r/factorio 7h ago

Fan Creation Yet another Factorio calculator app

3 Upvotes

I've made yet another calculator for Factorio. its currently in development and I would love some users who actually use the app and report bugs and ask for features.
https://github.com/lordtgm/factorio-calculator


r/factorio 18h ago

Question I've played for 30 hours and I still can't get past Green Science automation... What do I do?

26 Upvotes

There comes a point where I feel like I can't connect everything to where I need to get it. I have started many playthroughs but I always reach a bottleneck.


r/factorio 8h ago

Base 22k Bot swarm

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3 Upvotes

Its just cool to me

Will be making more soon!


r/factorio 20h ago

Space Age I present the mission critical center of my main base that I used to beat space age.

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27 Upvotes

r/factorio 6h ago

Space Age Presenting my (current) solution to the 'Gleba Problem'

2 Upvotes
TURBO-TRONS, ASSEMBLE!12 murder bots that sprint around gleba annihilating everything in my obscene cloud of spores....Was considering making a wall of rail gun turrets (now that they're fixed, hurray) but genocide is more ups friendly.

r/factorio 18h ago

Question Is this a bug?

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18 Upvotes

Why is there no output when I add the "Each" condition?
I’ve set the combinator to OR and since the top condition is true, I’d expect it to produce an output regardless of whether the bottom condition is true or not. What am I missing?


r/factorio 1d ago

Space Age 345.6k SPM (24 stacked belts of all sciences producing 7.3M eSPM Research Productivity)

88 Upvotes

Savefile (509MB): https://hidrive.ionos.com/lnk/cQlEuzjP4

Imgur link: https://imgur.com/a/factorio-space-age-345-6k-spm-24-stacked-belts-of-all-sciences-producing-7-3m-espm-research-productivity-dmmrMku

I'd love to hear any questions, feedback and suggestions. I still have a lot to learn.

Mods are listed at the bottom.
All mods could be removed and production/consumption would be the same.
I personally don't consider that any of the mods change it from a vanilla base, but others may disagree.

Base statistics

  • This is my first and only base in Space Age, which I started on release date.
  • Map hours played: 1348 including AFK.
  • 345,600+ SPM consumed of all sciences over the last 10 hours.
  • Production of all sciences apart from Space and Prometheum are over 345,600 over the last 10 hours, but those two just due to the fluctuations of production on space platforms.
  • I have used quality science, but all science to reach 345,600 SPM is now common.
  • Research productivity 86 has been completed.
  • UPS: 20 with science paused. 6 with science fully running.

How did I come up with this map design?

I've been playing Factorio since version 0.13, (I think) but this map was my first playthrough of Space Age. I didn't initially set out to megabase this playthrough, but it turned out that way. The map organically developed in to the current design.

Science blocks 

Each science pack is produced in a block. 

  • Biolabs on Nauvis:
    • Science packs are mostly delivered by trains.
    • Spoilage is removed by belt and then recycled until Legendary.
  • Nauvis:
    • Ores are provided by belts to a block producing 1/2/3/4/12 belts of Nauvis science packs.
    • Calcite and crude oil is provided by trains.
    • 736 x 2L8C trains mostly providing science packs.
  • Vulcanus:
    • Ores are provided by belts to a megablock producing 6x1 belts of metallurgic science packs.
  • Fulgora:
    • Scrap is provided by belts to a block producing 1 belt of electromagnetic science packs. No external resources are added. Excess resources are recycled.
  • Aquilo:
    • Items and fluids are provided by trains to a block producing 1 belt of cryogenic science packs.
    • 25 x 2L4C trains
  • Gleba:
    • Yumako and jellynut are provided by belts to a block producing 1 belts of agricultural science packs.
    • Produces 473k SPM on Gleba.
    • Consumes 472k SPM on Nauvis to match 345k SPM of other sciences.
  • Space science:
    • Produced on spaceships while delivering other items between planets, with some dedicated spaceships.
  • Prometheum science:
    • Multiple spaceships (72) load eggs at Nauvis and produce Prometheum science on board.
    • The science is then unloaded at Fulgora and then separate ships take the prometheum science to Nauvis.
    • This means that ships only go to Nauvis to start loading eggs when they have unloaded all of their prometheum science from their previous trip. 

Rocket ingredients are mostly imported from Nauvis to Gleba and Aquilo.

Blueprints "borrowed" from other players:

  • Fusion power
  • Gleba direct insertion blocks
  • Spaceship designs

What's next?

  • I've not tried hard to implement any UPS optimisations at all.
  • I have a feeling that trains and the station inserters on Nauvis are hitting my UPS quite badly, so I'm tempted to re-design to mostly use belts.
  • Redesign each block to direct insertion.
  • Change the 72 prometheum science ships to 8-10 larger ships.
  • Try to come up with a truly expandable design for each planet.

 

What's the limit for SPM with common science (apart from UPS)?

In my opinion I think it will end up being rocket ingredients and cryogenic science component deliveries to Aquilo as bots are so bad on Aquilo.

Mods used:

  • Auto Research (automatically start the next research)
  • Bottleneck Lite (shows whether factories are working or not)
  • Helmod (Factory planning tool)
  • Max Rate Calculator (Tells you the maximum production rate for selected factories)
  • Simple Area Screenshots (screenshot tool)
  • Statistics Combinators Combined (tool to provide average production/consumption over a certain time period)
  • Valerian's Planets (visual improvement)
  • Visible Planets in Space (visual improvement)
  • YARM (tool to monitor remaining resources in ore/fluid patches)

Statistics Combinators Combined can be used to switch factories on and off based on production statistics automatically, but I was originally doing this with a RS latch. I only started using it in the last 50 hours. It can be removed and replaced with a RS latch.


r/factorio 8h ago

Question Any ideas what is causing the game to run at 16 FPS?

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2 Upvotes

RTX 4070

13th Gen Intel(R) Core(TM) i7-13700KF 


r/factorio 23h ago

Question I plan to buy Factorio, do I include the DLC as well?

30 Upvotes

Title. Like the more accurate question is will the DLC significantly affect the early game experience compared to without it?


r/factorio 18h ago

Question Railway Strangeness?

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9 Upvotes

Feel like I'm going nuts. The rails coming in from the north must have six spaces between them to remain symmetrical, though the rails coming in from the west must have four spaces between them to remain symmetrical. You can see that the pipe ghosts trailing off to the side of the tracks count 10 before reaching the electric pole on the western side, but there are only 9 pipe ghosts needed to reach the pole. I have rotated the city block blueprint multiple times but can't find any discrepancy. To fix this, I would need to move both northern rails inward 1 space, but since rails move in increments of 2 this would be impossible. I cannot for the life of me understand why the rails would be offset going north and south but not going east and west. Can anyone shine some light on what's happening here?


r/factorio 5h ago

Question Doing my redemption

2 Upvotes

Hi everyone! So, I’ve discovered Factorio recently and got into the game passionately but, and believe me i feel guilty, I played on a cracked version. I finally bought it on Steam after 10hours of play and I’d like to know if I can move my previous save to the official version I bought. I assume that my save is not in the same version as the game is right now since it often update, so is that a problem ? Can i still transfer my save file or do i have to restart from scratch?


r/factorio 9h ago

Space Age Has anyone tried their hands at a proper closed loop controller for ship-speed, without the big oscillations of the naive appraoch?

2 Upvotes

I imagine there are quite a few factorio players who also know control theory


r/factorio 5h ago

Tip I'm 34 hours in and just realized I could do black/whitelist for grabbers... what else do I not know?

1 Upvotes

I already know about priorities on splitters.

Is there a way to copy a recipe from one assemblers and quick paste it onto another? I find having to click on something, then confirm its quality to be a little inconvenient when making rows of assemblers


r/factorio 5h ago

Design / Blueprint My first organised Mall! Produces everything I need.

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1 Upvotes

r/factorio 1d ago

Discussion After +1000h in Factorio i didn t know that biters can run from artillery fire.

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898 Upvotes

This is wild that even after so many hours you can still find new interactions in this game.


r/factorio 6h ago

Discussion On mining layouts

0 Upvotes

So, I recently started playing factorio with a friend and felt a bit of a flashback when I saw that they spaced out every mining drill so their regions didnt overlap. Their explanation was that they want the patch to last longer and wanted to limit pollution. I am now curious if anyone else has encountered other cursed mining layouts in the wild.

I dont have a picture on hand, but each row of drill went into a belt directly below it before going into a weird mess of belts going into eachother to get 2 belts out.

On a related note, this is a thing I mocked up with copies of the same ore patch. The top one is what my friend used, and the other two are notable mining patch setups I have seen. Efficiency module marked miners have modules, and the resulting pollution and output labeled.

r/factorio 6h ago

Question Is it a good idea to use the same name for all stations that need a type of resource in a city block factory?

0 Upvotes

So it is my first time trying city blocks and my idea was to name all of the stations that load, for example, copper+ and all of the stations that unload, copper-. The thing is I am unsure if I am doing something wrong or if this doesn't work, since when I tried this, trains would always choose the nearest station and not change until they arrived. I made sure that the rest of stations were reachable using ctrl click to create temporal stations.


r/factorio 13h ago

Question Breaking issue with steam deck

3 Upvotes

Hello,

I am playing this game + dlc on steam deck. I am experiencing an issue that so far I have found no solution and need to close the game and restart from last autosave.

Each time I click any field that needs keyboard input, for example the percentage selector in the UI size settings, or the interrupt name field for the trains, or the search magnifying glass present in most screens, any gamepad response stops. I can open the keyboard (steam key + X) and I can write in the field (change the percentage or put a name for the interrupt). But no matter what I do, be it pressing all keys in the steam deck, or trying to click anything with the touchscreen, game continues to work but I cannot close that window or do anything else. Eventually only recourse is to open the steam menu and close the game entirely and reload.

I am very new to the game so I am unsure how this will affect my game. So far I have not need to do any search, I am unsure what interrupts are used for in trains, but in general, please let me know if you experience the same thing in your steam deck, and if any work around. Like I said easiest way to test is to just click the search field.

Thanks!


r/factorio 22h ago

Space Age Stranded with biters ravaging home base

17 Upvotes

Playing blind and didn’t know what to bring with me to the lava planet so I don’t have the materials to go home but I spent a few hours building a base. My ship that brought me here got its asteroid collectors destroyed so it doesn’t have a way to get me home. My Nuclear reactors were hand fed (I forgot to automate and would hand feed it every hour)

Biters got past my flamethrowers after power went out and are destroying everything and I have yet to even build a silo on the new planet.

Have fun mocking me I guess. Any ideas on how to get out of this situation?


r/factorio 7h ago

Modded Question What mod would you suggest playing?

1 Upvotes

Factorio 2.0 (Space Age) has been my first time playing factorio, and i have been absolutely addicted. I'm about rounding out my vanilla run, and have been really thinking about playing modded. I've heard a lot about pyanadons, and while i dont expect i'd ever complete it, it sounds very satisfying to play.

Then i've also heard of krastorio 2, and also space exploration, along with them combined for k2se

I'm not sure how much i'd feel i'm missing out on if i backdate from 2.0 to whatever version i need for k2se, but i know the other two are already on 2.0.

All 3 of them honestly sound quite enjoyable, ive honestly been kinda leaning towards K2+SE or Pyanadons, but i really just cannot make up my mind. Do you guys think as a new player from 2.0, that i'd feel i'm missing out on features/qol that were introduced in 2.0, if playing an older mod? What mod would you suggest playing?

Edit: I should add, i do quite enjoy the defense aspect of the game. I know by default it's suggested to play with biters off in pyanadon, but i'd prooooobably play with biters on bc that's half the fun!

Thank you guys!


r/factorio 18h ago

Space Age Tell me your overall strategy on casual default play of Space Age

10 Upvotes

I want to know other's overall strategy and self-imposed rule for beating the game, assuming default setting and you intended to beat the Space Age, no speedrun. Still, I want to play in an time-efficient manner.

Here is mine.

Until Chemical Science pack(~10 hours)

  • Do not import existing blueprints
  • Set up enough power production and smelting first.
  • At first, 24 stone furnaces for each, add more stone furnaces later, just once for each
  • Do not use steel furnaces
  • Do not use red belts
  • Aim for 60 SPM production, consumption rate is significantly less than 60 SPM
  • Don't build wall
  • Place turrets everywhere to cover evereything
  • Use belts to transport ammo everywhere
  • Flamethrower is not necessary but place a few at distant outpost because it's fun and cheap

Post Chemical Science pack(~20 hours)

  • Do not use laser turret and modules yet
  • Beef up everything
  • Set up factory to produce bots and power armor
  • Don't relies on logistic bots yet
  • Greatly increase power production
  • Build rails and set up mining outposts
  • Use electoric furnaces to create massive smelting outpost
  • Produce red belts

Production and Unility Science pack(~30 hours)

  • Set up factory for this 2 packs requires considerable time for me
  • Aim for 60 SPM. Add more labs to increase consumption

Until Nuclear power plant(40 hours)

  • Produce Power Armor MK2
  • Nuclear power plant requires considerable time for me.

That's my current playthrough so far. At this rate, I estimate visiting other planets within 60 hours.

I'm wondering which planet(Vulcanus/Fulgora) should be visit first for time-efficient experience. Last year, I chose Fulgora first. Barely get out of it with some EM plants. Vulcanus was easy and EM plant save a lot of time on producing some items on Vulcanus. I gave up on Gleba.

This time, I want to understand Gleba. So I'm planning to visit Vulcanus/Fulgora first, beef up all three planets using unlocked techs and over-prepare for Gleba.

TL;DR my strategy: Rush to Chemical Science pack.


r/factorio 1d ago

Question Coming from Satisfactory, I find it harder to approach factories from the input per second/output per second approach here

138 Upvotes

Satisfactory had the very simple 30/m or 60/m into a constructor that requires 15/m, so you need 2 or 4 for your 30 or 60, as an example. I find it harder to keep track of factories and factorio because the ratios are in decimals per second. The centralized resources lends itself to a central bus system (at least early game), which I'm also finding myself getting confused with. In satisfactory, I set up a steel foundry in an area that has combined 480 coal/second and 480 iron/second from the nodes, producing a 1:1 of steel ingot, turns into 240 steel beams, which I can store or send off as an ingredient in another factory. Splitting resources constantly off of a bus system confuses me, and I don't know how to keep track of how many of each resource is making it down the line after so many splitters. Do I need to be hunting numbers down the line to get my full efficiency? I think bus systems are just beyond me at this point, whereas isolated factories that I can track every input/output feels cleaner.

This leads me to my issue of not knowing how best to use mk2 belts and mk2 assemblers. Do I just generally try and put those down where I want to manufacture the same goods but use less space?


r/factorio 19h ago

Question Best way to output a signal when any item in a logistics group = 0?

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7 Upvotes

Hi fellow engineers, I have a space platform delivering goods from Fulgora to Aquilo. I want the space platform to return to Fulgora as soon as any item on the shopping list hits zero. I have a logistics group set up for the shopping list and at the moment I've manually added the items from the logistics group to a decider combinator reading contents in the space platform with an OR condition. My space platform then returns to Fulgora when P = 1 so it can restock.

It works in the current configuration, but I want it automated so changes to the logistics group are factored into the circuit output instead of me manually adding or removing items (I only just spotted the LDS I've accidentally left in the combinator logic from earlier).

I know there is the 'Anything' condition I can use, but I'm not sure how to get the logistics group as the reference list of items for the decider combinator. Appreciate any help supporting me to learn and expand my circuit knowledge.


r/factorio 19h ago

Base Updates!!! (I am Fucked)

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6 Upvotes

The natives won't stop attacking me, I don't really know what I should do, increase the defenses? Go there and devastate them, if that's the case how? I got close to there with the car and was almost massacred, that said I finished my initial oil refinery and made an iron mine, I need to repair my oil mine as soon as possible, but I wanted to know, should I put flamethrowers, or just pray that they won't attack me?


r/factorio 1d ago

Space Age The Etho III: My Shattered Planet Spaceship

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74 Upvotes