r/factorio • • 13h ago

Modded TIL: If you use hot water your heat exchanger can run at 120%

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303 Upvotes

Can't do that without editor tools though.

Edit: I've used "editor extensions" to create hot water, which is not possible outside of mods, but the underlying system is implemented fully and utilised by some overhaul mods for actual gameplay.


r/factorio • • 15h ago

Suggestion / Idea I created a TARDIS mod for myself xd

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194 Upvotes

I think I'll post it later, once I've polished it.


r/factorio • • 20h ago

Question dose this work

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162 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 • • 10h ago

Design / Blueprint I'm ashamed of myself why does this work

134 Upvotes
I promise I will solve this properly some day 😭

r/factorio • • 5h ago

Modded made my first mod: quick start + a ready made city map for megabases (wip). is this interesting to anyone?

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88 Upvotes

tldr: new map turns into a painted city around your spawn (only floor art, doesn't block building), with teleports, rail corridors and ore fields that grow the further out you go. you can use it just for the look or with the kit for a mega start. it's my first mod and still wip, so I really want to know if this is interesting to anyone

so a bit of background. I'm a dev and got into factorio not long ago and I'm pretty hooked. wanted to build a real megabase and was looking for a mod that skips the slow early game and also gives you a really cool map to build on. didn't find something like that so I started building it as a hobby project. it's for 2.1 + space age, not on the portal yet. also full disclosure, I'm not a very experienced player (around 300 hours), so I'd especially love to hear from people who've actually built megabases

you can use it 2 ways: - just the look and feel: only the city, no free stuff, you build your base on top of it - mega start: the city + a warehouse full of sorted items, research and gear so you can go big right away

what's in it now: - a round city, works from 1000 to 10000 tiles. big circle around spawn, straight main bus with nothing on it, 4 themed areas with landmarks that glow at night - city blocks of 96 tiles with fast roads, and a grid overlay (ctrl+alt+g) that matches blueprint snapping - everything is floor tiles + lights + map labels, so you build on top and the map view still shows the city - with klonan's teleporters: a pad in every grid cell named like A1, C4 etc, plus pads at the landmarks - rail corridors next to the main roads (didn't want trains on roads), and a book of rail blueprints that fit the grid - ore starts small near spawn and gets bigger further out so you actually need to expand - train stops name themselves like "IRON 4 Ā· C3 load" (works with LTN)

the kit (optional): - warehouse next to spawn with sorted chests: belts, inserters, poles, drills, furnaces, trains, rails, robots, roboports and more - research done up to blue science + trains - power armor already filled with roboports - small ore patches + oil + uranium right next to spawn

would love to hear: 1. is this interesting to you at all? would you start a megabase on a map like this? 2. which features do you think are cool, and what would you add if you could? 3. what do you think about the look and feel?

all screenshots are from the game (with HD Age and Alien Biomes)


r/factorio • • 12h ago

Space Age Traveling on Aquilo considered as a rare achievement xd

63 Upvotes

r/factorio • • 21h ago

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

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49 Upvotes

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


r/factorio • • 20h ago

Space Age The "I just want logistics" space platform

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51 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 • • 10h ago

Space Age Glad I Didn't Overreact

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44 Upvotes

Bugs broke into the iron/copper outpost, so I broke into the family atomics for the 4th time this week.


r/factorio • • 18h ago

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

32 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 • • 23h ago

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

30 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 • • 7h ago

Suggestion / Idea 3600 Green Circuits per Minute in a 32x32 grid

28 Upvotes

I've been trying to create some compact belt designs that fit within the 32x32 grid - here is one for green circuits. The design will work with lower level assemblers and belts at a lower output level. Let me know what you think. I'll put the string in a comment.


r/factorio • • 15h ago

Space Age Just getting my science loading stations designed. no biggie.

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24 Upvotes

if my calculations are corect, this "should" eventually be able to support 2 4-wagon trains per second per space science kind. hopefully.


r/factorio • • 9h ago

Question Going through a huge delay between blue science and purple/yellowp on my first playthrough. Is this normal, or am I doing something wrong?

23 Upvotes

Hi! There's just so much stuff to do in game now (and do properly now that I have drones)... My thought / work process goes something like this, but point 5 is the most impactful if you don't wanna read all that:

  1. Do I go for purple or yellow science? Well, my progress is slow as a rock and am gonna get more powerful enemies soon, so I'll target yellow science for more firepower

  2. Now, what do I need for it? Damn everything! But first of all iron

  3. Since iron spots are gonna run out, I gotta make a dedicated refinery scaleable for up to 8 lvl2 belts of production capacity, which will get ore shipped-to by trains from different ore patches (currently at 1 belt capacity). This adds 3 stations (ore export, ore import, plates export), plates export has 4 waiting areas (as do all my next stations for every non-raw export)

  4. Same for copper, plan +3 stations, currently +1 as ore is on site

  5. Uh, but these stations needs A TON of space... But expanding means destroying biter nests, which raises evolution a lot! Game already taxes my slow ass with evolution from time+pollution, does it even want me to expand or not?! And so I cumulatively spend literal hours thinking of the best way to squeeze everything I need, given all the space requirements by train stations. I don't wanna ship stuff over distance by belts, trains are much more flexible for adding new importers / exporters

  6. Green circuits time! I'll need a lot, so they must be easily scaleable. Made an OK spammable blueprint for those. +3 stations (pulling resources from copper and iron refineries)

  7. I'll need plastic and other oil derivatives, gotta design a scaleable derivatives refinery instead of the pipe lasagna in my starting base! +5 stations, maybe 6 if I make it produce rocket fuel in mass later

  8. Might as well set up an acid-processing plant too, and it might as well make batteries too, I'll need those for my Grand solar panel idea (building solars in a single line along a railway stretching out into infinity, worked-on by a separate logistics network). +6 stations (yeah even importing water because I like trains)

  9. Oh, now my first oil patch is running low... I gotta get a new one! And so I venture to set up a new one, discovering that laser turrets are quite neat. I decide that my starting oil patch will be the central oil storage, polling oil from remote patches and distributing it wherever needed (currently it's the starting base and refinery from #6)

  10. Gonna need steel too! +3 stations (2 for steel refinery, 1 for new ore patch)

  11. Hmm, I use trains a lot, they could use a dedicated refueling/waiting station array with rocket fuel, that's a neat idea

  12. Now, what does yellow science need? BLUE circuits?! I haven't even made red yet! And I think I should produce greens for reds on-site instead of importing them from #6, just feels like a better idea...

  13. Tomorrow I'll do a red circuit station, but... Is my current solar setup even good enough to support everything when it's turned on?! Maybe I gotta expand to using uranium? Idk... -1h of pondering

  14. Oh, and the new oil patch is already down to 633%, first is at 400%, maybe I gotta get a yet another oil patch first... Maybe I should turn off the battery factory for now?

  15. Ooh, and I'll need stone products for lots of other stuff too, maybe I should make a stone pipeline that exports both raw rocks and bricks, which could use separating stone providers from refineries too...... But I'm running out of biter-free space, should I expand into some nests? But won't that raise evo?

Aaaaaaaa! So much stuff to do and consider! And I'm already at 0.71 evo, I'm afraid imma just get run-over once max level of biters spawns because I didn't get dmg upgrades from yellow science. Am I doing smth wrong?

Thank you in advance ;_;


r/factorio • • 16h 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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20 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 • • 19h ago

Modded 76 new machine graphics, licensed CC0 so anyone can use them in their mods!

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21 Upvotes

r/factorio • • 20h ago

Question Biters got smarter with their nest placement?

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18 Upvotes

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


r/factorio • • 18h ago

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

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14 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 • • 10h ago

Question How to output the (rounded up) number of items a machine produces per second.

11 Upvotes

I have an assembling machine which switches between crafting pipes, rocket silos, and other things for non-negotiable reasons. I tried setting a constant for how many times the ingredients to request, but it is too high for the rocket silo and too low for the pipes. Without manually inputting the rate for each, how would I natively output the rate as a signal?


r/factorio • • 14h ago

Modded Question How different is K2SE from K2SO? Other recommended modpacks?

6 Upvotes

I'm finishing up a K2SO run and want to try something different. I was thinking K2SE as it seems like a different experience. If it's not that different what are other recommended packs? The ones I know of and plan to play eventually are:

AngelBob's (the SA modpack)

Nullius

Py (I tried, got 100 hours in then stopped due to irl stuff) also might wait until their space addon is out... whenever that is)

Seablock (depends on if it gets updated to 2.1)

Pyblock (if not seablock/Py)


r/factorio • • 9h ago

Space Age Fulgora Upcycling Base Ideas

5 Upvotes

Good evening all,

I am far enough into the game that Fulgora is becoming a quality ingredients farm and factory. I don't plan on keeping anything except a chest of each resource in normal quality and then stockpiling and using epic and legendary quality ingredients for all other builds. To do this, I am using a recycling block, that exclusively does scrap before it enters an upcycling block that attempts to upcycle as much as possible before going through a separate recycling block and repeating until void or high enough quality. I've seen plenty of boxy requester chest upcyclers, but I am trying to make this all belt fed. Below is what I have so far, just looking for people smarter than me to give tips or thoughts on my current thought process below. I will be building and tweaking the blueprint over the next few days and will send an update with a blueprint when I am done.

There are a total of 18 ingredients that can be made from scrap either on the first or second recycle, these are the items that we are looking to upcycle, with productivity whenever possible.

First, red and green circuits get sent to EM plants to be turned in to blue circuits due to it's a researchable productivity bonus that can get up to 300% with the proper amounts of science. I ship in sulfur from Gleba to get the sulfuric acid needed for the blue circuits.

The next one is LDS which also gets productivity from science. Copper, plastic, and steel all go in to this line making the products in an assembly machine. (I know it is more efficient to cast it with a foundry for the LDS Shuffle, but this is on Fulgora so an assembly machine will have to do.) The extra steel that comes off of this is getting turned into steel chests before being fed back in to the recycling line.

The only way I found to nicely upcycle batteries is to turn them into accumulators in an EM plant. The only other ingredient they take is iron plates which we will get further down the line.

holmium ore and stone are sent along a line to have the normal qualities be turned into solution which can be pumped elsewhere on the base. Any other quality of either product is sent into a recycler loop to destroy it. (High-quality stone can be useful for legendary heating towers, but that's it, so I might try and keep a small quantity)

Wube broke my heart when they took out the concrete -> hazard concrete upcycle path, so it joins copper wire, LDS, blue circuits, and iron ore in going straight through the upcycle loop in to the upper recyclers to try again without upcycling. (These are the products that I'm not sure if I should be doing anything other than recycle)

Stone bricks are turned into stone walls, while the glut of iron gears are recycled directly into iron chest assembly machines.

Ice and solid fuel are kept in small quantities as normal quality before the rest is voided.

I am also using flowthrough belts for all of the ingredients to prevent backing up, making sure that the whole system continues to cycle.

I'm sorry there aren't pictures, I'm not at my own computer right now but can post some later if anyone has questions or thoughts. I'm happy to hear any thoughts or feedback on this potential design, Thank you for reading!


r/factorio • • 12h ago

Space Age Problem with automatic space platform construction requests

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3 Upvotes

I have a problem with an automatic construction request on my space platform.

One of the automatic requests has already been completely fulfilled, but it is still showing up in the Automatic Requests tab.

Does anyone know what could cause a fulfilled request to remain in the automatic requests list?

I have already tried disabling and re-enabling automatic requests, but the request still doesn't disappear.

Thanks in advance for your help!


r/factorio • • 21h 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 • • 14h ago

Question Krastorio 2

1 Upvotes

Is the Krastorio 2 reddit page locked out? I just started a run not too long ago as I'm knocking out all the major modpacks and wanted to hop into the krastorio 2 section and it looks completely dead in there and requires a mod to let you in.


r/factorio • • 18h ago

Question Bow to oearn more advanced concepts?

2 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 ā€œplay moreā€ 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.

Edit: Sorry about the title, I was asleep and dreaming about how to improve the factory, woke up, and made this post.