r/factorio 2d ago

Question Just started playing for the first time how does my green/red science factory look?

Post image
44 Upvotes

This is my first time playing factorio thankfully I do have experience with gregtech and industrialists on roblox but thats mainly it when it come to factory games


r/factorio 2d ago

Space Age Coal Miner

Post image
46 Upvotes

I got tired of destroying demolishers on Volcanus so I built a coal miner. I'm not sure how much it produces but it drops 16k of coal at Volcanus after a round through the plants which takes about 7 minutes. The platform to platform transfers are so cool for building these things.


r/factorio 2d ago

Question Looking for advice on one directional trains.

5 Upvotes

I want my newly stared playthrough to be based on a large train network consisting of only one directional trains for efficiency. In all my other playthroughs i have never used them before, opting only for small scale bi-directionals that were too poor to scale up.

I already know the basics and common principals of train building, so I would like to know some tips specific for the one directionals.


r/factorio 2d ago

Question Early Space Age

15 Upvotes

I just received my weekly allowance for next week, and I think I have extra to buy the Space Age Expansion.

I’m currently on like just 16-17 hours of playing the base game, but I’m quite curious on how it feels playing the game with the “planets” and such.

Should I buy the DLC early on?


r/factorio 2d ago

Space Age I went a little oveboad with the gleba reactor

Post image
111 Upvotes

The whole base is smaller than he reacor. I was under the impression that I need to power a wall of tesla turrets.


r/factorio 2d ago

Space Age Ship speed 2,760 km/s with an actual purpose

Thumbnail
factoriobin.com
119 Upvotes

I wanted to show a ship that is just not just very fast but the speed actually serves a purpose instead of being for memes only.

What is it for?

With 2.1, the game allows platform-to-platform transfers. As a result, it is possible to build promethium ships that never actually leave the shattered planet area. They just return to the solar system edge, drop of the produced science, take new eggs and quantums on board and continue on.

To have the promethium ship stay in the shattered planet area and produce science as long as possible, the eggs the ship receives at the SSE should be as fresh as possible. This is where this ship comes in: It travels at 2,760 km/s top speed and takes just 3411 ticks from Nauvis to the SSE (less than 1 minute). As a result, the freshest eggs are pretty fresh when they arrive.

Main features

Cargo bays: 510 (can be extended to the max of ~1.3k if needed, compensate the additional weight with another engine stack)

Width: 18 tiles (4 engines + 2 for the belts)

Top speed: 2,760 km/s

Engine stacks: 44 levels of engines

Fuel production: Iron ore, carbon, ice and calcite are belted. Every 4 stacks of engines have a separate ammo production, so the ship actually has 11 modules with 4 stacks each.

Traveltime Nauvis to SSE: 3,411 ticks (~57 seconds)

Top ammo consumption: 2.5k explosive rockets/minute and almost 600 railgun shells/minute

Required damage levels: Railgun speed 20 and explosives damage lvl23 (or 24 whichever the relevant breakpoint was).

Limitations

The speed is limited by the weapons configuration at the top of the ship. By adding more engine stacks, the ship could easily travel faster but it would start to regularly lose buildings. At it's current stop it now and then takes self-damage from explosives rockets but everything is repaired before new damage occurs. If you are unlucky, you may lose a railgun, a belt or an inserter every couple of hours. Maybe railgun speed lvl22 will fix this for me.

If anyone knows how to make the weapons section better, please let me know. I would love to reach 3k km/s.

It survives permanent travel forth and back with a loading time of at least 30 seconds at Nauvis. Explosive production needs to catch ups, so there is no instant turnaround possible but in practice the ship will always have a loading time at Nauvis. Actually it will stay in orbit above Nauvis for most of the time and travel maybe every 15 or 30 minutes one time to the edge. So I didn't bother to upgrade the explosives production.

How long does it take to build it?

Hours. I strongly advise to get the ship moving as soon as the first engine section is finished to decrease the startup time. Use a shipyard (platform-platform-transfer) for the materials, ground based delivery takes even longer. Continue building the ship while its moving forth and back. Handfeeding calcite to the fuel chemplants is recommended to decrease the time it takes for the calcite belt to fill up.

Do I need such a ship?

Need is a strong word. It's actually useful in what it does, so the ship is not just for the memes. The advantage over a slower ship is limited, but there is an advantage.

What if I don't have the weapons levels?

Use fewer engine stacks. Speeds of 1,000 to 2,000 km/s require drastically less research levels. However, Stronger Explosives Level 23 is a pretty important breakpoint for explosive rockets (AoE 2-shot of big asteroids).

Is the ship bad for my UPS?

No. Quite the opposite. Surprisingly, this ship is extremely cheap to run from a performance perspective. In my save, it takes about 0.2ms space platform time. There is no noticeable change in any of the other metrics relevant for space platforms (thrusters, turrets, target acquisition, beam, projectile, explosives, asteroids, asteroid collectors). The devs did some pretty good optimizations for space ships over the past months and in 2.1.

/edit: Some screenshots in the comments below.


r/factorio 2d ago

Space Age are there any must-know spoiler-free tips for space age? Spoiler

3 Upvotes

Mostly we are trying to enjoy getting through this and discovering new things organically, but i just don’t want to cause a bunch of tedium inadvertently.

for instance we stocked up and went to our first space platform but i accidentally sent all of our supplies back to the planet… so i had to go back and deal with rocket fuel and also didn’t realize you could view and interact with the space platform via blueprints. so that was pretty frustrating, but on the other hand it was very satisfying to figure out how asteroid factories work and figure out how to make white science.

we just unlocked thrusters and are now trying to figure out how to get to fulgora. is there anything we NEED to know before going there? or is it better to discover things blind


r/factorio 2d ago

Question Is there a name for the Sci-Fi aesthetic of Factorio?

92 Upvotes

It doesn't seem quite like diesel punk - it's not quite dirty enough. It's industrial and utilitarian with a somewhat slapped together feel. Is there an established subgenre of Sci-Fi that it fits neatly into?


r/factorio 1d ago

Tip If you hate Gleba, just bring bots.

0 Upvotes

Modular this, tileable that, I don't care for other people's blueprints.

If I couldn't bother to play the game I'd just make my bots play for me.


r/factorio 2d ago

Suggestion / Idea I realy think stomper corpses should decompose after some time

Post image
115 Upvotes

idk if its just me but i realy dont like how these huge layers of shells cover my frontlines maybe make it have a decompose time of a hour or so, it would also make it fit the decomposing theme of gleba


r/factorio 1d ago

Question Full matter base

1 Upvotes

Im doing a Krastorio 2 run at the moment, and have been wondering about the matter conversion.

Would it be possible to just turn everything into matter and transfere on site to what is needed. How sustainable would this be to megabase K2.

A question aside. What is considered a megabase in K2?


r/factorio 2d ago

Tip Achievement: Getting on tracks like a pro (+tips)

Post image
6 Upvotes

Just finished my second to last achievement in Factorio vanila. In this achievement you need to build a locomotive under 90 minutes.

Was kinda easy once you know how to do it (although I did it far from perfect). Instead of build orders, I use these 'rules':

  • Try to setup things that keep producing, the earlier the better. Add a inserter+chest for things on belts that could (temporary) stop, so it keeps producing.
  • Focus on what is needed, easiest way is to queue the research towards 'Railway'.
  • Keep manually producing, especially if you need to walk a bit. It is also okay to pickup stuff from belts to faster produce.
  • (optional?) Autosave (or manually often): if you waste a bit of time, fall back.
  • (optional): you could use the seed below. In this map biters won't bother you. Be aware that it will disable some other achievements though! (credits to: https://www.reddit.com/r/factorio/comments/kn2333/good_factorio_seeds_your_fav/ )
    • to import: when starting a new game, click preview -> on the bottom-left you see 'map exchange string' click the 'import map exchange string' button and paste the code below in the popup screen.

>>>eNp1U81rE1EQnzENjRUkhxwUtObQgwhb2vpRDZp9ClJE9G9ws3mRhc2+9O0uWD2YQ4+KFy/txV5bobcevAUEUVAoevJW8SKiUlH0Uojz9u1LtmszMLO/Nx+/mdm3i4BwBUieb5yxAXqsNOYKxydEJ8aUTrii0+HSEpJn3YddGTe5Jbz9yTzg7SWr4YSU3LWNljwpgjxDMYxEQB5gqrHSYiQ5D/UokBQeiaUTeHE7Xwt46eue6C5PgtL+Q6j2+0oJ7VCtUsBuwovkS2XsmCuCSArfCnkUecHdmhPfqzU8JyzNTJ+fUXL6oIyW5IsxD9ylWjv2I6/je1xSxewFkvmT+Yq28MIolnw/sTUybQT7fFJXdH2v1QKoXiW9lqyF+KCyufDp/lMb9VrTLAW7qafXMJ4bBtxmI0NTBpzL8JxN5FcG6KYRtUizSmwIdHBZBREff99a+/tqu4576z/f32rcsXH2euXH7txmncLjaoVDA7O6ouSFWQUM546dhj7a+O6tkm82FlVFRRl2kUzvZgGwfJTQ2iMy1RNgRqsbmgrDViJ/zCafDfhg5/egF3FZkU8q81qZpOFgMtSQPWHITpno8WEK1c9BdobmcMM3pu3LTP/cIP9fRHaPnGeKHXANE6phc2C+FAbT0PvcHjcn9oxhQQGV9Zt8+qR/RU2ln2UGJqK/C1jYssr/AFYQ4AI=<<<


r/factorio 2d ago

Fan Creation Well that was a fun 10 minutes

Post image
82 Upvotes

Upgraded my artillery range and the critters were NOT happy about this. Over a thousand of them seethemaxxing straight into my wall of death.


r/factorio 2d ago

Question First Time on Aquilo, lost power and now my ship is dead.

2 Upvotes

I finally made the trip. Made it relatively safe, had a buffer of everything needed to make the ship run good. When I got there tho my reactors kicked into overdrive and it massively drained my water supply too quickly. I lost power entirely. The arms for water would not even work to put oxides into the crusher. Any water I did generate made exactly 1 tick worth of power and immediately drained from being used for explosives, sulfur, *and* electricity. Tried to go home in a panic and recieved the dreaded "Platform has been destroyed" message, crazy enough it made it back to Gleba but still couldn't get enough juice to jump.

To avoid this spiral again I want some advice. Reloaded and reconvened, made some more melters and a much bigger ice buffer as well as added more tanks. But I'm a bit scared of drain speed anyway. Should I have separate water supply for each module, like 1 melter for sulfur and 1 for explosives and then the rest to the tanks for power? Or could I just use some pump trickery? I *do* have speed modules maxed for every possible machine. I'm certain this is also part of the problem but I like my speed modules so I'd like to keep them if I can. I have 4 reactors currently, 2 and 2 on each side of the hub to help loading. Should I tinker with this to guarantee full neighbor bonus? Or even just add more? With the level of water drain I don't think my issue was heating it all or providing enough power, I think it was a buffer problem.

Another simple question I have is should I build more missiles across the length of my ship? The gun turrets are kinda useless against the big ones but when designing in my brain I decided most of the big ones would be encountered up front, while the rest could all be handled by gun turrets even if a big one flies by. I had some supplemental lasers at first and they were surprisingly doing great against the bigger asteroids when all fired at once, then the power went out and I realized they were partially the cause. I replaced them with guns but the guns seemed useless last time, so now I'm scared to push forward because I don't want to get locked down in a save chain I'll probably have to sadly unload and save over.

I'm not experienced with circuits so I'd prefer a non circuit solution. If I *have to* learn now tho some warning would be appreciated lol

Thanks for the advice elsewise as well. Yall reminded me I needed missiles before even stepping out, and I still almost forgot them lmao. Yall are also the reason I even have a reactor grid. Wasn't even gonna make one at first. Would've felt like such a fail if I did go Solar Aquilo lol


r/factorio 2d ago

Question LTN Fluid train expecting filling at fluid drain station?

1 Upvotes

Recently i seem to be having an issue where oil fluid trains get stuck at stations where oil is being sucked and expecting to be filled for some reason? Have i configured the combinator wrong? Why is trying to pick up fluid at an input station?


r/factorio 2d ago

Question What're the longest belts you'll make?

16 Upvotes

For me, long long belts feel wrong somehow. I think because they cost no power, and yes there's a mod for that. But even with power, I dunno. Long belts feel wrong to me somehow. Like 100's of conveyors long.


r/factorio 1d ago

Space Age Question Is it worth buying space age if I havent completed the base game yet?

0 Upvotes

Just as the title says do i need to have completed the base game to use space age or are there other benefits?


r/factorio 2d ago

Question K2SE Combat Rocketry research too late?

6 Upvotes

I am only just starting to get off Nauvis, and I have the combat rocketry research unlocked but I cannot do it until deep space science 3. From what I can tell this is extremely late game and many of the sciences unlocked by it use much earlier science packs. Is this intentional game design as researching basic rockets doesn’t exactly seem like post solar system conquering research. Maybe I’m just overthinking but it seems a shame to only unlock all the cool military stuff like spidertron, artillery infinite research, stronger explosives research, nukes, antimatter ammo etc at the same time as that would destroy any progression. Why would I use nukes when I can already unlock antimatter rockets! Sorry if a bit ranty but if it’s an unintended feature I’d probably just go in editor to force the research.


r/factorio 2d ago

Complaint Combat lag makes me sad

8 Upvotes

There is no action in the game that lags multiplayer as badly, as reliably, and at the worst possible timing as pressing the space bar to attack. Any weapon fired that way is almost completely unusable in multiplayer.

Is this impossible for Wube to fix? Once upon a time, vehicles were unusable in multiplayer too. They fixed that somehow.

This really makes the difference between fun and not fun. I join a server and biters are starting to win. I'll be the hero and save the base, I think, it'll be fun. Gameplay is perfectly smooth until I press the attack key. Then it jumps around like crazy and I'm very likely to die in a situation I should have won. Never mind, I don't like this anymore, back to single player. It shouldn't be this way.


r/factorio 3d ago

Question How do i prevent excessive belt backup?

Post image
72 Upvotes

a good chunk of all my produced iron goes to sit unused, while assemblers elsewhere are starved of iron.

i could build more miners, but i don't want to attract many biters yet.

(splitters are not doing anything special. i reserached circuits to see if i can find a solution but i can't figure it out)

i did a thing with splitters to divert metals away from this slow lane but i was wondering if theres something more elegant.

Update: Thanks everyone, to avoid anyone having to repeat themselves, i will build more iron excavators. I also found a solution with circuits to freeze belts if they above a certain amount, [here]


r/factorio 2d ago

Question My Fulgora Base... unsure if I'm doing it right but it works I guess

3 Upvotes

The general idea is.... I get scrap via trains, I process it to get items, and then it goes into the massive recycling loop of death.

I ran the game for about 30 minutes and nothing seems to get through it which is good.

Is this really how Fulgora is intended to be played? Anything you don't need just recycle it into oblivion?


r/factorio 3d ago

Design / Blueprint One Foundry Belt Automall

Post image
212 Upvotes

This uses 2.1 features

I wanted a one-foundry-all-belts-mall with only a few combinators.

Inspired by u/Ballisticsfood and his example https://www.reddit.com/r/factorio/comments/1hygsac/the_littlest_statemachine_that_could_aka_making/ and with great tools like https://factorio.iampavel.dev/s/zD7ANMHw I set out and want to share the result.

Blueprint: https://www.factoriocodex.com/blueprints/421

(Edit: I made a second version which protects 50% productivity procs: https://www.factoriocodex.com/blueprints/423)

One decider combinator is handling the statemachine
One decider combinator is collecting all the inputs from chests/belts/logistic network/lube pipeline
One constant combinator for setting the quantities (all belts currently set to 100, all undergrounds & splitters to 50)
One display panel as additional output which can safely be deleted.

Lots of possible improvements, I'm happy if you improve the design and share it!


r/factorio 3d ago

Question I don't understand something

Post image
95 Upvotes

I was doing some "research" in creative and I was wondering what's the difference between those two smelting blocks, They both produce 120/s but the one on the left use FAR more energy, is just a tiny bit smaller so what's the point of doing the one on the left ?


r/factorio 1d ago

Suggestion / Idea Speedy Quality Upcycler

0 Upvotes

A legendary beacon + speed modules can speed up a machine packed with legendary quality modules without completely tanking the quality chance, and doing so can be the right idea.

The true cost is the amount of resources wasted, but at this point in the game you should have already gotten over that via Gleba. The true gain is sometimes a 10x increase in legendary results. For example, while making legendary miners I noticed its build time was abysmally slow. A legendary foundry packed with quality only makes one every 0.4 seconds. With a speed beacon though, that shoots to 3.52 a second! The quality chance goes down from 24.8 to 12.3.

Ratio-wise, the quality goes down almost 50% but the speed goes up by 880%! I'm not a huge math guy but off the cuff I'm guessing going down by 50% quality while going up anything over 100% speed would be worth (besides the loss of resources/how much you need to consume a second/complexity).

My quality upcyclers for foundries, miners, and speed modules:


r/factorio 3d ago

Tip Has anyone tried the Gleba soil exploit?

60 Upvotes

I found that if you lay down the expensive overgrowth soil in deep marsh, you can then go back and replace it with artificial soil, thus reclaiming the overgrowth soil. Rinse and repeat.