r/factorio • • 4d ago

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4 Upvotes

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r/factorio • • 2d ago

Update Version 2.1.22

229 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 • • 5h ago

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

132 Upvotes

r/factorio • • 7h ago

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

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117 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 • • 17h ago

Tip The new logistic quality count is awesome!

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784 Upvotes

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


r/factorio • • 1h ago

Space Age First Space Platforms I'm proud of.

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• Upvotes

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


r/factorio • • 3h ago

Discussion 🏭The factory must grow! (Factorio Giveaway)

30 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 • • 10h ago

Space Age Artillery

64 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 • • 14h ago

Modded Workers Union 1.0

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114 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 • • 4h 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).

10 Upvotes

r/factorio • • 15h ago

Space Age I DID IT

68 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

574 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 • • 22h ago

Design / Blueprint Compact Fulgora Science - 0.6 science / minute

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142 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 • • 46m 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?

• Upvotes

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


r/factorio • • 7h ago

Question Why don’t it work?

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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 • • 9h ago

Space Age Somehow it worked

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6 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 • • 16h ago

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

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29 Upvotes

r/factorio • • 19h ago

Question why is my splitter putting everything is rightside of belt? can I fix?

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33 Upvotes

I'm trying to join both green and red sciencepacks in one belt, but different sides. that was the idea at least. no matter what I do or how I orient it, it keeps putting them both in the same lane.

any tips to fix it? Edit: ideally I want red science on the leftside of the belt


r/factorio • • 8h ago

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

4 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?


r/factorio • • 1d ago

Suggestion / Idea I'm again asking for "Pipeline Visualization on hover" to be reimplemented

381 Upvotes

2.1's version of pipeline visualization is less convenient than in 2.0. I used the "visualization on hover" feature of it almost exclusively, so for me, it's now it's as if the entire quality-of-life feature is gone.

Without spamming the official suggestions forum with more posts than the post I already made here, but in effort to get more people involved in the discussion, a simple interface settings checkbox to reenable 2.0 functionality is all I'm asking for. The hover feature can work side-by-side with the 2.1 additions; not everything needs to be reverted. I know some people like the additions as well.

Before all the "but there's a hotkey for it" arguments come up:

  • "3 clicks to turn it on, 3 clicks to turn it off" is objectively less convenient than "hover and look at it".
  • "Hover and press a hotkey to turn it on, hover and press a hotkey to turn it off" is objectively less convenient than "hover and look at it".
  • Both of those run the risk of unintentionally leaving the visualization on, which is impossible with "visualization on hover". (But yes, there are some uses in being able to leave it on, hence my asking for the option to have side-by-side functionality with the 2.0 and 2.1 features.)

Since when does Factorio remove quality-of-life from the game? Please reimplement an option for "pipeline visualization on hover".


r/factorio • • 23h ago

Fan Creation Factory planning tool

42 Upvotes

I’ve been building a thing and reckon it’s at the point where other people should poke at it: factory.duffle.one

You give it a product and a rate. It works out the whole chain behind it, lays out every machine, belt, inserter, pipe and pole tile by tile, and gives you a blueprint string to paste in. It reads the game’s own data, so it plans for base, Space Age, K2 Spaced Out etc

  • it tells you which planets can build the thing whole, and what is needed from orbit if you build it on a planet that doesn't have that natural resource
  • give it a JSON upload (from a one-line in-game console command) and it only uses what is unlocked from things you’ve researched; no legendary modules or specific machines unless you’ve got them
  • "build it myself": drag and drop interface to place machines yourself and it checks them the way the game would run them, then joins up the belts and pipes for you. You can paste a blueprint in from the game too
  • belt balancers, 1 to 8 belts each way, with an optional row of buffer chests, and configurable balancing
  • a track planner: rail pieces that snap together on a grid, stations included, the best places for signals, wires that ensure the stations are smart too.
  • A personal favorite of mine, a track interchange builder :)

doesn’t do (yet): more than one belt of any one item, Fulgora’s recycling loops, spoilage, fuel, plants or asteroids. Drills and pumpjacks get counted but not placed, since it has no idea where your ore is. And ngl, the Rubia's downwind planning is... not great 😛

The layouts are where I’d love some help. It works from rules rather than brute-force search; the search version got far too slow and frustrating. Small and medium builds come out alright, but the big ones sprawl. 100/s of utility science in our modpack is about 2,300 machines, so it cuts that into 24 copies. But it often doesn't pick the best approach.

So if you lay things out by hand, what rules do you actually follow? How do you decide where a step goes, or which side an input comes in from? And if a blueprint is crap once it’s pasted, please let me know ^^

An example layout generated by the tool for building Processing units on Nauvis

Use of LLM disclaimer: Yes, claude helped me write some code, and I'm not a great UX designer, so it helped me there. I am a senior software engineer of 10+ years though, so I can confidently say I was the pilot of this code. And the rules and algorithm of factory placement is my own.


r/factorio • • 14h ago

Question How to create a black background for technical drawings

7 Upvotes

I’ve often seen in videos—including guides from Factorio itself—that gameplay takes place in a completely empty world where there’s nothing else around. My question is: how do you create such a world, or how can you get into one during a regular playthrough?


r/factorio • • 15h ago

Space Age Here's my spaghetti-based starter on Vulcanus, I'm very proud of it.

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9 Upvotes

I still need to improve to get good at spaghettification, but it’s a good start, right? It’s time to tear everything down and improve it all.


r/factorio • • 1d ago

Suggestion / Idea Didn't have motivation to expand the factory so we made fish hearts instead

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805 Upvotes

r/factorio • • 22h ago

Fan Creation 7.3 Hour Base

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24 Upvotes

Hey there just a re-post of my previous post "Hey there guys I just wanted to show you my first base that I am proud of, apart from the engine units, and chemical science, they are bottlenecked so imma expand them tomorrow, just posting really to ask for any tips, I have watched a whole lot of factorio challenges but nothing educational and just wondering how I am doing, and if something is wrong how i can improve. The factory must grow" but with alt mode on