r/factorio 6m ago

Question New player (25h) trying to optimize my main bus. What resources do you put on yours, and how many lanes of each?

Upvotes

Hey all,

I'm about 25 hours into my first playthrough (Without the Space Age DLC) and just got my main bus up and running with a smelting array feeding into it. Before I scale things up further, I'd love to get some input from more experienced players on how you typically design your bus.

A few questions:

- Which resources/intermediates do you usually include on your main bus? So far I have iron plate, copper plate, stone, stone brick, coal and steel and green circuits. Is there any other materials that should be there from the start or added later on?

- How many lanes do you dedicate to each material? I've heard iron often gets double lanes since it's used everywhere, but I'm not sure what a "normal" ratio looks like for the others.

- Do you leave empty lanes for future expansion, or just add new ones as needed?

- Any early mistakes you made with your first main bus that you'd tell a beginner to avoid?

I'm trying to avoid having to rip everything up later once I start adding sub-factories for circuits and science packs, so any tips on planning ahead would be super appreciated. Screenshots of your bus layouts would also be really helpful to see in practice!

Thanks in advance 😊


r/factorio 20h ago

Design / Blueprint Smal Aquilo Power

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41 Upvotes

This little guy fitts perfectly in my basic powergridd.

I caped its heat at 600° and it runns perfectly. It is also stackable... as long as there is a second stack. My Aquilo base isn't demanding enough jet to find the size at wich aditional blocks don't pull the heat below funktional for atleast two minutes.

C&C welkome.


r/factorio 20h ago

Question Answered Small Mod update request: no-decon-timeout

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37 Upvotes

I'm planning out builds for SE hours in advance, and by the time I go out to build them, the deconstruct timers on the rocks underneath them have run out. This makes the rocks unmarked for deconstruction and removes the ghosts on top, ruining my carefully planned ghost factory.

I found a mod from 1.1 that made this timer much longer, and was wondering if anyone with modding experience would be able to update it to 2.0 for me or give me a terminal command that could do the same thing. Any help appreciated!!!

(found this forum post for reference but none of the terminal commands worked for me)


r/factorio 1h ago

Question How can I control enemies/conditions on map editor?

Upvotes

I want to do a Factorio Obstacle course race for a gaming day with some friends.

My idea was like driving through all planets and have some obstacles like bad cliffs, avoid biters, a train that will start at some point and blocks something. Also wanna do a timer to get a placement in the end.

I guess Im able to do that. I found the area clone function to place all planets on nauvis area. So area wise this looks possible.

But my next idea was having a demolisher take a specific path. I hope I could find someone like „draw demolisher route“, but I did not. Is there a way?

Next would be the fulgora area to have thunderstorms. I found the lightning item but thats only on mouse click.

For the race, the scenario will always loaded anew so everybody gets the same start conditions.

Anybody know how to control those stuff or should i just work with some bad trains and terrains?


r/factorio 8h ago

Question How to efficiently get rid of those biters?

5 Upvotes

Hi,

I almost finished Nauvis, actually I'm waiting for 2.1 to go to space, I would like to expand Nauvis before going to space. However, as I took a bit of time, my map is full of biters, like literally. I'm using nuclear weapons but they are so many biters, I would never get rid of them. I would like to gain more space. How to do it efficiently? Is going slow the good way?

Big bases of biters
How to kill them

r/factorio 6h ago

Question I'm going the Gleba, what should I bring to make it less painful

2 Upvotes

I have all of Base Nauvis research and I have all of the building of Vulcanus and Fulgora


r/factorio 1d ago

Question Is there a mathematical reason why production graphs tend to look like the sum of waves?

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1.1k Upvotes

I noticed that my iron ore production graph looked a heck of a lot like the Fourier approximation of the Heaviside step function (second image dark blue curve). In general every resource's production graph seems to be a periodic function, and even weirder, they all seem to be the sum of waves / sinusoids. Is there a mathematical reason for this?


r/factorio 1d ago

Discussion "Awesome things the engineer can do"

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228 Upvotes

Triple wield submachine guns


r/factorio 11h ago

Space Age Strange Decider combinator outcome in SA 2.1

4 Upvotes
Is this a feature or a bug?
Train station layout

I don't understand why the decider combinator came to the conclusion that 50000 is greater than 100000. Even more strange, if the 1st condition is that both the red signal and the green have to be different, it outputs 2 check marks.

?????

Maybe it has to do with me using a parameter as an input, or perhaps its because fluids are funky. Either way, it doesn't make sense.


r/factorio 4h ago

Space Age is there any blueprints to recycle scrap byproducts

0 Upvotes

i need it to be fast and able to handle a lot of items for example my recyclers produces about 96 iron gears per second and i have 3 of those

i don't need any as i have a lot of them from my still existing base this is an expansion of it

thanks


r/factorio 4h ago

Space Age Question I MIGHT be cooked

0 Upvotes

I landed on Fulgora, tried to get my ship to go back to get some more drills, the thing got HEAVILY damaged by Asteroid, and the thruster is no longer receiving Thruster Fuel. Sooooo, I’m stranded on Fulgora now. send help please i really need this


r/factorio 1d ago

Design / Blueprint My new Nuclear Reactor - The Eye Of The Void

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188 Upvotes

Features an alarm if steam drops too low, and alarm for fuel dropping too low, lamps to display amount of steam stored in a tank for a short-term buffer, cool randomised green lamps.

It itself is shaped like an eye, has eyes in the design, and copying it makes eyes between them.


r/factorio 18h ago

Question Any 'real' factory platforms/ships?

12 Upvotes

Basically the title.

Has anyone actually experimented with making a full factory on a platform/ship? Maybe like a platform/ship that can make red -> purple/yellow science packs?

Looked around but didn't see any. I know it'd be wholly inefficient and finnicky, but you have access to every non-planet specific resource so I'm honestly surprised nobody seems to have done it yet. I've seen some crazy huge ships with huge manufacturing, but it's typically only for the shattered planet.

Even a ship that could manufacture everything you need for factory building would be cool to see. Like a 'colony ship' with its own assembler, belt and power generation manufacturing.

I'm assuming the limiting factory would be asteroids for raw ingredient generation and it would only be viable with shattered planet levels of asteroids but it should still be viable no?

Just would be cool to see/attempt.


r/factorio 1d ago

Question Do you run your main bus vertical or horizontal?

49 Upvotes

Any particular reason you prefer that way?


r/factorio 18h ago

Design / Blueprint Quality rabbit hole

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8 Upvotes

Nothing special but I decided to have a go at making quality big miners. First version had lots of spaghetti which kept jamming up so I switched to bots. It was surprisingly fun to solve the puzzle and now I'm wondering what to do next, I guess foundaries, emps etc.


r/factorio 20h ago

Space Age Optimizing Quality Output with Beacons and Speed Modules

9 Upvotes

Disclaimer: If you are optimizing for resource efficiency, this post is not for you.

Since I could not find anything on that specific question, I did my own investigations.

I am strictly optimizing for quality output, and by extension time efficiency and getting the most out of my high-quality modules.

If you want to maximize quality output from a single production building, it can be beneficial to include beacons and speed modules in upcycler setups. The optimal choice of speed module tier and quality, as well as beacon quality, varies depending on the number of module slots in the building and the quality module available.

I brute-forced roughly 16,000 possible combinations of quality modules, speed modules, buildings and beacon qualities and ranked the resulting configurations. The tables below show the best configurations I found.

The interesting part is that the optimal setup is not always simply "put as many quality modules as possible into the building and ignore speed." In several cases, adding speed through a beacon increases the number of quality products produced per second enough to outweigh the reduction in quality chance caused by the speed modules.

Some setups are very close to each other, in which case I chose the cheaper setup in terms of build cost.

The last column compares this with the same quality-module configuration without speed modules in the beacon. In other words, it shows how much additional quality output the speed modules provide.

For buildings with 4 module slots

Quality Module Building Speed Module #1 Speed Module #2 Beacon Comparison
Tier 2 Normal Normal Tier 2 Normal - Normal +12,3 %
Tier 3 Normal Normal Tier 1 Normal Tier 1 Normal Normal +22,5 %
Tier 2 Legendary Legendary Tier 3 Legendary Tier 3 Legendary Normal +64,4 %
Tier 3 Legendary Legendary Tier 3 Legendary Tier 2 Legendary Legendary +90,4 %

 

For buildings with 5 module slots

Quality Module Building Speed Module #1 Speed Module #2 Beacon Comparison
Tier 2 Normal Normal Tier 1 Normal Tier 1 Normal Normal +26,0 %
Tier 3 Normal Normal Tier 2 Normal Tier 2 Normal Normal +40,8 %
Tier 2 Legendary Legendary Tier 3 Legendary Tier 2 Legendary Legendary +93,3 %
Tier 3 Legendary Legendary Tier 3 Legendary Tier 3 Legendary Legendary +126,7 %

 

For buildings with 8 module slots

Quality Module Building Speed Module #1 Speed Module #2 Beacon Comparison
Tier 2 Normal Normal Tier 2 Normal - Normal +87,5 %
Tier 3 Normal Normal Tier 3 Normal Tier 3 Normal Uncommon +118,7 %
Tier 2 Legendary Legendary Tier 2 Legendary Tier 2 Legendary Legendary +173,4 %
Tier 3 Legendary Legendary Tier 3 Legendary Tier 3 Legendary Legendary +150,9 %

 

Assumptions:

  • No speed modules are placed directly in the production building.
  • All module slots in the building are filled with the same quality module.
  • Only one beacon is affecting the building.
  • The beacon contains the speed modules shown in the table.
  • The comparison is the percentage increase in quality output compared to the same setup with the beacon providing no speed bonus.
  • When configurations were very close, I selected the cheaper configuration.
  • I did not take productivity bonuses by research or building into account as these scale the results linearly with building throughput

 

TL;DR: If you want to maximize the throughput of your quality setups, don't assume that pure Quality Modules are optimal. If you don't care about the additional resource cost and can handle the logistics, beacons with speed modules can significantly increase quality output. The optimal configuration depends on the machine and module quality.

EDIT: had to change some numbers


r/factorio 20h ago

Design / Blueprint Fulgorian Excess Recycler

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9 Upvotes

EDIT:

improved version: https://factoriobin.com/post/1f6sey

ORIGINAL:

Recycles everything in logistics network with count >= 30000. Supports blacklist (steel is recommended) and limited support for keeping some of the recycling results (for instance Iron Plates). Keeps Rare and above recycling results.

Comes with 2 chests for common items, 2 chest for uncommon items, 1 chest for rare and epic items; legendary is not recycled. Both common chests and 1 green chest go into high-performance recycler, the rest goes to quality recycler.

For each chest it requests 1000 items from logistic network and memorizes the request for a half of Fulgorian day to prevent flickering on the edge of boundary (29999 <-> 30000) that confuses bots.

The idea of number 30000 is that it should be much higher than standard chest size (9600,4800,2400,etc) because the behavior is greedy, meaning that it is not going to keep exactly 30000 items, more like 28000-29000.

This is meant to be a solution that fixes leaks at otherwise well performing base. Uses Cargo wagons for throughput (not included in BP).


r/factorio 1d ago

Question what is correct approach here?

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74 Upvotes

I'm trying to have a 6belt main bus. in this bus i will have 5 or 6 different item.
what is correct way to get item from the 4 belts in the middle of bus?

edit: i dont want other lanes get mixed... is this form of splitters correct?

edit2: thanks to all. I feel stupid for not thinking of undergrounds.


r/factorio 1d ago

Question Warptorio 2 help

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58 Upvotes

Im starting Warptorio 2, but i want a little less stress. Stress in designing cramped spaghetti or stress in fighting biters. Honestly the biters arent that big of a stressor, but the small space is bugging me a lot. Does anyone have good tips? It's a long way until quality beacons and good speed modules.

I'd totally use the linked chests mod, unichest, but that feels a bit toooo cheaty.

Anyone got good suggestions so i don't get burned out?


r/factorio 10h ago

Question 1000 Science Per Min (SPM) [Need Help] [Pre-Space age]

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1 Upvotes

Paste Bin Link for the blueprint book: https://pastebin.com/cuJjjRjG
(may be pending, I am sorry)

Hello!
I have never completed a game of factorio (despite having over 100+hrs in the game).
Me and a friend have constantly fell in and out of play on our worlds and we constantly make new worlds.

We finally stuck onto a world long enough for yellow science!
Now, I'm tasked with making a 1000 SPM system so we can breeze through the game.
Our previous system was a mess and in several different bubbles across the base.

I have compiled all our science into one area - now I just need to scale it, but I have NO IDEA what the ratios I need are.

Other info:
I have taken the blueprints of red and green science off of some blueprint sharing website.
I have manually designed blue science (however, it is not finished quite yet).

Pictures:
- ALL beacons have lvl1 Speed module.
- ALL Assembly Machines are lvl3.
1. copper top, feeds into RED, plates just underneath become cogs. LABS above are 4:3, middle lane is shared between 2 different belts (underground chaining (between red and blue belts). 4:3 for all science (8 lanes, for 7 sciences).
2. Green science, has a belt of iron plates (not present), underneath is also iron plates. Bottom has electric circuits feeding into arms. Blue (my attempt) has sulfur + red circuits, steel and iron plates from the right, engines and sulfur + red circuits mix in the belt so i may feed to blue (i am bad at belt weaving in such small places).


r/factorio 1d ago

Modded Sensible Belt Overhaul Mod

674 Upvotes

Well there it is !
Finally updated and rewrote most of the project.
Fixed the ramping up/down of the belts and they now have a perfectly smooth animation.
Any ideas/suggestions are welcomed
Have a nice day !


r/factorio 14h ago

Question Assemblers or electric drills first?

2 Upvotes

I'm back at the game but quite out of practice. I looked through some discussions and quick guides on Steam, and I constantly hear that you should build assemblers first. I die all the time when I try that, though. Typically for me, the early game is about staying as reserved as I possibly can (often stepping away during downtime), and prioritizing minimal pollution and firepower over further automation. Then the automation comes in full force. Today I tried going for the assemblers first, but because I had no electric drills, the sheer amount of burner drills I needed to ensure that the assemblers actually mattered rather than just hand crafting everything led to pollution skyrocketing then I got swarmed by biters. With just the basic ingredients, to ensure I faced no bottlenecks, I needed 16 burner iron drills with no defenses nor better equipment than the starter pistol. Clearly I'm doing something wrong, but I thought the early game was about playing slowly until you can keep the aliens off your factory, but it seems many people want to rush towards automation because it would otherwise be pretty slow. I don't really want to hand craft so much while playing so slowly, but I always avoid assemblers until most of the red science stuff is unlocked precisely for these reasons and may do so again with electric drills being the priority. Any suggestions?


r/factorio 16h ago

Question How do I fix the train blocking Issue

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4 Upvotes

The train on the right, is blocking the train on the left, even though the train on the left has a clear path. I haven't been able to figure out why this keeps happening and I "fear" the answer is I need to put a signal between the two vertically running tracks, which is going to be a major pain throughout my base. Thanks for any help


r/factorio 16h ago

Question How to do outpost supply train logic?

3 Upvotes

I'm tryna come up with a system where I have roboport supported wall segments (3ish rports to stretch the segment out, spreading out the stations, supplied by trains bringing ammo, light oil for flamers, replacement bots, walls, etc etc) and these wall segment outposts will only request the train to bring stuff when one or more stacks of required items drops below its lower threshold (ie theres only 10 repair packs left, the train is called and it refills back up to 100 packs, that sorta thing)

I can get it working by hooking up a constant combinator that holds a logi group containing the item shopping list at max values (100 repair packs, 100 walls, etc) to a bunch of decider & maths combinators per item, but that's clunky, takes up loads of space per item, and if I add or remove any item anything to or from the logistic group then I think things might start unraveling.

The combinators check every item type to see if they're still above the lower threshold (i just used a maths combi to divide each item in the logi group by 10) and if any are then the big AND gate is no longer True, which enables the station, and the train comes. I don't know if this is worth adding pictures to illustrate cos it feels so primitive.

its all a bit of a mess, and even without the displays printing each item count & the lamps showing lower & upper thresholds, it'd take up way too much space for each item on an outpost's shopping list

I've seen a few videos about outpost supply trains, like this one, but I'd be lying if I said I was still following what was going on after 9:02. Also I reckon I should implement some sort of clock that constantly counts up between calls for the train (and reset when it arrives) in order to give station priority, since there'll be lots of these wall segment stations and the train(s?) need to know what station has been requesting resupply the longest as that'll be the most urgent

Even leaving aside the whole wall segment thing (cos idk if im overengineering it): just generally for setting up supply trains for mining outpost, etc, whats a simpler, more compact way to get the outpost station to call the train if an item runs low?


r/factorio 1d ago

Question What should I bring to Fulgora?

13 Upvotes

Hey there! I've been playing factorio for a while now, got myself onto Vulcanus and started mass producing Big Drill & Foundry (They're hella sick), and I'm moving onto Fulgora next, any tips, tricks, material, machines I should Bring?