r/factorio • • 5d ago

Weekly Thread Weekly Question Thread

4 Upvotes

Ask any questions you might have.

Post your bug reports on the Official Forums

Previous Threads

Subreddit rules

Discord server (and IRC)

Find more in the sidebar ---->


r/factorio • • 2d ago

Update Version 2.1.22

230 Upvotes

Optimizations

  • Improved turret range overlay performance on high-resolution displays. more

Bugfixes

  • Fixed cargo pods spilling items on ground even though they would fit into space platform hub inventory after sorting. more
  • Fixed selector combinator's quality select switch wrong initial state. more
  • Fixed equipment sprite not having default GUI flags applied. more
  • Fixed table sorting clickable area. more
  • Fixed tutorial level 1 not detecting quickbar was set. more
  • Fixed a crash when migration removal removes all roboport equipment while personal robots are active. more
  • Fixed square compression artifacts in lava shader.
  • Fixed a crash when drawing mining drill in illegal direction. more
  • Fixed that heat-fluid-inside boilers would continue to work even if their input pipeline was overextended.

Modding

  • Split WaterTileEffectParameters::textures to noise_textures and image_textures.
  • Removed WaterTileEffectParameters::texture_variations_rows/columns and secondary_texture_variations_rows/columns. The numbers are now derived from image_textures dimensions.
  • Added selection tool preselection events: on_player_start_selected_area, on_player_change_selected_area, and on_player_cancel_selected_area.
  • Added SelectionToolPrototype::send_pre_selection_events bool to enable preselection events for that specific tool.
  • Added selection_mode, position, and cursor_position properties to area selection and preselection events.
  • Added BoilerPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added FluidEnergySource::minimum_input_temperature and maximum_input_temperature.
  • Added FusionGeneratorPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added FusionReactorPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added GeneratorPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added MiningDrillPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added ThrusterPrototype::minimum_fuel_temperature, maximum_fuel_temperature, minimum_oxidizer_temperature, and maximum_oxidizer_temperature.
  • Changed FluidEnergySource::maximum_temperature behavior: "unlimited" is now specified as nil instead of zero.
  • Removed FluidBox::minimum_temperature and maximum_temperature.
  • Replaced UtilityConstants::building_buildable_tint, building_buildable_too_far_tint, building_ignorable_tint and building_not_buildable_tint with build_preview_tints, which also covers tile and map view build previews.
  • Added BlueprintItemPrototype::build_preview_tints.

Scripting

  • Added LuaEntityPrototype::minimum_input_temperature, maximum_input_temperature, minimum_fuel_temperature, maximum_fuel_temperature, minimum_oxidizer_temperature, and maximum_oxidizer_temperature reads.
  • Added LuaFluidEnergySourcePrototype::minimum_input_temperature and maximum_input_temperature reads.
  • LuaFluidEnergySourcePrototype::maximum_temperature read will return nil instead of zero when the maximum temperature is unspecified.
  • LuaEntity::set_fluid_filter, get_fluid_filter, and get_fluid_segment_filter now return/take a FluidID instead of a FluidFilter.

Previous changelog: Version 2.1.21

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.


r/factorio • • 2h ago

Space Age Created a new concept. Bitter voiding

Thumbnail
gallery
89 Upvotes

https://reddit.com/link/1x89eyg/video/8vxn6exip0wh1/player

Basically, i was experimenting with fulgora shenanigans, and realize that, since there is no pollution on fulgora, bitters probably won´t atack any player building..., except for vehicles and turrets. Sooo.... i was right.

If you put two cars close to each other, so the bitter doesnt have to move to atack both, once one of them is destroyed, the bitter inmediatly changes objective to the other, and as long as you space this voiding modules enough, you can have as many as you want.

To have a reference, with 180 bitters my unit time is about 0.2 miliseconds. its so low beacuse the ai doesnt need to make calculations if the bitter is atacking a current objective, and as it finds it´s next one inmediatly, this calculations only happen for a tick.

I am using a rare bitter, beacuse with this train to recicler config, and direct inserction to chemical plants, it is just fast enough so the car doesnt fill up, but it reaches higher fullnes before being destroyed, so keep in mind you will have to use another quality bitter if you want to run this on other configuration.

Also behemooth bitters dont work because of their atack speed, its so low they always target the same car, so overall output is reduced.

This is great for setups where you want to first void everything, and then get whatever you need out.

In my case im getting the holmium, stone and batteries, from 18 modules, and from some of them, lds, pu and ice. Then i use molten metals to produce what i need for about 105k science/min with only 18 bitters, from one single scrap patch, though i need to import molten iron, copper, plastic and cars, but it is up to you, you can make it fully independent

This is my blueprint for the 105K island. To place the bitter in, you put an egg between the cars close to the cargo wagon, and super important, once the bitter hatch,

NEVER GET CLOSE TO THEM!

https://factorioprints.com/view/-P48rJ418GiKhPmAcOj-

Robot speed is at lvl 30 and scrap recicling and rocket fuel prodcutivity at +300%. Mining prod is trough the roof.

Have fun enslaving nauvis natives in fulgora.


r/factorio • • 8h ago

Question What’s the logic behind “Offshore Pump” and “Pump” being in different tabs? It’s mildly annoying

224 Upvotes

r/factorio • • 4h ago

Space Age First Space Platforms I'm proud of.

Thumbnail
gallery
65 Upvotes

150 hours in Space Age, and I've only just now started to care about aesthetics.


r/factorio • • 10h ago

Space Age Late to the 2.1 party, I love unloading bays

Thumbnail
gallery
180 Upvotes

What used to be a crazy swarm of logistic bots just to unload non-Nauvis science is now a simple array with legendary stack inserters. It takes up such little space to unload, I thought that I would have to move and redesign my landing pad further away. Turns out it can be quite compact Two legendary stack inserters per side per lane should be enough to fully saturate a belt, but I have 3 eachjust for redundancy. Its so clean to unload now. I'm working towards fully logistic fee science this run. The Nauvis since is coming from the other side (still WIP)

A fully saturated set of stacked green beltsdd can go like 40 biolabs deep with this configuration

r/factorio • • 3h ago

Space Age My new 580km/s spaceship (inner planets)

Post image
33 Upvotes

It is 430 tons and uses 21 epic thrusters. The storage can be extended as needed since the sides are protected with turrets.

edit: Blueprint at https://factoriobin.com/post/i454le


r/factorio • • 21h ago

Tip The new logistic quality count is awesome!

Post image
808 Upvotes

Showing how many of each quality you have in your logistic storage is great!


r/factorio • • 7h ago

Discussion 🏭The factory must grow! (Factorio Giveaway)

37 Upvotes

It's that time again! I'm giving away another copy of Factorio.

Ever wanted to turn a peaceful alien planet into a sprawling industrial nightmare of conveyor belts, pollution, and questionable engineering decisions?

Well, here's your chance to lose 500 hours of your life while convincing yourself you'll just fix one more thing before bed.

Enter here: https://www.steamgifts.com/giveaway/e4pmd/


r/factorio • • 7h ago

Tip Save your sanity! Get a Get_Rid_Of_This_Crap_3000™ and enjoy early-game inventory sanitation like never seen before. Comes in Cold Steel. (keep out of reach of children and bitters).

33 Upvotes

r/factorio • • 36m ago

Design / Blueprint Do I have Reddit's permission to be proud of this?

• Upvotes

I don't have a lot of time in Factorio but I made this little setup to research Green and Red stuff


r/factorio • • 13h ago

Space Age Artillery

72 Upvotes

Artillery range upgrades may be my favorite part of this game. I don't even need to expand nauvis, but I love looking at this


r/factorio • • 17h ago

Modded Workers Union 1.0

Thumbnail
gallery
119 Upvotes

So I built my own mod for factorio and 1.0 just released today the biggest update ever

https://mods.factorio.com/mod/Workers-Union

Workers union allows you to make stations with workers that can do all kinds of jobs on your command. They can handcraft, mine, carry between chests, supply buildings or collect from them, build ghosts or deconstruct, and supply items to you.

They function similarly to new players. They have their own inventories, can travel around , handcraft without any power or food, and just like new players they don't know what to do, so you need to order them around.

They can be an early-game slow autonomous replacement to bots. Or work in far away spots where you'd need a lot of buildpower or infrastructure (rails, long belts, far away outposts, walls). however they are problematic to scale up and cannot be as convenient as bots, being actual workforce you need to manage.

Grey cup (Red science x30) - Unlocks workers, allowing them to mine ores or clear out areas of trees/rocks, and haul items between chests

Copper cup (Red and green science x75) - Workers get the ability to build ghosts and deconstruct marked targets, as well as repair or bring you items on your request, handcrafting the required items for tasks.

Silver cup (Red and green science x150) - Workers get their final ability - routes. You can select buildings the workers will collect from or refuel/restock with resources, they will make routes onto which they would go regularly to supply/collect. This research also upgrades workers, making them work faster and their inventory bigger.

Gold cup (Red, green, blue x250) - Upgrades workers in their speed and inventory capacity, additionally allows you to put up to 4 workers into every station.

Green cup (Red, green, blue x400) - Upgrades workers in their speed and inventory capacity further, additionally allows you to put up to 5 workers into every station.


r/factorio • • 3h ago

Design / Blueprint "Abyssion" Class (Void) Fusion Cruiser Mk.2 (in pictures)

7 Upvotes

This post depicts a second iteration of prometheum collector vessel, the first version of which was build 9 month ago and depicted here: https://www.reddit.com/r/factorio/comments/1ucztv0/abyssion_class_void_fusion_cruiser_mk1/

The whole thing. Considering, that it is almost 2.5 times heavier than the previous version (5700 -->12500 tonnes) and noticeably wider, I expected it to go much slower, but the "cruise" speed was deducted only by 20 km/s and is currently 180 km/s. We'll see, how it's gonna change in 2.0.
Bow
Like in the previous version, the prometheum and everything else is separated on different conveyors. The regular chunks' buffer was added, because the lack of it in previous version caused ammo production to last even longer, than it was with all the design flaws.
Midship.
Stern. After I redid the fusion section, this accumulators became redundant, but I still like, how it looks, so they stay.
The quality collectors are probably one of the best upgrades I decided to make. Even if I don't care about quality in general, these things in particular are amazing. Thank you, Dosh, for advice.
While the ammo production and collector's qualities were upgraded, the turret sections themselves weren't changed, except more rocket turrets now can afford to target medium asteroids.
While the crusher section is still precisely calculated to meet production demands, the copper production was definitely an overkill, due to the fact, that I overestimated, how much rail-gun ammo I'll be needing. One of the more radical changes. comparing to the previous model is that the crushers are no longer hand over excess asteroid chunks to each other, because that system required extensive logic wiring and had a lot of edge cases, which kept occurring and jamming the crushers' output with excess chunks. Instead I vacated half a belt, which transports asteroid chunks from collectors to crushers, for the asteroid output from the crushers. Much more reliable, buuut...
...when it comes to recycling excess, there was a problem, that the chunks coming from space were overwhelming the inputs of recycling crushers, eventually clogging the belt, and crushers from the previous picture didn't have place to put excess asteroid chunks. This was solved, when I noticed, how the belt-merging works in Factorio: when the belt is merged from to the right side - its left line has priority entrance, when from the left - the right one. It sounds confusing, but pay attention to the belts, which deliver ice and metal chunks for recycling, notice, how they're half-empty, and you'll understand, what I mean. This way the excess chunks, coming from crushers, which are producing materials, always have a recycle priority before those, coming from collectors.
Look at this beauty. Took me an hour to calculate and another hour to weave the belts and pipes, without disrupting the beacon placement. The reason, why I mentioned an overkill copper production previously is, because, even with the rates I calculated, one fully speed-beaconed copper cable foundry was barely not enough for what I was aiming for. Also in previous version I used several recyclers to crush excess sulfur and copper, until I realized, that you can just put three crushers with regular crushing recipes at the end of your crushing sections and the need for recycling excess goes away entirely.
This right here is the main reason I decided to redesign the previous ship. It was producing yellow rockets instead of red and the general ammo production speed was 1 item per second. While that was enough to finish the game, it was not enough to collect prometheum efficiently, because it could barely clear 50k distance from the System edge, before the ammo shortage became fatal. It took 3 to 4 rides to collect sufficient amount of prometheum chunks and between every trip there was a 20 minute stop to collect enough ammo. The current setup produces 10 items of each ammo per second on each side of the platform (which is definitely overkill for a rail-gun ammo part, which never needs to work past 60% capacity) and easily clears 120k km to the Shattered planet and back, collecting maximum amount of chunks in one go.
Fuel production block. Enough for the platform to fly indefinitely without stopping.
Reactor block. Considering, how many beacons I was gonna use, I wasn't sure, how much power it's gonna need. Initially, I was going for 4/28/1.4GW block, but I left some space on the platform, in case it needs to be expanded. It was a wise move, cause 1.4 GW is BARELY not enough for this beast even with added solar panels, so I went all-in on 6/48/2.4GW design (mostly because I love designing fusion layouts).
Science production block, borrowed from the previous iteration. While with current speed it's not feasible to produce science mid-flight, when 2.0 comes in and inter-platform item transfer becomes available, I will definitely add an egg-hauler to the equation and adjust the schedule, so the eggs and science will be exchanged at the System Edge or Aquilo.
Thank you for reading. The factory must grow.

r/factorio • • 1h ago

Question Question about exponential-(potential?)

• Upvotes

I'm at the point where my mining productivity has reached level 11 and I have big miners with level two productivity modules

I have access to fields of resources that exceed 12 to 15 million

Is there a certain point where it does feel like resources are unlimited because of the exponential point of productivity

I've always heard that late game that resources are practically infinite because of the use of productivity, but I feel like I have been running out of resource patches and I'm wondering if I have not hit that point yet or if I am not using modules and strategies correctly


r/factorio • • 20m ago

Discussion Toxic addiction to the early game

• Upvotes

Been playing since last year, sunk enough hours of my life to be on my 9th long-running save. Initially it was painfully fun to end up in an unrecoverable mess with my base or be swarmed by the bugs, and I got to restart and spend the next 3 months with better planning from the get-go

5th save game, explored the Vulcanus gameplay but got it so wrong I just restarted instead of changing everything. Next game I got so much done on Vulcanus, was shipping so much orange science back home that I had an overflow issue, massive MASSIVE chip and petrochemical factory on Vulcanus. Got the artillery turrets but Nauvis was already thoroughly conquered so it didn't give me the same kick as unlocking lasers does.

And for the last 5 saves I've been going for Deathworld Marathons with Lakes, and a mod for ships and airplanes. Either the game becomes too easy after a point that it's just management 101, or its too difficult that I'm scrambling for heavy ammo supplies while my copper mines run dry and all new copper mines need me to defeat 3 large nests to even unlock the Tank.

It's a bit disappointing either way when I find myself stagnating from success or failure, but it honestly feels fun to restart and grind through a very different map and resource allocation, going for different prioritisations of various aspects of the game.

And I'm realising I'm unhealthily addicted to the early to mid game where the constraints are extreme (I do that to myself with the Deathworld Marathon), and the time I went back to an easier game I just got bored after hitting purple science.

What flavor of unhealthy fixations does your Factorio gameplay take?


r/factorio • • 18h ago

Space Age I DID IT

73 Upvotes

I, uhh, didn't consider the accumulator discharge speed when making this, so my power usage bar lit up like a Christmas tree.

Still, it feels real fucking good to finally get to another planet and the real meat of Space Age! I've been enjoying the stuff with space platforms so far, so I'm real excited to see what's next!


r/factorio • • 1d ago

Suggestion / Idea Steam letting developers split achievements for DLC

591 Upvotes

https://store.steampowered.com/news/app/593110/view/710037059469839141?l=english

Saw this excellent article from Valve about the ability for devs to group achievements, in particular useful for partitioning New achievements or DLC-only achievements.

Thought it was pretty cool, hope Wube throws it in so it's possible to 100% factorio and space age separately :)


r/factorio • • 4h ago

Modded Do you ever be just ever so slightly short of a specific item production so you dramatically overreact and make a huge station just make ... glass?

4 Upvotes

Even better when it's like perfectly ratio'd too ahhh


r/factorio • • 1h ago

Question Quality upcycling

Post image
• Upvotes

For factorio gurus out there: how do you guys approach quality? I am trying to understand good ways to do legendary items for my base but can't quite figure out if I'm getting something wrong or legendary output is just slow.

Is upcycling dense items a generally good solution? I feel like my quality builds get quite massive trying to upcycle stuff but legendary quality output is still not high enough


r/factorio • • 1d ago

Design / Blueprint Compact Fulgora Science - 0.6 science / minute

Thumbnail
gallery
141 Upvotes

I'm preparing to expand my base now that I have foundations unlocked on Aquilo, and wanted to have a modular setup going for sushi belt research production. My goal was to make each section as small as possible, and include some extra battery production to avoid shortages there. Pretty happy with how this turned out.

Edit: meant to say 0.6/second in the title, not minute


r/factorio • • 11h ago

Question Why don’t it work?

Thumbnail
gallery
8 Upvotes

Why is the rail signal always red there
(This is my first play through and I tied looking at the tutorials but it doesn’t work :(


r/factorio • • 12h ago

Space Age Somehow it worked

Post image
8 Upvotes

I am really bad at making these. Now to organize and make it more space efficient so that I can actually move shit around.


r/factorio • • 19h ago

Question Any way to spread out the copper more evenly so the bottom belts stay filled?

Post image
32 Upvotes

r/factorio • • 11h ago

Question Can Any Force Besides Enemy Biters Expand Their Bases in Factorio's Editor?

6 Upvotes

In Factorio, when playing in the editor, are enemy biters the only ones that expand and grow their bases?

I've tried testing with the Player and Natural forces, but they don't seem to do anything similar. Does anyone know if other forces can also expand or grow their bases, or is this behavior exclusive to enemy biters?