/r/factorio

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Community-run subreddit for the game Factorio made by Wube Software.

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Factorio has never in many years had a sale, is currently not on sale, and is not expected to ever be on sale.

Factorio developers: "Not having a sale ever is part of our philosophy."


Rules


  1. All content must be related to Factorio
    This is a subreddit for the game Factorio. If you want to post about other things, there are subreddits for that. Every post must be about Factorio or of content you have made that is directly inspired by Factorio (such as fan art).

  2. All posts must be in English

  3. No political content

  4. Be nice
    Think about how your words affect others before saying them.

  5. Explain your screenshots
    Take a screenshot (or a video), not a picture/recording with your phone.

When posting a screenshot, add a comment explaining your image or pointing out what you want people to look at.

Tips for making your screenshot better: If you're taking a screenshot of a design, turn on alt mode and inserter arrows. If you're posting a rail design, hold a signal in your hand.

  • No memes, low effort posts, or image macros
    Post these to /r/Factoriohno instead.

  • Don't come here only to plug your content
    Reddit is a place for discussion, not advertising. Here are some reddit-wide guidelines for self-promotion. Generally, be a part of the community you are posting in. People are likely to be more interested in your content that way.

  • If you're a video creator, you may only post your Let's Play or streams once per month. We feel this is a good balance to keep the subreddit from becoming just an advertising platform.

  • No topics voted out by the community
    Posts of the following have become too common and will be removed:

    • Pictures of where you are playing Factorio.
    • Pictures of IRL things that remind you of Factorio.
    • Minor graphical glitches.
    • Inescapable spawns.
    • Achievements and end screens are allowed but you MUST PROVIDE CONTEXT
    • "OMG this game is so addicting" (without providing additional (in-game) context).
    • "Today I Learned" will be allowed when the expansion is released, until then they will be removed.

    This list was last updated on the 6th of February 2023.

  • No advertising unofficial merch without prior permission. See

  • Space Age content should be marked correctly (Temporary)
    All Space Age content should be flaired. Content not shown in FFFs should be marked as spoilers. In effect until the 14th of November 2024.

  • Submit bug reports on the official forum.


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    Words of wisdom by /u/talrich

    Namaste. You seek balance. Here is my wisdom. Your mistakes have no cost but time, and the deconstruction planner even reduces that cost. Most games punish you for building, demolishing and rebuilding. Not Factorio. Let your anxiety wash away as you perceive that every belt placed can be moved. Every assembler is but a visitor to where it resides. The only significance is life, which leads to the further wisdom. Look both ways before you cross the tracks.

    /r/factorio

    401,536 Subscribers

    1

    Why this symmetric design does not unloads ore equally?

    I'm a big fan of symmetric designs that make a balanced belt without need to extra rebalancing with splitters. But sometimes what I see in my head does not work this way in game. For example I don't quite understand why two sets of inserters working from each side always end up with one side being full and another empty. I added a splitter in the end to work on a fact that inserter will take from the closer belt side but it didn't quite work as planned.

    https://preview.redd.it/r1tuvvwdhhyd1.png?width=2560&format=png&auto=webp&s=eab80e0b1748f00b2f2dabf8c9a6ac51c4a5a7a1

    1 Comment
    2024/11/02
    12:43 UTC

    1

    Well this is a game changer for me on Vulcanus

    https://preview.redd.it/6c1ebleghhyd1.png?width=1543&format=png&auto=webp&s=dcbeb14a8d1e8a3dd124212108740abcfcd8f18c

    I do not need to keep crafting all my stone into bricks and concrete, I can just chuck it into the lava! No more stone blocking my molten iron and copper production.

    0 Comments
    2024/11/02
    12:42 UTC

    1

    [2.0 / Expansion] How to make recursive parametrization?

    Hi, I'm working on blueprint for making all of the modules with quality. The problem is when i add parameters for mk3 and mk2's as a ingredient, setting mk1's as ingredient as well. After selecting the recipe while building only the mk'2 recipe selects but mk1's does not. (i redirect other ingredients to inactive inserter filters so order is not a problem, i think) (the other ingredients of mk2's recipe do not set as well.

    Thx, for all help!

    after placing not all recipes fill

    blueprint in preview

    paramethers 1,2,3 are in inserters. so does 5 and 6

    Inserter holding circuits for mk2 does not set as well

    but insterer holding ingredients for mk3 does

    0 Comments
    2024/11/02
    12:42 UTC

    1

    Rocket Logistics Control Problem

    Hi there!

    I'm currently experiencing a technical issue controlling rocket cargo.

    I've been running a railworld for a few days now and have gotten to the point where I have a reasonably complete launch complex (Roughly 1 rocket per 35~) seconds, plus a small outpost on Fulgora.

    I've gotten to the point where I am producing excess blue and red circuits at Fulgora and wish to ship them back to Nauvis, but I also have them available on the Nauvis logistics network. Is there anyway to ensure a rocket won't load a particular cargo from a planet?

    In an ideal world I want my ship to pick up Copper and Plastic plates at Nauvis, and circuits and science packs at Fulgora, without accidentally loading blue or red circuits at Nauvis.

    I'm including some screenshots of my world, and my ship. (At least, I think I am? Reddits interface confuses me...)

    Thanks kindly!

    3 Comments
    2024/11/02
    12:40 UTC

    1

    Even train unloading

    I started playing Factorio two weeks ago, and it's... mentally stimulating and addictive!

    I passed the last two days figuring out a good way to evenly unload a train, and this is my end result that I am now building in my world:

    https://preview.redd.it/4pwepidbghyd1.png?width=2560&format=png&auto=webp&s=7329c77fa7fc1e34c2a8e6345514a8904ac58201

    String (2-8-2 Train version, but it's tileable to any size)

    My initial problem was that I was directing each wagon to a single belt each: the problem with this approach is that, if one belt consumes more items than the others, the corresponding wagon will empty faster than the others, creating more work on timing your train stop correctly.

    So, I decided to "merge" each wagon, from each side, converging everything to two circular belts, and with one exit each wagon.

    This way, every output belt is fed by every wagon, and they should empty evenly.

    Did I overengineered, or is this the right approach to what I was looking for?

    0 Comments
    2024/11/02
    12:35 UTC

    2

    this took hours, and it still sucks!

    0 Comments
    2024/11/02
    12:34 UTC

    2

    is Quality bugged or have i greatly misunderstood something?

    with 24,8% quality, i assumed if i made 10k items i would get 2480 uncommon, 615 rare, 152 epic and 37 legendary and 6716 common items

    but when i look the item produce graphs, all of the higher rarities im getting MUCH less than expected and i have no idea why

    3 Comments
    2024/11/02
    12:26 UTC

    2

    Trying to get circuits : Beltcontrol

    Hiya, I am trying to get to use circuits now and then, but I do not get it really, so maybe someone here can help with this problem.

    https://preview.redd.it/8f1x51b4dhyd1.jpg?width=1280&format=pjpg&auto=webp&s=5eef91bea6119f52543a389e267f60d8fd59ebb9

    I want to make wired belt "B" to sent the signal that it is empty and turn on the wired belt "A", and equally turn it off again once "B" is not empty anymore. I thought like set up here with a decider combinator that might work, but it does not. Just getting started with circuits if this is a very stupid question :D

    4 Comments
    2024/11/02
    12:23 UTC

    5

    First time playing Factorio, here's my very awkward but functional Gleba Science Outpost

    1 Comment
    2024/11/02
    12:21 UTC

    1

    Robots locked into dead end?

    https://reddit.com/link/1ghv6l4/video/m6jgus27dhyd1/player

    I've never actually encountered a bug in this game, but didn't they explitlicy say that robots will now always chose a closer roboport in favor of going back to the one they started (so this wouldn't happen)? Or am I doing sth wrong?

    2 Comments
    2024/11/02
    12:20 UTC

    1

    Any mods or tips to identify issues in signalling?

    Against the popular veteran opinion of using 1 directional trains, i decided early on that i knew better than them and decided to make 9 different 2 directional trains. Signalling these trains has become a nightmare, Is there a good rule of thumb when it comes to the number of bypass tracks i should make the more trains i have going to the same region?

    4 Comments
    2024/11/02
    12:20 UTC

    1

    Simple counting Circuit for testing balancers

    https://preview.redd.it/nitgdi60dhyd1.png?width=789&format=png&auto=webp&s=e02b35584bad0a9ca170fb0eed8b6a8708855bf9

    I wanted to design my belt balancer, and for testing, I Built this circuit to stop loading boxes when their content is above a certain amount, and start loading after it's 0 , so I can keep testing and the boxes won't get full and I can compare the boxes content and see which belt is giving less, so I can keep working on the balancers

    if anything > 3000 : Output F = 1
    if everything = 0 : Output F = 1, Multiply by -1
    into a memory, so I the belt is enabled when there is no F signal

    the super inserter is slow, so maybe I can just deconstruct the boxes and ctrl+z

    and I'm thinking I can use the new selector combinators, to select the highest number in a box which would make it more efficient

    what do you think :)

    0 Comments
    2024/11/02
    12:16 UTC

    1

    Anyone found any Island Seeds at 100% Water Coverage yet?

    ^Topic

    1 Comment
    2024/11/02
    12:12 UTC

    1

    I'd appreciate suggestions on how I should defend this so I can go off world.

    I don't really want to spend the next dozen hours clearing biter nests and building massive walls, but my natural defense options aren't great. So what would you do?

    Tech wise I've done all red, green, blue, black and white.

    Then I got sidetracked building ore outposts and clearing biters.

    Evolution is up to 0.74 already.

    Those walls in the north and west are new and minimal, just a single wall with a laser turret every dozen tiles.

    https://preview.redd.it/vontc1t8chyd1.jpg?width=1231&format=pjpg&auto=webp&s=b8d11414711f10c1db7d1c7f5ae6b86291e655de

    P.S love the new map gen, exploring in the tank is so much more pleasant.

    1 Comment
    2024/11/02
    12:11 UTC

    1

    Trying to understand generic interrupts

    I want to make generic interrupt for different unload stations. Seems like it should be like that:

    https://preview.redd.it/cxdhvt05ahyd1.png?width=540&format=png&auto=webp&s=f025916eb2812a2bf627f292c77d9313d2c1b45f

    I have 2 /Unload/ stations, one for stone, one for copper. I put a copper ore into train's cargo, start the interrupt and it makes new temporary stop for copper unload station. Seems like it works.

    https://preview.redd.it/4fla00ofahyd1.png?width=1633&format=png&auto=webp&s=15a52dc087843798c9e1c1e8da6e63efe31a7f59

    Problem is: I need to make a [Greenbox] Unload target for interrupt. So i need to physically place this station somewhere, so i have useless [Greenbox] Unload station. Idk what is this station and will it ever be used somehow and that confuses me a lot.

    https://preview.redd.it/izfu7tbuahyd1.png?width=1197&format=png&auto=webp&s=ea8e95ddacc4e81a3615405538cfb809a53b115e

    Is it right way to do this? Or i do not understand something?

    0 Comments
    2024/11/02
    12:09 UTC

    1

    Shouldn't Quality modules work in a different way in a Recycler?

    The way how Quality modules work in a Recycler looks a bit strange to me from the perspective of general sense. I mean, if we just "disassemble" things in a Recycler, how can we get something of better quality than it was made of?

    Instead, it would made more sense to me if it worked such:

    1. The fact that we can get only 25% of resources back (by default) can be treated as that while disassembling a thing, we get ingredients of Zero quality in 75% of cases. In other words: non-usable scrap (which effectively is just nothing).

    2. By default, Recycler could have a higher % of return in general, but instead, it could lower the original quality of processed item.

    3. Quality modules would still increase quality in general sense, but in fact decreasing the chance of lowering the quality after recycling.

    So, for example (numbers are arbitrary, I didn't perform any game-balance calculations). When recycling a normal quality item, we would still get 25% of items back (like 75% are of non-usable 0-quality - so nothing in the end). If we insert Quality modules, we would get like 50% chance of normal quality items back, and rest 50% are still of zero-quality.

    If we recycle an uncommon item (without quality modules), we would have ~25% chance to get uncommon ingredients back, another 25% of normal quality, and 50% or zero-quality. With quality modules we will have increased chanches of getting higher quality ingredients. Like, 30% of uncommon, 40% of normal, and 30% of 0-quality. Etc.

    What do you think about such mechanic? Can it maybe be implemented with mods?

    1 Comment
    2024/11/02
    12:04 UTC

    2

    Rocket Silo Automatic logistics requests from buffer chests???

    https://preview.redd.it/em7krxky8hyd1.png?width=725&format=png&auto=webp&s=59eb642b042bb64c22fbf15e5a4ab2bd4429b3ed

    I'm preparing to go to vulcanus, and have started sending items to my space platform, to speed things up I put down these buffer chests, but I don't know if the rocket silo can request from them, there is no toggle like a requester chest has. Does anybody know if this works

    1 Comment
    2024/11/02
    11:56 UTC

    1

    I am building my first real base any tips on this double headed train loading design?

    4 Comments
    2024/11/02
    11:56 UTC

    2

    Is it just me or is the amount of Holmium you get per scrap incredibly low?

    !Maybe I'm a bit silly, but I'm really struggling for Holmium on Fulgora. Is there a trick I'm missing? I know, the obvious solution is recycle more scrap, but I have 33 Recyclers working on nothing else and get barely enough Holmium to feed a single EM Plant making science pack and one making Tesla Turrets with every plant and building in the production line filled with Prod modules Mk2. Seems a bit low to me.!<

    2 Comments
    2024/11/02
    11:54 UTC

    0

    How do I keep my blueprint book when switching planets ?

    I have a blueprint book where I store all my blueprints. However, when going in space, I must have an empty inventory (hence leaving the book). When I arrive in the new planet, I have to create a copy of my book, using the export/import as string mechanic. It works, but it is super annoying and just feels plainly wrong.

    Is there a way not to have to recreate my blueprints every time ? Like a global blueprint book (in a similar fashion than the way wires are handled now).

    Also, is there a way to click on a precise blueprint of the book while being on the remote view ? While being on this mode, the only thing I can do is scroll to switch with next/previous blueprint ; if I click on a blueprint, nothing happens. My book has hundreds of blueprints in it, so using the scroll mechanic takes a lot of time. I can still select a blueprint by clicking on it if I am on the normal view, so I end up switching between both modes whenever I want to select a blueprint. I clearly remembers clicking a plan on the remote view was possible, so this one is a noticeable regression.

    Both issues hinder my game experience. If anyone has tips to overcome them, I will gladly take it.

    2 Comments
    2024/11/02
    11:51 UTC

    3

    Fulgora overflow - do you just destroy everything?

    I am thinking of ways to get rid of stuff I have too much of on fulgora, like concrete. How do you handle it, destroy everything? I don't see any other way but it feels so wasteful haha

    11 Comments
    2024/11/02
    11:50 UTC

    1

    MP map downloads

    Is there any way to prevent the client from downloading the map from the server? I'm trying to play with my friend in the USA (I'm in Europe) and the download speed is about 20 KB/s, and it takes about 10 minutes to just download the map (we haven't even gotten to space yet). If I copy the map manually to my saves (by sharing it over google drive or something), can Factorio use that instead of downloading it from my friend's laptop?

    0 Comments
    2024/11/02
    11:49 UTC

    1

    Gleba - Help me please

    I've gone to Fulgora first, then Vulcanus, and both went great and were a lot of fun

    Now Gleba.. This swampy hellhole seems to be sucking out all enjoyment of the game for me. I can't run belts for more than 5 tiles until I need landfill, I can't for the life of me figure out how to produce the basic resources in any decent quantity, the biochamber requires nutrients which spoil. (as do all other items. OH MY GOD the spoilage mechanic is pissing me off so much). And, unrelated to game design, the planet is very laggy for me, for some reason.

    I've assumed that to start I'll need to get some bioflux going, but there don't seem to be any places where yumako an jellynuts grow near eachother so that doesn't seem easy to do

    Clearly, I'm missing something. does anyone have any tips for me to deal with this place?

    3 Comments
    2024/11/02
    11:47 UTC

    2

    FYI this simple setup absolutely melted a Small Demolisher.

    Red ammo with a bunch of turrets, made a few distraction turrets but didn't arm them, they worked till the others started shooting (hence the kink in the corpse). Might even work well if you put bullets in the guns, once all 4 rows started shooting the head, the entire thing died in a few seconds. I've seen people say there needs to be loads of prep to go into killing the demolisher, poison capsules, tank shots, distractors etc. just wasn't needed. I have Shooting Speed 5 and Damage 6 so maybe that was the biggest factor. I'd imagine for the big boys... this tactic won't cut it but we will cross that bridge later. Happy hunting!

    https://preview.redd.it/e1j29q5k7hyd1.png?width=918&format=png&auto=webp&s=c886c8b32591e224918b21369f514fd22e7442af

    0 Comments
    2024/11/02
    11:47 UTC

    1

    New Lamp "Packed RGB" Feature

    Anyone got a handle on how to use the packed RGB field for setting lamp color? I can see it being very useful, but I can't seem to find any good examples of how the actual numeric value should look. I've tried just inputting some hard coded values to see that it does do something and it does so I know it works. I just don't know what the numbers represent.

    3 Comments
    2024/11/02
    11:33 UTC

    0

    Is this design right?

    I want to make a Green Science design that makes 2 Per second and is this design good ratio?

    Inserters: 2 Iron gear Assembler going to 2 Assemblers that are making Inserters.
    Belt: 2 Gear Assembler going to 2 Assemblers that are making belts?

    Note: In my Main bus,Green circuit, Iron is already made
    Inserter & Belts going to 1 to 12 Balancer and then 12 Assemblers of Science.

    3 Comments
    2024/11/02
    11:31 UTC

    1

    Favorite planet? (poll, SPOILERS)

    Since I haven't seen any post like this yet, I'm interested to see which planet the sub prefers. also adding aquilo although I dont think many players have made it there yet (I haven't...)

    would also like to hear why it's your preferred plant in the comments.

    View Poll

    2 Comments
    2024/11/02
    11:27 UTC

    2

    New Meta

    I've seen a few posts now with green chip production through the roof. Comments about foundaries and lava fueling factories. This is like in an old base a mining machine going faster than the belt it is on. Not special.

    None of these matter as new bases are not throttled by green chips. They will be throttled by gleba fruits that can't be beaconed and red asteroids. That is the new meta.

    After launching a rocket the old metric was how much science a base could make. And that was it, science for science sake.

    But now we have a new metric to measure the factory against. How far to the shattered planet can you get ( and maybe even return) safely.

    The only meaning of a base that does 10k 20k 50k science per min will be the fractional improvement to the ships going to the shattered planet. A real end game for the people like me who don't know when to give up.

    There won't be any 1M science per min bases. Well you could do that for Nauvis, but not gleba, promethium and importing all the others...

    The true test is how high up the wall you can get to the shattered planet before your pc burns out.

    1 Comment
    2024/11/02
    11:20 UTC

    40

    Something I haven't seen mentioned here yet, EM plants will pass through liquids.

    3 Comments
    2024/11/02
    11:19 UTC

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