r/factorio • u/j_c_d_1 • 5h ago
Fan Creation Saw this at the start of a video
Saw this at the start of a @Orbofmeat YouTube video and thought it was a fantastic warning
Here’s the actual video
r/factorio • u/j_c_d_1 • 5h ago
Saw this at the start of a @Orbofmeat YouTube video and thought it was a fantastic warning
Here’s the actual video
r/factorio • u/pinchy1441 • 15h ago
Just unlocked electric furnaces and I have felt the light return back to my eyes, the sun is shining, my pillow is cold, life is good and joyous again 🌟✨️💖
r/factorio • u/perthguppy • 4h ago
Sorry for the low res video, recorded within the Reddit app which forced this res.
I started off with the repo posted here a few weeks back for porting Factorio to the iPad, but needed to make a bunch of changes to support the Duos multiple screen setup and the rounded corners.
Game also works via my Bluetooth mini KB/Touchpad/Gamepad device I use with my iPad mini when on the road.
Game runs very smooth. The A18 Pro is a beast.
Edit: Forked from this project for the iPad port: https://github.com/github-e51/factorio-native-arm-ipad
My fork for the iPhone Duo is: https://github.com/d4m14ndx/factorio-native-arm-ipad
The project requires you to have the game installed locally on your Mac already along with XCode, and for your device to be in Developer Mode. You don’t need a paid Apple device account. None of the original game content is included in the project, you need to have bought your own copy of the game already.
r/factorio • u/Snat1302 • 15h ago
I haven't seen this mechanic discussed yet, so I wanted to share a neat trick I stumbled across.
As you know, Factorio 2.1 introduced the ability to flip inserters. However, I recently noticed that flipping an inserter also changes its preferred input lane. It essentially pulls items diagonally from one side of the belt to the other, allowing you to prioritize the lane of your input belt. For example, prioritizing legendary green circuits (main supply) over common ones (backup supply).
Here is the best part: This input lane priority behavior still works when the inserter outputs to chests or machines. Even though the UI's yellow arrows don't visually show a lane preference in those setups, the underlying mechanic is still active and respects the flipped orientation.
Inserter input lane priority in action

I am still not sure how useful this will be in practice, but it is interesting nonetheless. For example I already used it in my EMP upcycler. The red circuits from the sushi belt should take priority over the ones that are crafted.

r/factorio • u/ducation • 10h ago
I started a 2.1 playthrough specifically to teach myself circuit networks. Through brute force, trial and error, and overly complicated set ups I finally made my vision a reality. It was incredibly fun learning how combinators work, with timers and latches and isolating networks.
This design relies on the [long arm stack inserter mod](https://mods.factorio.com/mod/long_stack_inserter) as I couldn't get the rail lines and the cargo loading bays to line up right for a regular stack inserter.
Here is the blueprint, but be warned its an absolute mess.
r/factorio • u/soapy5 • 14h ago
Now that the magic space drag has changed, its time to change up the design of my ships... maybe-I always liked the constraint of having to design as narrow as possible; its a like a mini ribbon world challenge. MK 1 was the first ship I built, so not exactly the most optimized, but more than capable of traveling to the inner planets. MK II is capable of going to Aquilo, and MK III reached the solar system edge. MK III still could use some optimization; but it was able to go around ~300k to the shattered planet before ammo started running out (not a production issue; mainly a bottle neck of getting the ammo back into the hub). I think I'll start building space Doritos next. Blueprints
r/factorio • u/Heavy_Sir_995 • 12h ago
Pretty much the max you can make in a space ship (afaik) unless you use solar, since you need somewhere to pick up the fusion power cells lol.
r/factorio • u/UsuallyHorny-7 • 14h ago

I know 2.1 hit and a bunch of things changed for the better (I'm a huge fan of the "Enable if" text!) but I noticed I don't see the pipeline anymore on mouseover.
So far I've found these three options:
All these feel like downgrades. Unless I'm missing something?
r/factorio • u/Qsyunix • 17h ago
Lots of great ideas being put into 2.1, but why remove the circuit IDs from the chests and machines? it's nearly impossible to see all the wires in a spaghetti factory like mine... looking closely to trace wires...
in 2.0 I could open a chest and see which circuits it was connected to, and confirm the combinator was on the same ID... but, no more..
This is going to be tough to debug problems..
r/factorio • u/NoMembership7201 • 19h ago
Spent 2 days making this abomination that somehow makes the round trip at around 200km/s without damage. I have no idea how y'all make ships faster than that.
r/factorio • u/Absolute_Human • 2h ago
r/factorio • u/Sudden_Ambition964 • 21h ago
Since the update my previously working ships shuttling from the planets to Aquilo even are now getting hammered - it seems the missile production and bullet productions got changed?
Or am I just really really unlucky.
Also did the GLEBASTARDS get a buff to be more agressive.... i feel like I hadnt heard boo from them for a while with the artillery keeping them well away now im getting swarmed!!!
r/factorio • u/againey • 21h ago
I'm a fan of quality in Space Age, but disappointed that it is hard to fully automate a factory that uses lots of quality modules until you unlock recyclers. If you play with a large tech cost multiplier, or mods that extend the early game in other ways, you either use quality only in limited ways, or you suffer from an overabundance of uncommon items.
Factorio version 2.1 offered some new modding API opportunities this summer, so I used them to make the Quality Degrader, an early game burner furnace that lowers the quality of its input by one level. This makes it possible to use quality modules extensively, with any excess quality materials getting downgraded and routed to science or any other frequently running consumer. No longer must we get backed up on uncommon items in our quest for rare items.
Now that 2.1 was declared stable earlier today, I figure many of you might be planning to start a new run this weekend. Since I just reached Fulgora in my test factory I've been playing through the summer—thus marking the end to the pre-recycler stage—this seems like a natural time to share a bit of my experience with the community. So for those of you who really enjoy quality, but are also thinking of choosing settings, mods, or planet order that will push Fulgora recyclers deep into the mid-game, I can confirm that this mod achieves its goals: 1) It makes extensive use of rare items possible before getting recyclers (and epic should be achievable with enough scale), and 2) it adds new factory-wide puzzles to solve.
My factory was far from perfect. Some elements of its design worked really well, but I also suffered from occasional backups that halted nearly everything. Janky buffers were employed frequently to patch over my mistakes rather than redesigning everything.
But I'm just one imperfect engineer. I bet the community can avoid my mistakes and make some superb quality pre-Fulgora factories that would put my test run factory to shame.
The mod version is still pre-1.0, but that's just because I need to do some testing with mods that add new quality tiers and such. It should work, but engineers know how that presumption often turns out. 😅
Some details on how the factory was designed to work:
A few caveats regarding the mod:
r/factorio • u/fishyfishy27 • 11h ago
Fritter is a cheap ship for those who want to head to Fulgora before reaching yellow and purple science.
Cruises at 94/114kps.
Tested at damage+speed level 5.
Made for Factorio 2.1.
Blueprint at https://rocketcal.cc/3f51ad12c041f3d9fd77c6cee73073fc
r/factorio • u/Ashrok • 7h ago
r/factorio • u/bringthesalsa • 17h ago
I'm 40 hours into a Space Age playthrough and I still haven't made any of the new science packs. Nauvis is crawling with biters and I still haven't made artillery 'cause I'm not even close to setting up orange science on Vulcanus because of all the goddamn demolishers that I can't kill. I don't even have purple science because my stone patch ran out and I realllly don't want to go through the hurdle of setting up an outpost and shit. I have zero productivity modules set up and Prod 3 modules are now locked behind Gleba so not looking too good there. I haven't even touched quality..
At this rate it'll take me like 150 hours to beat this. I like this game but it can be really demanding sometimes. I have 400 hours in this game but I feel like an idiot.
r/factorio • u/OrneryAsparagus6445 • 17h ago
I tried this as a challenge today after finishing the vanilla 15-hr speedrun achievement.
Density, scale and per-tile resource all set to 1/6, there is 3k coal and iron, 400 copper and 300 stone in the initial area. Depleted copper in the first 30 minutes, couldn’t make to car/train nor could I make enough armforce (penetration rounds magazine/shotgun shells) to wipe out nests around the next-closest copper patch.
If you have success with this challenge could you give me some strategies for it? Many thanks.
r/factorio • u/jfdirfn • 7h ago
Spare a thought for the Assembling Machine 2's at the red circuit factory this morning; the new factory is on stream and we have to make room for the new blue circuit factory.
r/factorio • u/Additional_Run7625 • 23h ago
Produces plates, gears, cables, pipes, iron sticks, steel, low density structures, tungsten plates.
Limits production based on the amount of items in this logistic network
Uses Latches to keep items between certain thresholds.
Perfect for Early-/Mid-Game Malls. What do you think?
r/factorio • u/ExpertSection • 18h ago

Who even need this? You tell me.
Requirements:
1) 60.5 Yumako/s, 24.20 Jellynut/s, 2976 Water/s. Divide by ~2.5 for the non-legendary Biochamber/Stack inserter version, check the blueprint description for the exact number.
2) About 40 Nutrients (optional if you have 400+ leftover spoilage laying around) and 8 Pentapod eggs to kickstart production.
The top right Science combinator "E" condition must be set to match your science buffer number of chest or higher.
See the Decider combinator description to the right of the Egg production for optional egg production killer.
Various decider combinator will prevent many unlikely scenario where production clog and cause Egg to hatch.
Features:
My greatest shame: Not being to reduce Yumako usage under 60/s to allow 2 blueprint to run off a single belt. Let me know if you see any way to make it happen.
If you see any mistake or scenario where clogging can happen, let me know!
Last note: The non-legendary version was an after-thought so it may not be as optimal regarding module and circuit condition.
r/factorio • u/IFIsc • 23h ago
r/factorio • u/AurumPickle • 9h ago
r/factorio • u/MundaneOne5000 • 20h ago
r/factorio • u/Cheddarlad • 2h ago
Hi, friends. I got inspired by someone else's upcycling build (sorry, forgot who it was) and did this thing. Module 1 stops when I have 50 Rares in the network, Module 2 stops when I have 50 Legendaries. It works surprisingly well and with the assigned slots I've never seen it clog.
This is the factoriobin for Rares, and this is the one for Legendaries. It's easy to swap for Assemblers, but when it gets to 5x5s it's kinda clunky. Any suggestions? Also I'm looking into going botless, but I think it's a big redesign.
r/factorio • u/Nearby_Proposal_5523 • 7h ago
After unlocking gleba technology, you can make red, green, blue, yellow in addition to space science. the 2.1 platform transfer mechanic is very powerful and fun. You can treat the platform hub like a giant linked chest when parked in an orbit. Asteroid chunks transfer also quite nicely with the new mechanics.
I chose the 240/s goal and monolithic design for the basic science blocks since it seemed reasonable for my productivity research levels and inserter throughput on the production hubs and was reasonable to route out of the lab hubs.
I was able to get the biochamber carbon -> sulfur -> coal liquefaction loop to make all the oil products needed in a single stage, unlike my prior two stage design. that took a combinator on the heavy oil cracking that only runs it if there 3k lube and PG is under 10k, there is another set point on the light oil cracking to only run if under 10k PG. the rest of the setup is the priority splitter inputs that make it a loop.
I also managed to design some nifty crusher -> foundry direct insertion builds, and the basic metallic crusher only runs if molten iron runs low.
All the sciences get requested over to the lab blocks in Gleba orbit and I have 4 pair of those blocks. I also have ships importing 960/s of metallurgic, military and production science. It all balances out very well across the blocks.
Now, the other way to use the platform hub is to treat it like a giant linked chest and try to DI as much of the production on the hub as possible. Setting up blocks for ore melting and plate makers was simple enough, however I found some stuff still needed a belt like the fission cell, or the ice melting in the battery block, or carbon for the sulfur + plastic block. I'm also using a carbonic crushing microblock to supply Vulcanus with carbon for my metallurgic build. As well, the new loading bays are really good for all intermediates.
This playstyle does come with some UPS costs, primary from harvesting chunks and having that many extra electrical networks existing. However, it's also been really fun having a giant linked chest in the sky.
Edit:
Blueprints for the 240/s science production and lab blocks