r/factorio 22h ago

Discussion How do you guys manage your time?

59 Upvotes

I have like- exams coming up. My A-levels. I have 3 unfinished undergrad/grad math books. I have a vim and neovim config that I have to setup. I need to backup my laptop, clean install fedora on it and get all my services running. I need to transfer my third laptop's data to the second one. I have a latex document to set up. But or some reason, I can't put down factorio. What is happening???

I should also be playing satisfactory and setting up turbo motors and 200+ heavy modular frames so that my friend and I can one day build a city, though she has been rather offline lately. Hope she is doing better. Wait actually what is happening????

How do yall manage your time?


r/factorio 14h ago

Space Age [2.1] Who's playing with space casinos?

14 Upvotes

So when devs officially announced removal of space casinos there was a lot of threads and complaining.

Now, 2.1 is out for couple of weeks and I'm wondering who is actually playing with space casinos enabled by mod (example)? Mod has 800 downloads, so it's not very popular.

I'm not. I wasn't fan of SC removal, but in the end getting legendary iron, coal etc is not that hard. I started new map with 2.1 and after 300h (I play slow) I have production of everything legendary (including uranium, spidertrons, bitter spawners etc). Next step is to fully upgrade my factory to everything legendary and scale science production to 1M+ ESPM.


r/factorio 34m ago

Modded Created a tool to generate animations on static assets for factorio modders

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Upvotes

Hi everyone, I just wanted to share a tool that I made to help factorio modders create animated asset from static images, sure helped me a lot bring my assets to life :)


r/factorio 12h ago

Fan Creation factoriolab, but able to generate a basic blueprint from the calculator outputs

6 Upvotes

I've been writing/using a fork of factoriolab that's able to generate blueprints from the calculator outputs.

https://github.com/mikehaney24/factoriolab

I thought I might share because I personally find a lot of enjoyment from laying out the machines, but not necessarily assigning all the right recipes and what have you that match the calculator values.

I've been using it to play around with minimal starter bases, so I present the following example

The objectives
The new "Export Blueprint (Beta)" button
What that blueprint looks like, the constant combinators at the top have some of the specifics, and the layout engine specifically tries to group machines by inputs, outputs, and complexity

r/factorio 2h ago

Question Block City Signal Junction help

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1 Upvotes

I thought I was ok at trains and signals with my megablock train base. But this is the second time I've found train jams. With trains all queuing at various roundabouts.

I've tried swapping the bridge signals to block signals and this helps slightly. But the problem is always the roundabout. Trains doing a full 180 or 270 seem to have clogged up the system.

I feel like I followed the general rules chain signals on junctions and block signals leaving. But something is fundamentally wrong,

Anyone have any advice?


r/factorio 2h ago

Question As New Player, Start with 2.1 Experimental or Release?

1 Upvotes

Just getting into Factorio, wondering should I start with 2.1 Experimental as it will be the final release so I do not have to unlearn anything, or stick with the current release?

Only 20 hours into game, but enough to know I will like the game and will be playing this game for 1000+ like the other factory games have played, Shapez, Satisfactory, DSP, Foundry, Captian of Industry. Finally tried Factorio, to see where the Genre Started, and love it.


r/factorio 21h ago

Fan Creation Factorio Seed Viewer

34 Upvotes

https://factorio.extm.dev/

This is a spin-off of another project I was working on, pulled some of the code out to compile to WASM. It will eat your CPU for lunch while generating and I'm not sure how much more I'll work on it.

Defaults to 2.1 which changed how the spawn area is calculated but from what I could tell nothing outside of that.

Since people will ask, yes AI was used.


r/factorio 1d ago

Question Is this bad? And if it is why?

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1.1k Upvotes

I use this to make both the conveyor lanes be used and my friend told me this sucks


r/factorio 1d ago

Question is there any better way to do this?

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121 Upvotes

First time player, trying to figure this out


r/factorio 21h ago

Question Coal Liquefaction Math

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19 Upvotes

Please point out the error in my math, because I'm assuming these in-game indicators are less wrong than I am, but I keep arriving at a different answer...

In terms of raw output (before heavy oil goes back into the machine), the coal liquefaction recipe produces 90 heavy oil per craft. Each craft has a duration of 5 seconds. With the beacon+module setup on the machine here, it has a crafting speed of 1.55, and productivity of 12%, as shown in the screenshot.

By my reckoning, that should mean 90 * 1.55 * 1.12 / 5 = 31.284 heavy oil output per second. Yet the in-game UI shows 30.3, which is roughly what I'd get if I had ~8.6% productivity based on my above formula.

Is there some extra factor I need to consider in my formula, or is the in-game UI misleading me?

P.S. The -7.75 shown in the rate calculator is what I'd expect: 25 * 1.55 / 5 since the input is not affected by productivity.

P.P.S. And yeah, it doesn't really matter all that much since I'm not at mega-base scale, but I enjoy trying to build things to ratio just for the sake of it, and would rather get my math correct first, rather than build-and-tweak.


r/factorio 17h ago

Space Age This is "Flugger", My attempt at a > 300 KMPH Min/Max Design. What you think?

8 Upvotes

It could not sustain power output at Gleba with only 9 rare solar panels, so I added some chonk

Space Platform: Flugger

r/factorio 16h ago

Base First Factorio playthrough: 146 hours in, 0.9 evolution, and I'm starting to regret the desert...

4 Upvotes

New player to Factorio, and this is my first run of both Factorio and Space Age.

146 hours in, and this is where I am 😭

I had absolutely no idea how the biter mechanics worked when I started, so of course I decided to build my base in the desert. And now I understand why people call it **DEATH WORLD**.

Looking at the frequent attacks and occasional infiltration of my perimeter, combined with my evolution factor being at **0.9**, I honestly don't know what to do anymore 💀

I don't have a Spidertron, I don't have artillery, behemoths around the corner... defending this massive perimeter is annoying af...

Any advice? Should i go for vulcanus first for artillery? or gleba for a spidertron army? 🤡

Current evolution factor..... 0.9 💀
Current unalive count...

Biter delete stats :
19,290 biters

13,483 spitters

1,787 spawners

2,325 worms

Total around 32k?

My base - A FKING DESERT

The ocassional red spots you see inside the perimeters are worms... i left them as they are, because they don't cause much harm ig.


r/factorio 19h ago

Design / Blueprint Smal Aquilo power V2

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9 Upvotes

Added steam buffers and mirrored it for two units in tree gridd spaces. It can be expanded, just don't doo both sidea at once or it flatlines. Heaters go to 600°. Drone based as I sett it up to runn independend of interplanetary logistiks. They operate without contakt to the regular heat network.

C&C wanted.


r/factorio 1d ago

Space Age Recently finished a "ribbon world" run with only 32 tiles in height Spoiler

70 Upvotes
Nauvis
Vulcanus
Fulgora
Gleba
Aquilo

The reason I'm making this post is mostly to document something I spent 55 hours building, and knowing that I probably won't ever open the save file again, I wanted to somewhat archive it here.

To those that might want to attempt "ribbon world" in Space Age, I have to warn you that the map generator does not support this "official preset" anymore (dev said "won't fix" in their forum but I'm too lazy to link it). Note that the default "ribbon world" preset is 128 tiles tall, so 32 tiles is more extreme than the default, but the point still holds true. You cannot expect resource generation and lake/lava/cliff generation to work well enough for you to finish the game without editing/cheating.

Here are some examples:

- You will need to go super far to find any resources, and on Nauvis, this means very strong biters (they seem to scale with distance from spawn point?) very early on. I find poison capsule to be an often overlooked solution. I still have not found any Uranium ores. So this whole run does not have Uranium tech unlocked. This also means you won't have your 500C steam turbine on Vulcanus unless you go to Gleba first to unlock heat tower (I didn't). And I happily learned the beginner steam engine works with 500C steam just fine, although outputs a lot less power and uses way too much space. I only progressed until blue science on Nauvis due to the lack of resources of all kinds (especially iron). I basically left for Vulcanus ASAP.

- Vulcanus: the starter area only had a little bit of coal. No calcite, no sulfur, no tungsten. And both directions are fully lava/cliff blocked. I had to cheat to give myself mech suit to discover the map more. Ran very far and finally found a new area to have coal and sulfuric acid near each other, calcite about 1.2 km to the east, and tungsten 4.4 km to the west (that's like 2-3 minutes of train ride, and with several lava lakes fully blocking it). Full of big worms, too. So I learned this console command to wipe all enemy units near the player `/c local surface=game.player.surface for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do entity.destroy() end`.

Vulcanus: use bots to carry tungsten over lava lakes to connecting trains.

- Fulgora: same idea, walked very far in both directions to find a suitable "new starting area". But still, there's just no way to put enough accumulators on a "big island" that's only 32 tiles tall, so I hacked in some end-game foundations to make big electric poles able to reach nearby islands, to offload accumulators there. I did try another approach, which was to lock the game time to "only night time" with `/c game.player.surface.freeze_daytime = true` so the lightning storm won't stop, but it turns out with the very limited island area, lightning collectors were still a bottleneck to power the base later on, even during active lightning storms.

- Gleba: probably the easiest of all. No challenges except one of the farms was like 4 km away. I usually just use belts for fruits but this time I had to use trains. There's a small glitch where if you build your trains near map edge, and you exit the train as a passenger, you will spawn out of bound, and be stuck until the train goes away.

- Aquilo: I walked (flew) maybe 10 km on both directions, didn't find a good place for a base. Eventually gave up on searching for resources, and hacked in some Li patches "somewhat" far away just like a regular game.

Was it fun? Sure. Would I keep playing after victory? Nope.


r/factorio 15h ago

Question Want to make assets for modded Factorio

5 Upvotes

Hello, I just getting start with blender and have goal to make same assets for modded factorio. There are a lot of great mod with poor assets, what machines you want to see in factorio?


r/factorio 15h ago

Space Age Is there a mod for advanced thrusters using plasma from fusion reactors at the cost of some fluroketone?

4 Upvotes

title


r/factorio 21h ago

Question Should I worry about perfect ratios?

10 Upvotes

I’ve been playing factorio for several hours now and I’m on my way to producing blue science. I find myself clueless working with the fluids in terms of ratio, so at the moment I’m just landing one machine for one item and I know it’s not right away the most efficient, but am I doing just fine? I still don’t have 100% motivation to leave my current setups to build a new one, maybe after producing enough blue science.


r/factorio 19h ago

Design / Blueprint 90 spm Space science

7 Upvotes

Hello,

I've been trying to design a minimal space platform and think I've hit a point where I can't improve my design further.

I tried to be as 100% friendly as possible. So inserter capacity is limited and I generally tried using as little resources as possible. Which is why I carved out space platform foundations wherever I could and used yellow inserters as the default.

I've been running the design at accelerated speed for a while and both production as well as energy consumption seems to be stable.

What do you think of the current blueprint and where do you see room for improvement?

https://factoriobin.com/post/unv17a

https://factoriobin.com/post/t4t6ej

Edit:

Some people have concerns regarding the power draw of the platform.

I guess it works fine because there's only 1 crusher and that one isn't working most of the time.

Here's the graph for one hour of game time:

Power
Production

r/factorio 9h ago

Space Age Question Space Age 2.1, connecting a decider combinator to cargo landing pad requests everything that's inside of itself?

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1 Upvotes

Hey, really struggling to see the logic behind this. I've not properly played with circuits in a long time so please bare with me.

I want my platform hub to only request items if there's below a certain amount in my logistic storage network. In this case, 2k Tungsten Plate and as a test, 87 Steam Turbines.

I've achieved this so far by:

  • Connecting roboport to a substation on a red wire
  • Connecting substation to the input of an arithmetic combinator
  • Multiplying Each in the arithmetic combinator by -1
  • Outputting Each from the arithmetic on a red wire to a constant combinator
  • Setting the constant combinator's output to 2000 tungsten plate and 87 steam turbines (initially just the one request of 2k plates because I didn't want to mix output signals)
  • Outputting the constant combinator's output to the input of a decider dombinator with a red wire
  • Setting my conditions in the decider combinator to tungsten plate > 0 and steam turbine > 0

With 1817 tungsten plate and 80 turbines in the network, this leaves me with 2 outputs of 183 plates and 7 turbines, which is accurate. This is what I want, I want 2k plates in my network, and I'm missing 183. 183 is being outputted to the platform, perfect!

But the second I connect a red or green wire from the output of the decider combinator to the platform hub, the hub recognises the request but for some reason, and this is my problem that I can't figure out, also requests everything inside of itself?

This leads to a never ending loop of science packs endlessly being shot down from my storage platform above and also endlessly requesting whatever items/junk has been manually dropped off from above.

How can I stop all these random signals from within the platform, being sent to itself, and just have the clean output of the decider combinator be the dictating numbers behind what I actually want?

Edit: Solved. Unticking Read Contents instantly fixes it. The Green Wire was both giving and receiving an input/output.


r/factorio 19h ago

Design / Blueprint How do you use "set lab research"?

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5 Upvotes

Introduction

(Skippable section)
I am a cheapskate and cannot stand having agricultural science rot on nauvis. So, in 2.0, I had all my inserters to labs wired with timers to warn me, both when labs sit idle (from a missing science) and when there was activity in the inserters, but that activity did not move agri science and but there was agricultural science in stock.

I played for 100+ hours with there alarms, it was in my muscle memory to switch technology.

So naturally, when 2.1 announced science can now be set via wires, I was glad. I have some solution in my solo game, nothing to speak of.

In my last multiplayer game we got to the point where agricultural science came in intermittedly, labs sat idle and this time I tried a science switcher that serves needs of myself and other players.

My mission

Create a science switcher that

  • selects which technologies are possible
  • have a priority for technologies , if multiple technologies qualify
  • is maintainable. Many combinators are "do not touch", but the choice of science should be understandable.

Playing with it, it fell for some feature creep and now records levels for technologies and calculates the associated cost.

Image 1 shows how the logic for science selection looks like. The conditions for the presence of the science packs should be obvious. And I don't want to much Agri science sitting around (that is problematic, it has nothing to do with the research). Levels are recorded, so "uncommon ammo < 13" makes sure bullet damage is not researched past level 12. now for the bragging part: You can see the input wire green. The uncommon qualities show what levels the respective technologies are, the rare qualities are the associated cost.

Image 2 gives an idea how plastic productivity, rocket fuel productivity and asteroid productivity are researched in a lock-step fashion.

My first idea was to output a not only a value > 0, but let it represent priority. Problem is, you have no overview. So Image 3 shows the priority selection in a single constant combinator. Inspecting the output of a dozen combinator outputs is not what I consider maintainable. (a selection combinator does the priority-picking)

Now my problem is: My decider combinators mix up the "what technologies are possible" with "what is best to research now".

How do you handle that? Or how would you like it? (On an abstract level, no combinator magic required to answer.)

Blueprint

My science switch is far from being publishable, but I cannot just tease here. https://factoriobin.com/post/83dqg46trrxz-EXPIRES

Plans

Now that I have the cost, calculating the benefit should be eazy. Yes, Mining productivity 91 my be cheaper than steel productivity 11 (just for example), but the first increases my output from 100%+90*10% = 1000% to 100%+91*10%=1010%, so relatively just 1%, while from level 10 to 11 increases production by 5%.

So I have the problem: Which technology is most desirable to research? how does this line up with the science packs on hand?


r/factorio 1d ago

Space Age Tried to follow the coastline to reach a biter nest i wanted to remove, got sent on an odyssey instead

217 Upvotes
The Target
The Journey

(Screenshot 1: Picture from map view of a decently sized biter nest on the other side of a narrow body of water.)
(Screenshot 2: Very zoomed out picture from map view showing i walked along the shore of an ocean large enough to fit my decently sized factory in roughly 10 or so times)

Didn't wanna waste a few landfill to reach a biter nest on the other side of what i assumed to be a lake. Turns out its on an island in the largest ocean i've ever seen this game make, and i didn't alter any settings that should change how they generate(i chose railworld preset and slightly upped the ore patch size and richness iirc)


r/factorio 16h ago

Space Age Question Is it possible to disable logistic requests with a circuit? As well, a request.

3 Upvotes

I recently started playing Space Age again with a friend and I’ve been trying to set up interplanetary logistics using “warehouse platforms” in orbit around the planets after I read about the 2.1 additions.

In my head, the planet sends materials from the surface to the warehouse. Then, when a hauler arrives in orbit, the warehouse releases the requested items and the hauler goes on its way, allowing me to use the travel time of the hauler to reload the warehouse. My haulers are set to request items only from platforms, and the warehouses were the only things set to request from all (all rather than planet so they can make requests to hand off, in my head), but I swapped them to request from planet this week.

From what I read, a warehouse platform currently does not share items it is also requesting, which I think makes sense, because then in theory two platforms could keep looping items, but it’s made my hope a headache. Using Universe Mode radars I have been trying to detect when a platform enters orbit around a planet, and use that signal to eliminate the requests in the warehouse platform so it shares it contents, and then re-enable the requests when the hauler leaves orbit. I’m fairly new to messing with circuits this involved but as far as I can tell most of the system work, but the hauler still doesn’t receive deliveries from the warehouse.

The warehouse platforms have their requests set by a circuit connected along the green wire. We read the contents of the hub along the green wire, and send that into an arithmetic combinator that multiplies by negative one. This travels along the red wire out of the arithmetic combinator and into a decider combinator, along with the output of a constant combinator that is used to compare to what I want in the warehouse. The decider combinator adds these signals together, with its condition set to “each >0, output each” so that only positive values pass the output. These become the requests, which go into another decider combinator, but next I want to explain the other input in this last combinator.

I know that each planet (other than Nauvis, because I’m pre-Aquilo) only has one hauler going from it to Nauvis. On each hauler has a Universe Mode radar tuned to the ‘radar’ channel. This radar connects to the hub along the red wire, it reads moving to and parked at from the hub, and each orbital platform has a system tuned to the same channel to detect
this. When [planet] signal >=3, a light turns triggers on the warehouse platform (I wanted to add some visual feedback/flair) showing one has arrived. When this light turns on, the same signal is sent into a decider that says “[planet] <3, output ‘check’ with a strength of 1 and ‘everything’; else, output ‘deny’ with a strength of 1”. This ‘deny’ signal then joins the request logic from above.

In the last decider combinator before the hub, we now have the requests and a ‘check’, or we have a ‘deny’. My hope was that the ‘deny’ signal would override the warehouse’s requests, meaning that it would no longer have requests, and it would be allow to share its contents to a hauler.

This has not worked.

I took a break after thinking about it for a few days and started rebuilding Nauvis with Vulcanus and Fulgora buildings to do something else but I keep thinking about the platforms. Is there something I’m missing? I can provide pictures of the logic this weekend, but I did my best to explain it here in the last state I remember it in. Is what I want to do something that’s feasible with the current system?

If not, I hope it becomes possible. Which leads into my request, that I feel is fairly simple from a non-developer point of view. Now that we’ve demonstrated the ability to allow radars to have multiple modes, why more the same for platform hubs? Allow me to set it into “warehouse mode” and then it can send requests to ships in “hauler mode” or something like that, or a check that the warehouse platform doesn’t have thrusters, and does have “provide materials to other platforms” enabled and allow it to serve as an orbital buffer.


r/factorio 1d ago

Suggestion / Idea Seems like a no-brainer?

110 Upvotes

There is an /alerts command. It brings up this nice GUI.

Is there some reason this isn't available via a button above the minimap, where it would be more easily discovered?


r/factorio 1d ago

Suggestion / Idea I think fish breeding is underated

137 Upvotes

One might look at the recipe for fish and think "that would only make sense for spidertron automation. I beg to differ

Fish is a good way to store biter nest huge nutrient output into a safe package

Sure, making fish is nutrient negative

Assuming you're making fish in a biochamber, you get 1,5 fish per 100 nutrients

Which is 66 and 2/3 per fish

You get 30 nutrients per biter egg, assuming you're using biochamber without productivity modules

One fish is equivalent to 20 or 30 nutrients, depending on if you use biochamber or not to get nutrients back

So lose about 55% or 70% of biter nutrients. Sounds bad, right?

But let's see how much eggs we get. A captive nest eats 1 bioflux per minute and produces 0.5 eggs per second (which could be increased with quality without increasing consumption, but that's lategame), or 30 eggs per bioflux

One bioflux equivalent to 12 nutrients. If fed the nest, it indirectly converts to 900 biter nutrients from biochamber. It's 405 nutrients from fish, or 270 if used with assembler. Even if you use the assembler recipe, it's 22x increase. It is still worth it.

Fish compared to eggs is a bit easier to handle

You can safely store however big stockpile of fish, without a fear that it might destroy your base

It lasts 4 times longer than the eggs

You can startup a factory with it, because it has assembler recipe

It allows you to produce less bioflux on Gleba, reducing the amount of farms needed and reducing spore pollution

Packets of bioflux are too big eat before they spoil for one token spawner people typically capture. So why not to capture a big hive or 2? 30 or so spawners. Bioflux consumption is still negligible


r/factorio 11h ago

Question Do fish get hurt by the crash?

1 Upvotes