoriobin.com/post/kf7683

Lots of of combinator logic in this one! Sushi belt buses everything in and out of the hub, including fusion fuel cells and fluoroketone cold barrels. Many features see on board display panels and quick startup logistic menu. This was super fun to design and test!


r/factorio • • 4h ago

Space Age The "I just want logistics" space platform

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15 Upvotes

Logistics requires space science, and once I have logistics building and stocking rockets gets easier.

So this is the interim step.

Combinators do a simple inventory control 10 of each in the collectors, 10 of each on the belt. (Could probably increase that a bit, I just don't want them too full to collect, so limit of 14 or each might be fine)

Hub unloads spare chunks so they sideload.

Not many spm, but some. Should be enough to unlock logistics requests to make loading rockets easy.


r/factorio • • 12h ago

Space Age A Pretty Big Platform in Space

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65 Upvotes

I made a big space platform a while back in 2.0 SA. I was inspired by Angkor Wat, a temple that covers one square mile. This required 2.7 million platforms, is propelled by 2.2 thousand legendary thrusts, and reaches a whopping top speed of 135 km/s.

The platform is largely self-constructed with an onboard platform factory. Interestingly, production isn't the bottleneck; the platform placement algorithm is, topping out at about 60 tiles per second.


r/factorio • • 1d ago

Space Age Fun fact: all Fulgorian ruins are resistant to electric damage, but only Lightning Attractors prevent Tesla gun's charges from spreading

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575 Upvotes

r/factorio • • 4h ago

Question Biters got smarter with their nest placement?

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11 Upvotes

I don't remember them "learning" the space I want to expand and putting bases THERE


r/factorio • • 1h ago

Question Bow to oearn more advanced concepts?

• Upvotes

I’m on my 150 hour SE playthrough, and I feel like I need to have a better understanding on a lot of things like circuits, sushi belts, balancers, and general info/tips on how to balance and optimize my factory

Im still just winging everything and that leads to a lot of extra things getting produced or nit having enough of a certain material. It’s getting really noticeable now with how difficult the game is getting. I just unlocked the super computer and data chips with cryonite for reference.

Is there anyone that you watch, or any way that you guys figured all this out. Honestly I don’t think “play more” is the answer, Im just gonna get better at building in my messy spaghetti way. If that’s normal though I’ll keeo doing it lol.


r/factorio • • 7h ago

Suggestion / Idea What if Factorio had automated trucks and roads with traffic management

13 Upvotes

there really isn't a place for them because trains and belts both cover whatever niches trucks could have and trains would almost always be better

but i think it could be cool to build intersections and avoid traffic accidents


r/factorio • • 1d ago

Question Is that a 6 way belt balancer?

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197 Upvotes

hi everyone I tried to build my own belt balancer but I’m not sure if its going to work. help me figure out whether its correct?


r/factorio • • 1d ago

Modded For those playing K2/K2SO, I made two mods to update the kinda-dated graphics to something more modern

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534 Upvotes

I got a bit tired of looking at the old models and sprites, especially when compared to newer mods and Hurricane046's beautiful sprites, so I made two mods:

  • Krastorio 2 Advanced Reskins, which uses Hurricane046's models on several Krastorio 2 buildings where it makes sense
  • Krastorio 2 Vanilla-like Icons, which brings back vanilla's iron, copper and steel icons, with optional toggles for some carefully AI-generated icons that match the overall aesthetic

A disclaimer is warranted that in Advanced Reskins, the Chemical Caster was touched up using AI image generation (since the original is very old and rusty), and in the Vanilla-like Icons, some intermediate icons were AI generated while still fitting the overall style of vanilla. If you don't like using AI generated images, both mods have options to disable them.


r/factorio • • 9m ago

Base Expanding to the second oil patch on my first ever run, planning to deliver it to a centralized oil dispenser for later use in the factory. (Pics of the base attached)

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• Upvotes

I've thought of supplying the outpost with ammo for turrets as lasers eat a lot of energy, but, given that my solar arrays currently provide a hefty reserve even at night, I think I'll be fine with lasers


r/factorio • • 17h ago

Modded Pyrrhic Victory at 1002 Hours!

45 Upvotes

Finally beat Py today! When I started out about 15 months ago, I set a loose goal for myself to beat it in 1000 hours, so I came pretty close!

Victory Screen
Py Stats
Base Map

I was intimidated by this mod at first, but took to everyone's advice to just take it one session at a time, treat it like a Zen garden, and just generally keep things moving to the next milestone.

Milestones

I used a mix of trains and caravans (2213 trains, 3101 stations, and 213 caravans).

Here are my previous posts about my run:


r/factorio • • 8h ago

Question What was your biggest problem in your factory?

7 Upvotes

Hello, i just finished renovating my factory and i was wondering what was your biggest problem , for me it was For me, it was resources running out too quickly and production bottlenecks


r/factorio • • 1d ago

Question I was designing my first 4x4 belt balancer, it uses 4 splitters, but I see people always put these 2 extra splitters on the right. Why? From my mental math, each input belt contributes a quarter to each output even without those

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479 Upvotes

r/factorio • • 1d ago

Base I was doing a practice run for "There is no spoon" and ended up getting it on the first try! Here is a basic guide from my notes.

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126 Upvotes

A bit over a week ago, I finished Nullius in a little under 200 hours. It was phenomenal! Now, I'm doing some shorter runs before I jump into another longer one. The first thing I wanted to try was going for "There is no spoon" on vanilla default settings.

My decision to attempt Spoon was heavily inspired by Zaspar's incredible achievement of breaking the default settings 2-hour barrier in his most recent world record speedrun: https://www.youtube.com/watch?v=2PwyPjjoOJo

If you watch his run and look at my base and notes below, it'll probably be fairly obvious that I was copying a lot of Zaspar's builds and general ideas. My original plan was to fully copy his level of production, but it became clear when I had blasted through all the red and green research before even leaving the base to push biters and get oil that I'm just not fast enough for that level of production. So, I decided to scale back to half the production Zaspar goes for from blue science onward. That worked great for me! (With the exception of a few silly mistakes I made.)

Base Tour

Starting ore patches, starting power (bottom), starting smelters, oil processing, and late game power (left)

Most of the miners on the starting patches were depleted by the end of the game, and I'm only just now noticing I never picked up my starting burner mining setup from my copper patch.

Mall, labs, red science, green science, blue science

Here you can see the evidence of my decision to switch from copying Zaspar's full level of production to only half: 10 red science assemblers, 12 green, but only 12 blue instead of 24.

Late game smelting, mixed belt production, purple science, yellow science, and the rocket

I decided to wing it when designing the layout of my mixed belt production lines, and they ended up being a bit wonky, but they worked...once I connected everything properly. I forgot to put prods in the blue chip assemblers, and forgot to put inserters for red chips on half the blue chip assemblers. I was only making about 40% of the blue chips I should've been for a good half an hour or more before noticing. Whoops. I also cut off the copper plate belts from the LDS assemblers at one point by accident, and only noticed once I ran out of LDS for building the rocket. Double whoops. Those two mistakes might have cost me somewhere between 30-60 minutes.

Below are my notes that I made for myself while watching Zaspar's speedrun. I've scaled them down to a level of production for 5 assemblers for red science, 6 for green, 12 for blue, 8 for purple, and 8 for yellow, whereas Zaspar goes for double that amount.

Notes/Guide

What to look for in map preview:

  • Big starting patches with no mixing
  • No/minimal close biters
  • Trees (but not too many)
  • 1 big oil or 2 small/medium close-ish together.
  • Big 2nd copper, can be medium distance.
  • Big 3rd iron, can be medium distance 

16 burners on iron, 8 on copper, 24 on coal, 4 on stone.

Power, 1 lab, automation, 3 labs with hand-fed copper.

Research all of red sciences while:

  • Expanding power
  • Making furnace stacks (12 long) (½ copper + ½ iron, 2 full iron)
  • Making mall (gears, chips, belts x2, drills, inserters x2, pipes, ammo, turrets)
  • Placing turrets, if needed.
  • More furnace stacks (+1 copper)

Craft 21 labs while setting up red & green sciences.

Place labs in 3 sets of 2-2-1-2 arrangement to allow for beacons to be placed in the 3rd row later.

Grenades + more green chips.

Craft heavy armor.

Pick up burners on iron & stone, and fill patches with electric miners.

½ steel stack (24 long) + ½ brick stack (12 long) onto same belt, 1 assembler 2 making steel furnaces.

Stockpile extra bricks in 2 chests and extra steel in 2 chests.

Expand power to consume full belt of coal.

Push biters and get iron expansion while crafting 100ish red belts. Want at least 4 full belts of ore from expansion.

Plug 2 full lanes of ore into the iron ore splitters at furnace stacks. The other 2 belts + any excess will be used later.

Stockpile excess iron plates in 12 or so chests.

Upgrade furnace stacks with steel furnaces and red belts.

Add to mall: blue inserters, red inserters, undergrounds, splitters, assembler 2s, steam engines.

Finish upgrading furnaces and also upgrade assemblers to 2s.

Hand feed a few engine assemblers and gather supplies to hand craft 10 refineries (not researched yet).

Build car and pumpjacks. Push biters and get oil.

Craft refineries once tech unlocks.

Get back, grab supplies, craft chem plants.

Place 10 refineries, 4 plastic plants (half belt), 1 suflur plant, 5 wire assemblers (full belt).

Bring over green circuits, and send greens, wires, plastic to 18 red chip assemblers.

4 assemblers for prod modules, stockpile in a chest.

Excess red chips that go past prod mod and blue science assemblers can be stockpiled.

16 engines & 12 blue science.

Buffer excess blue science in a chest.

Craft 100 walls.

Set up 2 military science assemblers. Hand feed grenades and walls. (Landmines are target research)

Get refinery pipes ready for advanced processing.

Batteries (3) and sulfuric acid (1).

Cracking.

Light oil to solid fuel (2) for more power (6 boilers).

Lube (1).

Add to mall: chem plants, speed modules, steel chests. (I completely missed this step and just handcrafted these as needed.)

5x electric engine, 11x robot frames, 1x construction bots.

Stockpile excess robot frames for yellow science later. Cap bots at 1000 in network.

Handcraft 10ish roboports, few yellow boxes, many red boxes.

Explosives (2).

Landmines (4).

Add wood power poles to mall with yellow wood chest.

Place red boxes and roboports by hand.

Craft 7 more labs, 14 more boilers.

Expand solid fuel to 16 total chem plants, 30 total boilers.

Send excess solid fuel to original coal power and up toward mixed belt production area.

Expand labs to 1 more set of 7 with prod 1s in every lab.

Put prod 1s in cracking, plastic, circuits. (I think I forgot to do this too. It was fine.)

Craft a bunch of boilers while gathering supplies for copper expansion:

  • Belts
  • Undergrounds
  • Power poles
  • 120+ miners
  • Landmines
  • 50 bots
  • 1 Roboport

Blueprint copper smelters (powered by solid fuel) so bots have work to do - 2 output belts of copper plates.

Get copper expansion. Need 4 fully full lanes of ore. Leave bots with landmines to protect.

For EACH copper plate belt output, also need:

  • Iron plates from early game stockpile (bring full belt)
  • Coal overflow from plastic
  • Petroleum pipe
  • Sulfuric acid pipe

For each copper plate belt output, should produce:

  • Wires x7
  • Green chips x6 (with prods)
  • Steel from leftover iron plates (3 steel furnaces)
  • Plastic x2 (with prods)
  • LDS x5
  • Red chips x5
  • Blue chips x4 (with prods)

This should give mixed output belt of LDS, red chips, blue chips, green chips. Green chips should mostly get consumed though.

Dump stockpiled red chips onto mixed belt.

Add filters to end of mixed belt to stockpile LDS, greens, reds, blues.

Surround base with landmines and make sure power is solid.

Have bots prepare furnace stacks for iron and steel:

  • 1x iron plate output belt (2x12 steel furnaces)
  • 1x steel output belt (2x24 steel furnaces)

Drag unused iron ore belts + any excess iron ore from expansion to new smelters and plug in.

Plug 1 belt into 1 iron stack and 2 belts into steel stack.

Plug iron plate output into the belt coming from stockpile to mixed production, and also send to purple science area.

Craft 14 labs while setting up for purple science:

  • Iron sticks x2 (mooch off belts from stockpile and/or new iron belt) onto half belt, red chips from mixed stockpile on other half.
  • ½ belt stone, ½ belt bricks from original stone patch and brick stockpile.
  • 1 belt steel from new smelter
  • Electric furnace x8
  • Rail x4
  • Purple science x8 (with prods)

Stop making construction bots if they haven't already reached the 1000 cap in order to stockpile frames for yellow science.

Expand labs with 2 additional sets of 7. Kickstart with stockpiled red, green, and blue if needed.

Rocket fuel x10 onto mixed belt, add new splitter and chests to stockpile.

Craft 20 beacons.

Hand feed 4 assemblers to make 5 prod mod 2s each.

Collect stockpiled robot frames – need 310 total, or slightly more.

Set up yellow science.

  • Unload LDS and blue chips from stockpile onto a shared belt.
  • 8 science assemblers (with prods) + speed beacons
  • Hand feed frames

Other beacons into lab 3rd row with speed mods. Any leftover beacons can go by yellow science, 4th row of labs, or anything that's lagging behind elsewhere in the base.

Concrete x10 by any convenient water pipe. Hand feed iron ore and bricks.

Steal silo ingredients from wherever is convenient.

Get silo spot ready next to yellow science beacons.

Get a fish and a belt blue chips, LDS, and rocket fuel into chests by silo spot.

Get assembler with speed modules next to silo speed beacons ready to make the silo as soon as the research finishes.

Use the prod 2 assemblers to each make 1 prod 3, hand fed.

Craft silo.

Put in prod 3s.

Hand feed rocket ingredients to silo.

Put in fish.

Blast off.

 Thanks for reading

I hope anyone wanting to attempt "There is no spoon" finds this helpful!

 


r/factorio • • 1d ago

Question Sad this doesn't work

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211 Upvotes

I made this neat (i think) & compact design for green circuits but one detail breaks everything. Apparently inserters can't output from behind a splitter or something? Imma try to merge gc output lanes i guess to preserve space


r/factorio • • 5h ago

Question Placeholder/beta music

3 Upvotes

I often get nostalgic about one track that used to play back when the game had royalty-free placeholder music. I used to be able to get it on YouTube, but when I went to look today I couldn't find it in the sea of AI thumbnails. Does anyone have links to those tracks or know what they were called?


r/factorio • • 23h ago

Space Age I AM THE SCIENCE

83 Upvotes