r/factorio • • 6h ago

Fan Creation Made something :)

155 Upvotes

I recently completely remade my dev tool for downsampling game sprites, and my inspiration for this style has always been Factorio, so I had a lot of fun making this small animation haha


r/factorio • • 13h ago

Fan Creation Painted the 3D models

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299 Upvotes

(3D models made from Wube software, I just printed and painted them)


r/factorio • • 7h ago

Space Age My Inner Planets Hauler

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81 Upvotes

It may not be the most optimal ship, but it is at least mine.

Currently have completed fulgora and vulcanus, gleba prep is in progress

Ill probably make a bigger one of these for aquilo


r/factorio • • 17h ago

Space Age Created a new concept. Bitter voiding

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300 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 • • 15h ago

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

153 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 • • 8h ago

Space Age 64 Cryogenic Science Packs/s

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28 Upvotes

r/factorio • • 23h ago

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

343 Upvotes

r/factorio • • 19h ago

Space Age First Space Platforms I'm proud of.

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146 Upvotes

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


r/factorio • • 1d ago

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

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295 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 • • 18h ago

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

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72 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 • • 11h ago

Design / Blueprint I recently started an any planet start run on vulcanus, and managed to design these really compact starter bases.

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15 Upvotes

Mainly optimized compactness above all so its missing a few important builds like refineries, chem plants, and pumpjacks, so you have to handcraft them with the buffered intermediates (not enough plate production to add them anyways). I may add another compact supplementary machine to automate those.

https://www.factoriocodex.com/blueprints/479


r/factorio • • 22h 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).

103 Upvotes

r/factorio • • 7h ago

Space Age I think the platform hub could use a buff, enjoy some nightmare science fanouts

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6 Upvotes

So, for my 2.1 run I've been working towards running all my labs on space platforms. I've already built and designed two different 960sps biolab bases before, and i wanted to do something different.

At first I wanted to design a 240sps Red, Green, Blue, Yellow, and White(RGBYW) science platform that picked up the stone and planetary sciences and used up the packs while flying back and forth. It turns out the 2.1.21 changes with the platform top speed makes that not viable on standard settings. I messed around with the asteroid density, and that kind of build seems to be viable around 200% spawn rate.

So the next idea I poked around at, was importing asteroid chunks and making the RGBYW on a stationary platform and bringing the stone and planet science to the platform labs. That runs into issues like doubling my platform count since collection and processing is decoupled, and collecting and storing enough chunks. I'm using chunk transfer for my orbital support platforms, though i don't think it would scale to the quantity needed.

The design I think I'm actually going to use, is importing 240sps of all 12 sciences to a stationary platforms over Gleba and using sushi labs to consume it all. i can get roughly 240/s of each out of the hub and would need 4 of those platforms total to meet my science goals.

I think that space platforms could use a speed bump, and could use something like a platform hub only belt loader or mabye the new loader building with more constrained placement then the ground.


r/factorio • • 15h ago

Discussion Toxic addiction to the early game

20 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 • • 1d ago

Tip The new logistic quality count is awesome!

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886 Upvotes

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


r/factorio • • 7h ago

Question What do you think?

4 Upvotes
My first setup

It's the first time I'm playing and here is my very first setup for the conveyors. Without spoiling the game, any opinions or ideas for improvements?


r/factorio • • 13h ago

Base On my 2nd run rn (or 1st with Space Age!), trying to build a proper mall for almost everything before I need a lot of it. It's a fun exercise in trying to keep it clean and orderly for as long as possible (lower half) before it turns into a ball of spaghet (top half)

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14 Upvotes

(Another mall for logistic stuff & assemblers is on 2nd pic)

Took some inspiration from this one regarding the pattern of gaps and assemblers, but decided to do my own thing anyway. Maybe a 4th column of assemblers would be better for my needs too, but it needs more planning to be useful


r/factorio • • 4h ago

Question Need help - constant circular nutrient/waste belt for Rocket Fuel cell

2 Upvotes

Hi all! Sorry, I'm super dumb, I admit it. I can't for the love of god make a circular self fed rocket fuel production cell. This is what I came up, but I'm always having to ask robots to feed the circuit with waste and nutrient manually. I wanted to do something similar to what avadii made (second image), it never goes out of nutrient/waste, I thought I did similar but it always runs off. And also I added that burning tower because one time it got totally full of waste and zero nutrients, then my nutrient maker shut down... I can't find the correct balance. What am I missing here???

First image - trying to make circular constant rocket fuel maker
Second image - avadii's that never in my life stopped running.

r/factorio • • 22h ago

Discussion 🏭The factory must grow! (Factorio Giveaway)

53 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 • • 12h ago

Question What's the (real) belt speed?

8 Upvotes

Hi!

I was trying to design a clock using belts, stones and circuit logic, but I think I'm missing something.

I planned to use the known speed of the belts to have an estimate of the time elapsed. For example, the wiki says that turbo belts have a speed of 7.5 tiles/s. This means that 30 tiles are travelled in 4s.

I tried to design a clock that has the precision of 4 seconds (the blueprint is at the end of the post) but it seems to be a bit faster than expected. Am I missing something?

I guess that the speed is only an averge/estimate speed, and it can change based on pc specs. Is that the case? Also, do you know if there is a reliable way to check the time elapsed in-game?

EDIT:

Problem solved. The main take-aways are:

- You can design a clock by looping an arithmetic combinator into itself (see Sethbreloom94 answer)

- Belt speed is correct only for straight belts. When belt curve, the speed of the two sides changes.

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r/factorio • • 10h ago

Question Stressed out new player

6 Upvotes

EDIT:
Took your adivce so i did the following
1: Breath
2: Get effincency modules for every drill and pumpjack
3: I pushed out the perimiter a little and built turret-flamethrower-turret along the whole way
4: All guns now run on armor piercing rounds with selfloaders and my armor piercing and firerate is at 6
5: Cleared the affected biter nests and the ones who where close to pollution
6: Put the city blocks idea on the shelf for now and continue to develop every other area
Thanks for all the helpful advice!

(English not first language and i have minor dyslexia)
Helo guys, found this game a few days ago and i love it, verry fun and a nice challenge for the mind

I am still combating bug attacks with ease, i have set up automatic repairs for my turrets and walls. However, i still feel like i am falling behind. I want to start working on city blocks and do stuff i accually want to do but i feel like all i do is develop my military so it can keep up with the bug evolution

What should be my next step? Should i be a coward and turn of evolution? Feels like i am removing the challenge then

Bottom image translation if its not ovbiouse:
Evolutionfactor: 0.5302. (Time 29%) (Pollution 67%) (Destroyed nests 4%)


r/factorio • • 14h ago

Space Age Finally finished Space Age! ... what's next?

9 Upvotes

Here's my galaxy if anyone wants to poke around my planets and builds:

My Space Age Galaxy

Overall, I had a great time with it. Each planet felt distinct enough that I was always looking forward to unlocking the next one.

Fulgora, Vulcanus, and Gleba were probably my favorites. Gleba seems to be the controversial one, but honestly I had a blast there. The spoilage mechanics created some really interesting design problems, and I think it would actually be fun to start on Gleba instead of Nauvis.

Aquilo, on the other hand, never quite clicked for me. It felt less like solving interesting problems and more like checking boxes on the way to the finish line. I ended up flying most things in, which I guess is the design choice for the planet... Even the fusion reactor setup felt more like a chore than a challenge.

One thing I wish Space Age had done more of was enemy variety. Fulgora and Aquilo feel a little empty without any, and I would've loved to see demolishers get some unique aggressive mechanics that change how you build and defend, similar to how Nauvis and Gleba force you to think differently.

Maybe my perspective is skewed by having played Space Exploration before 2.0, but I also found the whole "in space" side of Space Age a bit underwhelming. Platform construction, weight limits, logistics between planets, cargo management... none of it was bad, but it never reached the level of depth that trains or logistic networks have. It feels like a third logistics system that sits somewhere in the middle. I kept wishing it leaned harder into one direction or the other.

On the positive side, spoilage, freezing, liquid metals, planetary specializations... there is a ton of potential there.

And one final probably-unpopular opinion: Didn't love the new fluid system. I understand why it was changed, and it's certainly cleaner and easier to work with, but I kind of miss the weird quirks and occasional chaos of the old one. The new system feels almost too easy.

Anyway, fantastic expansion overall. Definitely worth the time, I took my time to enjoy it with 376 hours to get to the edge of SA


r/factorio • • 16h ago

Question Question about exponential-(potential?)

13 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 • • 9h ago

Question Thoughts on starter base?

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4 Upvotes

Trying to reserve space for the main bus. I’ll prb do a separate setup for green circuits and red ammo, red belts, etc, since I didn’t plan for space with my current design. Kinda leaning towards rebuilding everything but maybe will keep the setup for green and red science, and scarp it after I get to bots.

I am trying to avoid copying other designs and just learn from my mistakes but maybe there is general direction I can take.

So any recommendations are much appreciated.

Factory must grow


r/factorio • • 10h ago

Modded Pick up my 3-year-old pY base or start over?

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4 Upvotes