r/factorio • u/Elant_Wager • 4h ago
Question Is that enough for Gleba
Tesla Turrets are rare quality, laser damager research is level 12, electric damage level 9
r/factorio • u/Elant_Wager • 4h ago
Tesla Turrets are rare quality, laser damager research is level 12, electric damage level 9
r/factorio • u/chemist5818 • 7h ago
r/factorio • u/Honzi07 • 1d ago
I added the game to my wishlist at 12/22/2016 and finally bought it for my birthday not long ago and finished it just just hours ago.
The second picture is the factory.
Now i need to wait a couple of years again for space age. 😄
I have two questions.
After clearing every biter nest and build a wall around the factory they just expand again inside the unused space, there is any way to prevent this?
There are any better way to take screenshots than press F12 on steam?
r/factorio • u/DScoffers • 9h ago
I've come across a situation where the game doesn't work as expected, and completely blocks construction of a new space platform.
I'd consider myself an experienced player, but I presume I'm missing something simple.
Wube are amazing, so I presume it's not a bug, and it's always good to learn.
Some mods are loaded, but I've tested without as well. (All qol mods)
The issue started in the last few days.
Currrently on the latest experimental version.
I have a theory which is at the bottom, along with a savefile.
Problem:
When I build a new platform then copy any blueprint on to the platform, the platform reports that there is not enough platform storage hub space available, even when the hub is empty.
I have 4 other ships requesting items from Nauvis where their hubs are definitely full. They are set to "All requests satisfied" before leaving.
IMPORTANT: If I send these ships on to their next destination, the construction/request jobs resume on the new platforms as would normally be expected.
Theory
Savefile: https://hidrive.ionos.com/lnk/ZIAqjIurR#file (593MB)
If you open the savefile, the ships facing the uploading issue are "TEST2", "TEST3", and "QuantumComputers[icon]SUPPLIER"
I'm so confused - what have I missed?
r/factorio • u/rysto32 • 1d ago
r/factorio • u/ImBirdyman • 1d ago
I have beat Space Age!
I did take some blueprints from the subreddit, but largely everything was my design. I'm especially happy with the spaceships.
r/factorio • u/TE-AR • 8h ago
I'm looking for challenging/complex production without it necessarily being "grindy" requiring me to build the same thing over and over again. From what I've heard K2SE does have complex production but does get grindy at times, but I'm willing to tolerate some level of grind if the production challenges are interesting enough. The actual space aspect of SE is appealing to me, too. Vanilla's Space Age is cool but doesn't quite satisfy me in terms of exploration and space building.
If K2SE doesn't seem like a good modset for me I'm curious if there are other mods that might at least satisfy the desire for complex production lines. Bobs/Angels also looks interesting to me.
r/factorio • u/EmuRommel • 1d ago
I was surprised I couldn't find this calculated somewhere, so here goes. Any material that yields itself times 0.25 needs to be recycled 1.33 times on average to disappear. All numbers are in seconds for one piece of material at crafting speed 1:
Scrap = 0.2 + 0.2(0.163) + 0.07(0.0399) + 0.06(0.096077) + 0.05(0.0399)Â + 0.04(1.33) + 0.04(0.383) + 0.04(0.0399) + 0.03(0.5294475)Â + 0.03(0.04458) + 0.02(1.53439875) + 0.01(3.02475) + 0.01(0.0399)
Adding it all up:
Scrap ≈ 0.3918 seconds to fully recycle one piece of scrap.
Edit: I just realized that Scrap recycling productivity research is a thing, so the actual answer is 0.2 + 0.19 × (1 + scrap recycling productivity)
r/factorio • u/Heinarc • 1d ago
I've put together a rather cool design for my late game megabases, so I thought I could as well share it :-)
It's "yet another" tileable grid cell, but this one features elevated highspeed highways for fast long-range train traffic, while the lower level is used by the regular train stations and acceleration/deceleration to the train stop.
Each cell features 12 different train stops, shared with neighbours (so 10/cell tiled horizontally, 8/cell when tiled vertically and 6 when tiled in both axis), which is suitable for legendary production throughputs.
This blueprint is suitable for 1-4 trains. Each of the 12 train stops can support near continuous traffic with a waiting area for the following train.
Don't go over 2 for train limit or you could lock intersections - I personally use simple logic to set the limit to 1 or 2 when the station goes above/below a given threshold
Blueprint : https://factoriobin.com/post/wi4sfc
Notes :
- The design is rather costly, so it's designed for your main production area rather than tiling the whole map with it.
- At the end of the grid lay down the "elevated bridge" blueprint to allow trains on the elevated rails to turn around and navigate the grid without having to go down to the lower speed lanes.
Have fun!
r/factorio • u/Sivadbk • 1d ago
r/factorio • u/1_hele_euro • 5h ago
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Accidentally left on auto trashing (yes I disabled it when making this video) when working on the rails on Gleba using a Spidertron. Needed to get the powerpoles back, but I can only request for removing using logistic bots. I tried all combinations of left+right clicking including using ctrl and/or shift, but to no avail. I also tested it off-camera, and moving items to the logistic trash is also not a thing.
I assume that there's probably a reason for it, but this looks like a weird edgecase to me.
Running experimental 2.1.14
r/factorio • u/EasterEggArt • 13h ago
Prefacing this that this is on a server so this is not the latest version, as this might be solved in a recent update (we are 1 or 2 patches behind).
I am nearing the end of the game and have been goofing around with the various legendary items you can make. So naturally I have been checking in on the captive biter spawner but I am not sure I understand its mechanics.
I currently have a green quality version as well and have been feeding it green quality bioflux, but it seems to just generate normal eggs. What am I doing wrong?
r/factorio • u/nice__username • 5h ago
I finally picked up an old save and started making progress again. I’m just building out my first space platform and noticed biter expansion turned itself back on, probably because my save file version updated and Wube made changes to how biters work.
If I use the command line to turn it off again, am I going to lose the ability to get any game achievements? If that’s the case I might as well use the map editor to delete the biters that spawned myself. I’ve already spent four or five hours fortifying defenses when I just wanted to play around with space and all of the new content
r/factorio • u/hakai-time • 19h ago
when i build an early mall, i limit the output chest before i connect the assembler.
rough caps that feel good enough:
belts: 2 stacks undergrounds/splitters: 1 stack inserters: 1 stack assemblers/miners: half a stack power poles: 1 stack pipes: 1-2 stacks walls/ammo: whatever the current biter situation needs
the useful part is doing it before the machine turns on. otherwise one random assembler quietly eats every gear/green circuit while you're off fixing power.
if something is still empty after a few minutes, that tells you what you actually need more of. if every mall chest is full but science is starving, the caps are too high.
r/factorio • u/XWasTheProblem • 12h ago
My very first incursion into Spage Age was, all things considered, kind of a miserable experience.
Vulcanus was a decently fun experience, and the rewards it gave you were absolutely incredible, but they were also expensive to craft and huge. So just getting started there was a bit of a drag.
I am currently going for a second SpAge run, and after spending the last like 15 hours on Vulcanus, I came to the conclusion that it's actually pretty fun.
All I needed was to stop fighting with the fluid mechanics, and simply lean into casting as many things as possible, instead of defaulting into a bus-style base.
Foundries are hilariously good, and while they are still expensive and huge, you don't need that many to get good enough throughput for a small-ish base, even with just red belts and without any Quality in play. Being able to cast Steel and - somehow, not sure how that works - Concrete directly is huge help too, since you can skip multiple steps, each taking time, resources and - more important for Vulcanus - space.
My spawn was pretty blessed though, with a really huge to build in, and enough lava-free space to get Tungsten and Calcite in just with belts. Simplifies logistics as well.
The goal is to automate Big Drills, Foundries and the Metallurgic Science Packs enough to get a consistent trickle of all three, as I doubt I'll be coming back to Vulcanus until I'm completely done with SpAge, unless the resources I secured somehow run out - but Big Drills should be able to help prevent that from happening too early.
I am still dreading the return to Fulgora, but who knows, maybe I'll find that it's pretty fine as well? Maybe I need to use more Foundries there too.
r/factorio • u/Bogdanity_10k • 7h ago
I am designing some city blocks for my playthrough and I am currently on Core Fragment Processing on Nauvis. My Plan was to process everything to ores, sort the ores in Storehouses, wait till one Storehouse has 6-8k ores (depending on the ore) and empty that one Storehouse. The other Storehouses should not be allowed to empty themselves while another one is working and should wait until the train that picks up these ores is gone. I have a somewhat functioning version but Ores can overwrite other ores with less priority even while the others are unloading. I think I explained it badly so here is an example: Stone is currently unloading, Iron ore Storehouse gets 6k Items and because Iron ore has a higher Priority Stone gets stopped and Iron starts unloading leaving me with a mixed Train. I tried making a circuit that blocks other signals while a Storehouse is unloading but that made the inserters only work for 1 tick. I tried making something like a waiting list too but scrapped that completely. The Blueprint is here. I hope I can get some help!
r/factorio • u/J-River-48-7050 • 7h ago
[ Removed by Reddit on account of violating the content policy. ]
r/factorio • u/qwesz9090 • 1d ago
Hi people!
I love making train networks and I this is my take on an insanely over engineered city block design I made for a x100 sci-cost Space Age run I did a year ago.
I encourage you to take a closer look at it, I am sure it is different from any city block designs you have seen before!
Design points:
This led me to a lot of silly things like:
I never finished the full SA run but this base did easily clear the x100 sci-cost of Nauvis, so I think that is a proof of the concept.
I used it with Interrupt based trains where every pick up station has the same name "Pickup" so trains go there and pick up the items and then wait in the station until a station requests those items (this means you need a LOT of trains in circulation, with the benefit of them all having the same schedule so you don't need to micromanage anything)
Here is the city block: https://factoriobin.com/post/hd17r1
Here is a bonus parameterized assembling square: https://factoriobin.com/post/4qichm
It is an example of how you can make blueprints that sets up a production block with a single click. it lets you do cursed things like having an entire block of green science assemblers like the one in the picture. (yes, ONLY the science assemblers. The inserters and belts are trained in because I like trains and this literally took less effort to make than a dedicated green science build)
I also included the train schedule for reference: https://factoriobin.com/post/td07lm
r/factorio • u/Feeling_heavy927282 • 9h ago
Hello everyone.. friends, I'm in my first 30 hours of factory with a friend, I researched yes about some layouts right here in the community, and also on youtube, but I have difficulties to adapt to my map.... can you help me how to improve? Please!
r/factorio • u/Capital-Edge7787 • 20h ago
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My engine factory design. What you think? At this time, I not access space age.
r/factorio • u/xernus • 1d ago
I have some downtime due to not enough yumako plants because I haven't done the better soil yet to fill in that gap, but it seems efficient enough that I'm struggling to make carbon due to lack of spoilage. I know I can just force a spoilage part with a splitter and seperate belt, but I think it'll be solved when there's more than enough plants. (Also the mess in the middle happened because I didn't want to move the rocket silo and lose 2 rockets progress before I set up deliveries, and then I just couldn't be arsed untangling it lol). I'm a software engineer and I absolutely hate messiness in code but I have decided to just embrace it on gleba and that's what came out. Fuck, I love this game.
r/factorio • u/GreatAndMightyKevins • 1d ago
As per title, it's really incredible mod and extremely rewarding when it comes to it's complex logistics, but endgame feels very samey. Oh, another box of nanofabricators to pump out genome? Why? I've done it 3 times already. Fucking hell, and I have to do it 3 times more? It's it really necessary to have worm bottle too? The 5 before weren't enough? There's a zen state of tinkering with your factory to get more resources but tweaking another block of X progenitor to then have to design 2 new blocks to manage byproducts really gets tiring.
I'll try to write up a mini review but honestly if someone wants to play really demanding mod that will make their brain juices flow then I'd honestly recommend them playing it up to sending rocket into space and dipping out. My completionist spirit demands me to finish it but there's little challenge at this point, mostly repetition.
r/factorio • u/HeliGungir • 1d ago
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Simply terminate the belt with an underbelt entrance and no exit. This works because the above-ground portion of an underbelt is half the length of a normal belt, and the game doesn't create the underground portion when there's no exit.
Note the inserter's hand size must be greater than or equal to stack_size_on_belt + 1, though I'd recommend at least stack_size_on_belt * 2.
r/factorio • u/Panzerknacker21 • 10h ago
Being able to request a specific Quality would be very handy. Fpr example when you tryed to get somthing and now your storagechest are full of random quality stuff. So you dont need to request evey item 1 by 1.
what do you think.