/r/factorio
Community-run subreddit for the game Factorio made by Wube Software.
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This list was last updated on the 6th of February 2023.
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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
Finally figured it out.
Take a constant combinator. Make it 1 of every resource you care about tossing.
Arithmetic comb. Red wire from constant to arithmetic. Green wire from space station to arithmetic. Do Each Green times Each Red.
That's the main trick. Now the result is only the resources you care about. You won't toss anything else.
Now take the result of that and combine it with a constant combinator with each resource max as a negative. If you want to keep up to 500 steel, put -500 steel in the constant.
Now connect Green wire from that arithmetic to a grabber, and that constant to the same grabber. Set the grabber to filter on circuit.
If you have 400 steel, it's added to -100. It won't filter that.
If you go over 500, it goes into the positives and starts to grab them.
There you go, one arithmetic and 2 constant combinators and you can toss anything from you station over a number you set using Each logic, without touching anything else.
Hello, I reached solar system edge, but when I try to fly to shattered planet platform turns back to Aquilo
Details in video. Posted also on Factorio forums but no reply there https://forums.factorio.com/viewtopic.php?f=18&t=123566
Thanks for help
Ive had an idea for a Construction Wagon with an equipment grid for a while (Yes I know there is one already)
I've made quite a lot of mods for other games but don't have experience modelling so I'm looking for a modeller who would be interested in making a custom wagon in keeping with the Factorio art style, that I can make into a mod and release to the community (with credit).
I love the spaceship building. Without a doubt it's my favorite part of the DLC. I love making compact, smart, efficient little ships. And most of all, I love making them look cool!
Now, if you want to get to the shattered planet, you need to use the railgun turrets. Originally I thought 2 front-facing and 4 broadside turrets would be enough, but I quickly realized that it wouldn't get me very far at all. So I decided to make a new ship with more railguns.
Unfortunately, since they can damage parts of the ship in front of them, and since they have an oddly-shaped firing arc, you're actually incredibly limited in how you can place them without endangering yourself. Don't get me wrong, I normally love building with unique constraints. But in my opinion the railgun shoehorns you into a single, rather bland design: all the turrets are perfectly horizontal to each other on the top edge of the ship. It feels like I don't have any fun decisions to make when I place the railgun turrets, other than "how many do I want?"
Maybe instead of blowing up your ship, the turret could simply refuse to fire if it would intersect a building. Basically, you'd be reducing the effective angle of the turret. That way you wouldn't have to be afraid of placing the turrets in interesting places. What do you think?
Hi, with new stacker inserter and belt what is better ? stay with 4 lane of copper/ iron plate or reduce the amount of lane ? Because we can stack 16 item in one lane, so with 4 green belt and stacked item it's 3 840 item/s but with one lane it's 960 item/s does endgame really need 3840 item/s ?
Let me preface this by saying that I had 200ish hours before Space Age launched, and I never had launched a vanilla rocket. So I went and did a few weeks ago!
Fast forward to not too long ago, I decide that Gleba is going to be the first planet I go to.
With curiosity, I decided to start a bot/logistics based factory, as I've never done so before. I've come to realize that it seems suboptimal on Gleba for a few reasons involving monitoring flow and seeing where things are really going/ending up.
After a long period of fighting with the locals and getting myself established, I've been sending science back, and am now ready to start working towards biolabs. I'll need to send bioflux to Nauvis. So, I set my space platforms to request 100 bioflux, with a custom minimum payload of 100, but I've encountered a problem. That request is never fulfilled because there is never 100 bioflux in any of the provider logistics containers. It always gets moved faster than it can build up - which is good!
So to get it to send properly...I need to manufacture enough bioflux that it builds up. This seems counter-intuitive, but I'm having a hard time coming up with another solution. Does anyone have any suggestions or input on the manner?
Old planet - new planet - no matter what you do Gleba always make your day bad. After 2 weeks that I’ve optimized that planet I need to say that I HATE GLEBA. I don’t need a solutions, advice or suggestions, just want to let you know that I’m almost done with this game because of Gleba, Wube you win!
Got a problem, that I see no good way to solve. I got belt of bioflux cycle near nest and inserters that feed that nest with bioflux, as well inserters that take away spoiled bioflux from nests. But problem is - when inserter picked up bioflux and waits for nest to have some room - sometimes flux spoils so inserter clogs.
How do you handle that?
Hey all,
Here is the IMGUR Link
I know the easy solution would be to separate and just commit to two independent tracks. But I want to understand how to properly signal this intersection to work. Like what can I exactly add to make this type of intersection work, where to signal, where to chain signal, etc. Currently I have two trains that are double-headed 1-4-1. The idea is that they would just go back and forth and I don't have to create loops. I've tried several configurations, and my coal train will just sit indefinitely or my iron train will sit forever. No errors will show but it will be permanently stop at a station. I am not sure if the Train Station position has an effect on it either.
I've watched several videos, and done the tutorial but it's just not working as I am expecting. really would appreciate some advice.
Thanks!
After making a plan 20+ hours ago, and finally getting enough biter eggs transferred to Gleba to make 1000 overgrowth soil of both types... I attempted to place the soil on my islands in deep water. It was a genius plan to avoid any agro from spore clouds. I'm now getting an error stating "Landfill is needed to fill deep water lake." I'm wondering if this is an error, or if this has to do with the specific Biome. Can you use Overgrowth soil on landfill over water?
I'm not sure if this is common knowledge, but they just land directly on the surface of the planet...
When I departed from Nauvis for the first time, I actually planned ahead and brought a ton of building resources (and even a cargo bay) with me on my space platform. But when I landed on Gleba, I unfortunately thought that there was no way to me get those supplies down without first building a cargo bay to receive them. I played a solid 15+ hours on Gleba thinking that I had to construct a cargo bay from raw resources before I could retrieve any supplies from space platforms. I was playing as if it was a new game with no resources (except my armor and laser turrets which I thankfully had in my suit).
I actually had a ton of fun exploring and building from scratch on Gleba, but I could have saved many many hours if I knew I had access to those extra resources right from the start and I defiantly would have designed my base differently. Not sure why I didn't realize this.
If so, couldn't you set up a simple timer circuit to have inserters put speed modules into beacon(s) when the recipe starts and take them out right before the recipe finishes? Probably using a car as the container for the modules. This would be many times more space efficient: two legendary speed 3 modules in a legendary beacon accelerates a machine with quality modules by almost 9x
My buddy and I have 500+ hours in base, and are 100+ hours into Space Age. We have been to Gleba, Fulgora, Vulcanus in that order. We get the main base setup, LTs all around with multiple layers of wall, the whole 9. Radars, robots, if we could do it at the time we did it. A solid base with plenty of resources at the time.
My buddy chose Gleba first, and so without looking anything up we did Gleba. He struggled to get his footing on the planet with me providing support from our space ship. Everything expiring was a real challenge to legitimately balance because you cant do what we normally do which is "Flood the system with resources and it will be fine". Eventually we get enough going to make some science and get him in a rocket home.
We decide Fulgora is next and I am dropped down. I struggled to get my footing balance wise because there is just so much resource management that I was overwhelmed. I eventually figured out how to do basic recycling for example converting gears into plates and plates into plates just so I didnt have as much. Which became my strategy to manage the amount of resources across the board. Eventually I started to make quality 3 modules and slapped those everywhere just to see what would happen and I made a huge mess with all these different qualities all over the place. I tried my hand at a proper item quality recycler, and it kind of made it worse. Ideally I know I can make a ton of green chips and send them back home because we need them, but I just cant figure out the balance I need to strike.
Vulcanus was difficult because we didnt know how to kill the first worm. Once we figured that out, it was much easier for us there. Now we are looking to Aquilo, but it feels like we really need to have a good grasp on Gleba/Fulgora before we even build a ship that can make it to Aquilo and back. Let alone be successful on Aquilo.
I dont want to look anything up, part of the fun is we make all our own stuff short of balancers. All the rail, all the outposts, I made out ships from scratch and iterated several times based on all the new concepts, everything is ours, and I want to keep it that way. However, it feels like we are really missing some piece of something to help us be successful on Fulgora and Gleba. So, without telling me the exact solution can someone provide a hint or a tip or something that can get us going in the right direction?
I've been thinking a lot about ship design and was curious if anyone knows the answer to this. As people have figured out, ship width is the most important variable when it comes to ship speed, so you get crazy pencil ships like this if you try to maximize on speed:
https://www.reddit.com/r/factorio/comments/1gr9we7/sustainable_600_kmsec_spaceship/
What I'm curious about is whether there is a breakpoint in terms of ship width where if you add thrusters horizontally but pack them right next to each other efficiently like this ship a redditor posted here:
if there is a breakpoint where even if you increase the ship width by the width of another thruster, the speed of the ship remains the same if not decreases. Does anyone know what that breakpoint would be if there is one? or is it infinite where you can continue making the ship as wide as you want because the extra thruster compensates enough to not detrimentally impact ship speed?
I just started factorio and feel like an idiot. This is my first factory type game like this but I've played a bunch of rimworld for kind of a basis. Are there Any good youtubers you'd recommend? I did the first 4 tutorials and jumped into freeplay and got hornswoggled trying to make anything efficient lol.
Here's my initial input signal.
Here's the math guy, doing his job. As you can see, the signal is now multiplied.
[see picture captions for the problem explanation]
So me and a friend have been playing with them a bit and it seems one they despawn over time i guess?
They will also destroy your platform if given a reason to....
We poked them with a laser turret.
I feel like it's too easy to just make a blueprint wall with just some flamethrower turrets and just spam them around your entire base, if you have robots repairing stuff you just never need to worry about it. I just find the entire process of making a giant wall very tedious and not engaging at all, so I prefer to play on rail world to save me from having to do that.
As the image above shows, I need 8 green circuit assemblers. Can't wrap my head around why it says I need this many if it's 3 copper to 2 green circ
If I need 8 green circuit assemblers, wouldn't I only need 12 copper assemblers to green circuits, not 29?
This post has been answered, not sure how to put this sentence at the top because of the image.
The reason for this is because the calculator is set on expensive mode instead of default
It's a bit messier than I would've liked, but I was kind of trying to conserve how many resources I spent on this. I'm sure I'll build a much bigger ship later, but evolution is at 0.82 right now, and it's been tough to produce enough to regularly send rockets. Once I finally got enough production in Blue chips and Low Density frames, I started to run out of rocket fuel, which I just noticed produces very slowly. But I just tapped a third oil field and its still not really enough with the amount of petrol I'm using, so I guess I need to expand that soon too.
Here's the ship in it's maybe completed form. For some reason its really really hard to get enough ice asteroids to melt ice for water, but everything else is perhaps good. I'll find out. It's funny seeing all these fancy ship designs and I am flying around with this.
Did I miss anything that's going to leave me dead or stranded? I'm headed to Vulcanus first for artillery and cliff explosives, and then maybe I'll be able to relax a bit.
Edit: He did not have enough turrets as it turns out. Lol. That is so many asteroids. And I was worried about fuel. I see there's a pretty direct balance between speed of travel and turrets needed.
I am newish to factorio with a mere 700 hours on factorio, and need help with a portion of my logistics network in the space age expansion. Baisically I have a semi large base that imports blue circuits and LDS from Vulcanis (the only other planet I have so far so im still in the earlier game) and load them onto a train to take them to my grid block of rockets. The flow of products is like this Space platform -> Nauvis Landing Bay -> requester chest at train load -> Train -> Unload on passive provider chest (this part is giving me issues) -> Requester chest that feeds silos. This is giving me issues becuase as soon as the producs unload from to train to passive provider chest, robots take it from this back to the requesters that load the train train. This is caused by 2 issues.
I can solve this by disconnecting the rocket silo grid block from the logistic netowrk. I wanted to know if there was a better option that takes into account provider/requester priorities.
Thanks you in advance
I've done one full playthrough in factorio and it took me about 90 hours and I absolutely loved it. I'm thinking about playing again and just saw the DLC came out and it looks AWESOME. The thing is, after my first 90 hours I felt kinda bored and done with the game. So my question is; how many hours of gameplay does the DLC add to the game, and does it feel significantly different to the base game? I'm worried I'm going to put all my effort into the base game on a new run and lose motivation once I finally get to the DLC content. What're your guys thoughts and opinions on this? cheers.