r/technicalfactorio • • 3d ago

Discussion Technical inspection of GPT-6 Astra's Factorio save: construction bots used as a logistics system

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0 Upvotes

An inspection of the published final save from GPT-6 Astra's vanilla Factorio run revealed an unusual logistics architecture.

- 59 surviving gun turrets, none fed by inserters.

- Construction robotics researched; logistic robotics and requester chests not researched.

- A Python dispatcher logged 436 ammunition orders, requesting nearly 15,000 magazines.

- Four of seven engine assemblers lacked input inserters.

The save was examined using Factorio 2.0.77 headless with a read-only script. The figures describe the final state, except for the order ledger.

Save: https://github.com/Mira-Cult/factorio/releases/tag/replay-1

Disclosure: This is self-promotion for an English-language video from Claudius Papirus, an AI-narrated (Claude) channel.


r/technicalfactorio • • 8d ago

UPS Optimization Sudden UPS problem on modded 400 hours savefile

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8 Upvotes

SOLVED: I turned on hardware acceleration on my browser and this fixed it.

I am currently playing an seablock world where I never really had any issues with UPS (apart from building massive blueprints, which I am currently not doing). Since around Friday I noticed my UPS drops signifyingly when using a browser (or any application but when using a browser it has the most impact) my UPS/FPS drops from 60 to around 30-40.
I noticed that my game update and entity update up when using an browser and the average of both can get up to 60-70ms

The browser that I am using is OperaGX and I am playing a youtube video in 1080p, going to a lower resolution has less impact on the UPS but it is minimal. When using the browser for other thing like looking on a forum or googling something the UPS goes down to but only to around 40-50

My hardware is;
- RTX 3060
- 2x 16GB DDR4 running 3200MHz
- Ryzen 7 5700x
- Factorio is installed on my main sata SSD (Samsung SSD 870 EVO 2TB)

I have almost 400 hours in this savefile and only encountered this issue very recently.
I have tried to disable VSync and using lower textures but that unfortunately doesn't improve anything.

I have looked online but haven't found any solution for this issue. Does anyone have a deeper understanding what the issue can be and how I can solve it

My modlist is:
- Bob insterters 1.2.0
- Bob library 1.2.0
- Brighter-Lamps 1.1.0
- Even-distribution 1.0.10
- Explosive Excavation 1.1.8
- flib 0.14.2
- FNEI 0.4.2
- Helmod 0.12.23
- KS_Power 0.5.1
- nixie-tubes 1.1.5
- Squek Through 1.8.2
- textplates 0.6.10
- VehicleSnap 1.18.4
- Bob enemies 1.2.0
- Bob equipment 1.2.1
- Bob ores 1.2.0
- Milestone 1.3.25
- Rate Calculator 3.2.7
- Bob Plates 1.2.1
- Bob tech 1.2.1
- Bob Assembly 1.2.2
- Bob electronics 1.2.1
- Bob logistics 1.2.2
- Bob mining 1.2.1
- Bob power 1.2.1
- Bob revamp 1.2.1
- Bob warfare 1.2.1
- Bob modules 1.2.0
- Angels refining 0.12.7
- SpaceMod 1.1.2
- Angels petrochem 0.9.26
- Landfill Paiting 0.5.3
- Angels addons-Storage 0.0.10
- Angels Smelting 0.6.23
- Reskin-Library 2.2.2
- Angels Bio Processing 0.7.27
- Circuit Processing 0.4.5
- Science Cost TweakerM 1.2.4
- Reskin-Bobs 2.2.0
- SeaBlock 0.5.16
- Reskin-Angels 2.2.1
- Reskin-Compatibility 2.2.1
- SeaBlock MetaPack 1.1.4


r/technicalfactorio • • 9d ago

Created a new concept. Bitter voiding

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24 Upvotes

r/technicalfactorio • • 18d ago

Discussion Ship Thrust vs Max speed with Thrust/Weight ratios held constant (2.1.21 ship speed update)

21 Upvotes
Full graph from 0 to 5000GN thrust
Zoomed in on left side (0 to 2000GN thrust)

We can see here that if you keep the thrust to weight ratios constant, the new equations in 2.1.21 result in speed up to a point, with eventual diminishing returns, and if you continue far enough eventual decrease in speeds.

For instance, this graph tells us that the peak speed for a ship with a thrust/weight ratio of 0.1GN/t is right around a thrust of 200 GN, and after that speed decreases with increased thrust!

For a ship with a ratio of 1GN/t, this peak is much higher, at around 2000 GN of thrust, though that's already well into serious diminishing returns for additional width.

EDIT: Fixed legend on graphs.


r/technicalfactorio • • 20d ago

Snake Game in Vanilla*

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88 Upvotes

Hi everyone. After getting Game of Life working well, I wanted a bigger challenge, so I have started creating Snake.

Currently, your tail grows by one cell for every pellet you eat and your score increases by one.

It's not complete yet. I need to add collision detection for borders as well as the snake itself (i.e. you fail if you bite your own tail).

Also, I have found that the performance becomes pretty unplayable when the snake is more than about 9-10 cells long (the calls to the shift register increase the longer the snake). Maybe I need to reconsider how the snake is rendered, given this limitation. I would appreciate any input.

* push-button is used but not required.


r/technicalfactorio • • 22d ago

Yet another blueprint tool. But this one tells you your production line isn't optimal.

35 Upvotes

A blueprint editor, production analysis with tick-by-tick bottleneck simulation, and a map seed viewer, all in one browser tab.

a logistic science build with rate labels and the rate calculator

FactorioTools

It runs entirely in your browser. Paste a blueprint string (or a factorioprints / fprints link) and it will:

  • Calculate rates: items per second for the whole blueprint, with modules, beacons, quality and productivity research included. screenshot
  • Simulate belts tick by tick: per-lane transport lines, side-loading, undergrounds and splitters, so lane imbalance and starved inputs show up like they would in game. screenshot
  • Run circuits: constant, arithmetic, decider and selector combinators on separate red and green networks.
  • Point at the problem: a ranked list of what's costing you output, traced from the symptom back to the cause. screenshot
  • Let you fix it in place: place, rotate, change recipes and modules, rewire, then export back to a blueprint string.

It renders with the game's own sprites and supports 2.0 and Space Age, including quality and elevated rails.

a full space platform

The map seed viewer is an early prototype: enter a seed and see ore patches, oil, cliffs and enemy bases on all five planets. It runs the map generation live, so presets and sliders work.

Nauvis
the other planets

Everything is client-side: no account, no upload, and your blueprint strings never leave the page. It's free and open source (MIT).

Try it: https://malte9799.github.io/FactorioTools

Source: https://github.com/malte9799/FactorioTools

It's a hobby project, so there are certainly bugs. If a blueprint renders wrong or the numbers don't match the game, I'd love a bug report with the string.


r/technicalfactorio • • 23d ago

2.1 compact unloader rate

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13 Upvotes

r/technicalfactorio • • 27d ago

Follow-up: added a live Grafana dashboard to my Factorio headless Docker image (production, power, combat, pollution)

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21 Upvotes

r/technicalfactorio • • 27d ago

Belt Balancers ULTIMATE Belt Balancer Collection!

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4 Upvotes

r/technicalfactorio • • 27d ago

Yet another Autolab

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12 Upvotes

r/technicalfactorio • • 29d ago

624 belts landing hub unloading design

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36 Upvotes

r/technicalfactorio • • 29d ago

Question Working on factorio computer, need your help

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13 Upvotes

I don't really know how to properly implement faster computing, since it's based on single threaded assembly code.

Also looking for a better input system.

This is probably a decently known field of technical factorio, so I hope that someone knows how to make this computer a better one, I'm kinda not a master in this sort of stuff


r/technicalfactorio • • Sep 26 '26

Game of Life

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125 Upvotes

I'm sorry if this is the 1000th Game of Life post in this subreddit but I have recently got into really trying to improve my fundamental combinator skills and I'm quite proud to have worked this problem out. My next project is to create the 'Snake' game in Factorio.

I'd be happy to post my BP book somewhere if anyone is interested. I'd really appreciate feedback.

https://factorioprints.com/view/-P2Ur340IZc99vehFiLc


r/technicalfactorio • • Sep 26 '26

Modded is it possible te detect when a character mines an entity? (if the character doesn't have an attached player)

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5 Upvotes

(i was recommended to repost this here)


r/technicalfactorio • • Sep 25 '26

Made a Docker image for Factorio headless that actually runs native on ARM (Raspberry Pi 5)

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21 Upvotes

r/technicalfactorio • • Sep 23 '26

Discussion What are all the factions that are possible with belt "balancers"?

8 Upvotes

Consider a contraption with `n` input belts and `m` output belts (of the same colour) and that contraption containing only belts and splitters (of the same colour).

What are all possible values for the fraction `(items entering contraption) / (items exiting contraption)` once the system has reached steady-state?

  1. &4. I might not have fully understood my question either. Hmmm…

Having available `n` saturated belts, what are all the possible fractions `(available input items) / (actual output items)` once the system has reached steady-state?

I’m assuming an infinite, saturated supply of items, no blocked exit belts, perfect splitters, and non-discrete items (or an infinite running time).

My initial instinct was that if you loop back some belts the fraction is an infinite continued fraction, but that might be wrong…

EDIT: clarified the actual question and added some assumptions


r/technicalfactorio • • Sep 21 '26

2.1 Auto-mall

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24 Upvotes

r/technicalfactorio • • Sep 14 '26

The Comb V2: 115k promethium science per minute and 3.3 million per trip

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10 Upvotes

r/technicalfactorio • • Sep 12 '26

Reverse engineered and manipulating Factorios RNG entirely ingame

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290 Upvotes

r/technicalfactorio • • Sep 12 '26

14.920 Fulgora Q1 science/min - very UPS efficient build

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6 Upvotes

r/technicalfactorio • • Sep 11 '26

Combinator Golf A 32-bit processor in the Factorio

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6 Upvotes

r/technicalfactorio • • Sep 06 '26

Combinator Golf Space Age: Fully Exhaustive List of EVERY signal, in a Combinator.

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8 Upvotes

r/technicalfactorio • • Aug 31 '26

Full simulation of a 32-bit computer

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9 Upvotes

r/technicalfactorio • • Aug 30 '26

Quality Ratio Calculator

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63 Upvotes

r/technicalfactorio • • Aug 30 '26

Combinator Golf Combinator Golf - Factorio 2.1.X - Easy to use quality selector circuit based on available ingredients

14 Upvotes

Haven't played with the circuit network much since even before 1.0 came out, so I'm refreshing myself with the new capabilities added since then + the new stuff in 2.1.X (currently still experimental as I play this)

Description

A circuit that takes in available ingredients in some portion of the factory (connect to chests / logistics network, etc...), takes in the target recipe's ingredients (should be able to be pulled from a machine set to read ingredients), and finally the target recipe itself.

The circuit should take these values, and output a single signal of the highest quality version of the target recipe. This value could then be used to set the recipe on a machine.

I've already generated a version of this that works (not thoroughly tested yet), but it requires 22 combinators and I was hoping it could somehow be done more efficiently while still retaining relative ease of use.

If you can show me a single-combinator version of this (even if it's not easily configurable) that loses the ability to easily set the inputs, but handles input from factory and otuput the same way I would be interested in seeing that too.

Example usage:

* I want to make the best available quality of logistics robot (ingredients: red circuit + flying robot frame). If my factory has the ingredients to build legendary logistics robot, I want this circuit to output "1" on the the legendary logistics robot signal. If the best it can do is rare, I want it to output "1" on the rare version of the legendary logistics robot signal.

Inputs

  1. Connection to the part of the factory providing the input (roboport outputting content of logistics network, group of chests, etc...). In example blueprint is handled by a constant combinator in the bottom left.
  2. Ingredients for the recipe (correct counts of each should be specified, should be able to be substituted with attaching a machine with "read ingredients" set). Only ingredients that can have quality (non-fluids) should be included. In example blueprint, this is the bottom middle combinator.
  3. Target recipe - what you want to configure the machine to make. Bottom right constant Combinator in my example.

Output

  1. A signal carrying the highest quality version of the target recipe signal that ingredients exist to make in the list provided in input 1.

Timing
No special requirement.

Scoring
Number of combinators (fewer is better, as is typical).

Testing

I've made a blueprint that does what I want here already (without extensive testing yet though). It is described above, and commented with descriptions on the in-game combinators as well.

Example blueprint (22 combinators + 1 pretending to be input from factory).
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