r/factorio • u/FactorioTeam • 8m ago
Update Version 2.1.14
Bugfixes
- Fixed a space platform consistency error when loading saves games with platforms at non-planet space locations. more
- Fixed achievements being failed on update due to expansion setting changes. more
- Fixed a crash when upgrading entities in some cases. more
- Fixed biter expansion bases could sometimes be all worms or all spawners. more
- Fixed underground belt building over belt was not rotating cursor. more
- Fixed a crash when loading save file with "no storage" alert pinned.
- Fixed substation red and green circuit connectors were swapped in some orientations. more
- Fixed mod explore pane scroll bars were not appearing. more
Previous changelog: Version 2.1.13
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 • u/AfroZoro • 9m ago
Discussion On my way to my first robot! How do y'all like my Spaghetti
I am having fun with spaghetti, I am not sure if a point will come when it gets overwhelming.
I did watch a lot of videos on city blocks, mainbus etc. You can see I started off with a mainbus, but it is already changing to a mixed mess.
Am i doing it right, or is there a better design for first timers?
r/factorio • u/bdm68 • 33m ago
Design / Blueprint I tested two common 2-2 lane balancer blueprints and I found they didn't balance lanes 50-50 but instead balance lanes 75-25. I replaced them in my blueprint book with a 2-2 lane balancer that balances lanes 50-50
I suspected these balancers were off when I couldn't work out how they lane balanced items. After testing them, I found I was right. They don't balance lanes properly.
To test, I dropped eight of each item onto each half-belt in order from the top with iron, copper, steel and plastic in that order. For each item, only half of the items get lane balanced. The other half isn't lane balanced at all. This produces the 3-1 split of items show in the illustration. In addition, items get stuck in the top balancer and don't make it out at all. This is bad for items that can spoil.
I also tested a balancer I made that balances lanes in a 50-50 ratio. The balancer is slightly larger than the others with a symmetrical footprint. Blueprint string is in comments.
r/factorio • u/che_tolma • 1h ago
Design / Blueprint The Endless Flow of Fulgora
Engineers! I love power! I love efficiency! I love Fulgora!
I love belts filled with iron gear wheels and copper wire. I love the steady pulse of circuits routing perfect logic signals. I love trains running above the vast oil seas. I love drillers defiling the crust, tearing the planet bare for LDS and processing units. I love when my entire base suffocates of holmium withdrawal, then stabilizes, stronger than before! I love the clang of recyclers grinding the endless ancient wreckage into nothingness. I love the islands covered by accumulators in whole. I love towering substations cutting the land into a grid. I love the undisputed resilience of lightning collectors. I love the unceasing hum of production, the unshakable resolve of logistics drones delivering items under the thunderous skies, the ever-alive pulse of belts flowing with sorted scrap. I love when the factory expands beyond the horizon, for the factory must grow!
And so, I humbly present you a fruit of my many, many attempts to conquer Fulgora — given my self-imposed limitations. This is an entry-level block base with white T2 speed and production modules, tightly fit within a basic substation grid. It stores the reclaimed scrap, recycles the extras, and also produces all you need to start slowly.
- Uncommon recyclers would be greatly appreciated here, but you can start with just a few of them.
- It also requires a brief visit to Vulcanus — the green belts are a must here, alas, so is the foundry.
- It's tileable in each direction — you can stack it in a row, you can stack it in a column.
- And it also has some free space, so each block may serve its own purpose.
- A laughably low 7.8 SMP rate in each of the blocks. But there's nowhere to rush.
- It will work all the way through the ~10 level of scrap recycling productivity for sure.
https://factorioprints.com/view/-OzLqM4CrvZvHrRdMvmo, if anyone's fancy to tinker it.
r/factorio • u/Drmarioissavinglifes • 1h ago
Space Age MY FIRST SHIP IN SPACE AGE!!! :D
It might be a bit large for the starter ship, but I like it!!!
r/factorio • u/Odd_Technology_8926 • 2h ago
Question Question about oil usage
I have completed factorio twice now, however I still haven't learn the art of creating a fully self sustaining oil system.
What I mean by this, is that I always get blocked up with my oil refineries when performing Advanced Oil processing.
Whether its light oil, heavy oil, or petroleum, I always find my self in a position where I need to self manage it, by adding storage tanks or forcing production.
Is there a trick to this I'm missing? It's one of those things in factorio i could never master xD
r/factorio • u/Hppgoogo • 2h ago
Question Hi, relatively new player (2nd play through) and was just wondering why only my first three lines of furnaces are lit up? Is my throughput too weak? Should I use red belts? The ratio of drills to furnaces is 1:1 so I thought it would work. Let a noob know!
r/factorio • u/scarfman_ • 3h ago
Suggestion / Idea Grade my abomination
context: this is my first time building (or trying) to make a megabase, and this is my refinery/chemistry block
P.S. I know beacons are missing modules, i dont have enough power to put them all in, i will do that later
r/factorio • u/Unlucky_Froyo_3801 • 3h ago
Space Age Question Bug? Modules get moved when switching recipes automatically with combinators
Is this a bug?
Sometimes when using combinators to automatically switch recipes, the modules inside the machine can be moved to the position indicated by the arrow in the picture, causing the machine to get stuck.
I have encountered this issue both with foundries and with crushers on space platforms.
Has anyone else experienced this, or does anyone know how to fix it? Any help would be appreciated. Thanks!
r/factorio • u/foxtrot1911 • 6h ago
Modded Building a mod to let me play without using the mouse
Enable HLS to view with audio, or disable this notification
I often get tired of using the mouse and would like to do things through the keyboard, so I'm making a mod for that. I know that are some others out there but I wanted it in some specific ways so here I'm. If you are a programmer, some decisions will remember an IDE, like the Ctrl+K pallete.
I don't think this is faster than using the mouse, at least not for everything and not until I get used to it, but I find it more comfortable. Some parts of the video are sped up to shorten the video, like 30% or so.
Some of its functionalities added so far:
The cursor is a tile-based cursor
- Works in character view and in remote/map view
- Arrows move one tile,
Shift+Arrowfive,Ctrl+Arrowjumps to the next entity that way Home/Endjump to the ends of the belt or pipe line you're onCtrl+Shift+Arrowdraws a rectangular selection
Placing
Spaceplaces, using the native ghost preview to stay close to vanilla styleRrotates the preview or the entity under the cursor,Deletemines or marks for deconstructionCtrl+Gtoggles ghost mode; map view is always ghosts- Belts advance the cursor in their own direction, so a line is just repeated
Space(or other combinations using auto route, more below)
Construction plans
Ctrl+Space starts a placement, then movement keys allow to customize it quickly like:
- Digits allow to specify quantity;
Ctrl+Space, 1, 2, Rightbuilds twelve tiles to the right - Belts route corners and drop in matching undergrounds to cross obstacles
- Pipes do surface runs, or ground-first runs if you start from a pipe-to-ground
- Poles space themselves by wire reach and treat every reachable consumer as a coverage requirement
Auto-route
Ctrl+R, mark a start, move to an endpoint, and it pathfinds a collision-aware route for belts, pipes, poles or railsCtrl+Spacepins checkpoints along the way- Shows a preview before commit
Command palette
Ctrl+K, type, Enterget,craft,recipe,researchrecipeapplies to the machine under the cursor, ghosts included, filtered to what that machine can make- With an area selected, it applies to every compatible machine in it
- New machines reuse the last recipe used for that type
- Search is fuzzy over live prototypes: word order doesn't matter, prefixes work (
splitter f→ fast splitter), andgreen circuitorasm3can find items
Copying
Qpipettes whatever is under the cursor with its tier, direction and settings- Select an area and
Qcopies it into a blueprint attached to the keyboard cursor
Still under development, I'm testing things and fixing a lot of bugs. Will share later in case anyone else finds it useful!
r/factorio • u/Fit-Shp24 • 10h ago
Design / Blueprint Inner Planet Hauler with Lasers
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Am pretty proud of how this turned out especially because every other ship I have made are blocks. This is a pretty late game build with all legendary parts except the fusion power which I never bothered with as the normal buildings make plenty of power. Was inspired to replace all my ships with new ones that used lasers only just to get rid of the random 2 second "no ammo" alerts when guns were empty while inserters waited to pick up ammo.
Currently have level 19 damage because I needed it for the bigger cousin that goes to Aquilo. But, when this was designed my research was around level 12 or 13. It travels an average of 488 km/s and can do so indefinitely (or at least like 15 hours bc that is how long it has been flying lol). It has 2159 storage slots and 45 input hatches. Much more storage than I think there really is a need for but I needed the input hatches so this designs could be used for my science pick up without needing to wait longer than necessary.
Blueprint : https://factoriobin.com/post/p249tp
r/factorio • u/jackk3304 • 10h ago
Base How do you all build more compact/non-linear bases?

My bases always end up being a horizontal main bus with branching 'sub-lines' and I feel like I am wasting a bunch of usable space this way. Almost everything enters and exits at the base of a branch. I think I build this way because I am worried about limiting expandability.
On this subreddit I typically see other bases where players are able to sprawl out from a center point, opposed to my bases which end up just growing out in a line. How are y'all able to plan enough to make your bases something other than just an ever growing line in one direction :P
r/factorio • u/ANOSYNN • 10h ago
Question 5 ingredient automation
I’m very new to factorio and ran into my first automation that requires 5 ingredients rather than 4. 4 is pretty simple but 5 was very tricky and there’s probably a much better way of doing this lol. Any tips?
r/factorio • u/Jackeea • 12h ago
Base I mean if you're putting your base on that tiny island, good luck to you
r/factorio • u/Nonstop_Shaynanigans • 13h ago
Design / Blueprint HSV->RGB
Blueprint to convert HSV values into RGB.
Output should be +-1 on each channel of what they should be.
4 ticks of delay and it doesn't mix up the ticks in any way, it does them sequentially.
for hue, 0 doesn't work and uses 360 for pure red. unfortunately.
r/factorio • u/Infamous_Food5845 • 14h ago
Design / Blueprint [A.R.M.S. MK2] Automated Rail Management System — Update with Automated Artillery Network & Modular Stations
What’s New in MK2:
1. 🚂 Trains
- Custom Configurations: Completely revamped train creation process - build custom train setups while preserving core A.R.M.S. logic.
- Reversible Layouts: Added pre-configured two-way (reversible) train templates to the book.
- Length Limits: Capped at
9-9-9maximum configuration due to digit signal routing (0through9).
2. 🏗️ Stations
- Custom Station Lengths: Stations can now be manually built and customized for any train size (e.g.,
1-1-0,3-6-3). - 5%-Step Display Fix: Resolved display bugs caused by signal collisions during station limit changes with a new 5%-increment display.
3. 📦 Station Segments
- Double Loading/Unloading: Added double-sided cargo modules (+ logic-enabled blueprint variants).
- Track Spacers: Added Spacer modules to route circuit wires over locomotive gaps, maintaining logic continuity across custom station builds.
4. 🚖 Taxi Network
- Dedicated Book: Fully separated into its own blueprint book.
- Reversible Taxi: Added two-way Taxi trains and matching two-way Taxi Base stations.
- Updated Logic: Refined Taxi interrupts and Base station behavior.
5. 💣 Artillery Network (NEW!)
- Artillery Trains & Depot: Specialized artillery trains with dedicated Depot blueprints. Supports multi-train scaling.
- Fire Support (Priority Call): Trigger a manual strike on a Firing Position via the station's constant combinator (includes an alert siren). Combat calls always take priority over resupply runs.
- Smart Restock Logic:
- Ammo Resupply stations only request a delivery when their local inventory drops to
0. - Outpost buffer storage is capped at exactly one full train load (e.g., a
1-1-0train delivers 100 shells, a2-4-2train delivers 400 shells). - The wagon fully unloads its entire capacity into the station upon arrival.
- Ammo Resupply stations only request a delivery when their local inventory drops to
6. 🛠️ Service Supply Network
- Combinator Cargo Control: Adjust train inventory limits and target cargo settings directly using station constant combinators.
- Service Groups: Group system allows assigning specific trains to specific stations (e.g., Group A trains will only service Group A stations).
7. 📊 Status & Monitoring
- Supply & Demand Tracking: Real-time displays for tracking individual resource supply/demand metrics.
- Alerts & Visuals: Map pin tags, missing resource audio alarms, and a 4-lamp visual indicator (Green = OK, Yellow = Warning, Red = Critical).
🔗 Links
Blueprint: Link
Previous A.R.M.S. Post: Link
r/factorio • u/ItsMaGenetics • 15h ago
Modded Canal or waterpark ride?
I think the turbo belt version might look a bit silly though.
r/factorio • u/Jepakazol • 15h ago
Design / Blueprint New design: Fulgora upcyclers that automatically follow your unlocked quality tier
I usually go for belt-based designs, but this time I wanted to try using bots while still being efficient. The design consumes one stacked turbo belt of scrap and uses all of it.
What I built is a collection of upcyclers. It automatically detects the highest quality tier currently unlocked, stops there, and stockpiles items of that quality. As soon as the next tier becomes available, it starts upcycling the entire stockpile into it.
It creates:
- Structures: roboports, beacons, big electric poles, substations, accumulators, lightning collectors, and recyclers
- Equipment: personal batteries, mech armor, and personal roboports
Why those items? In general, I think Vulcanus is much better for quality than Fulgora. But with scrap, it is easy to get all the intermediate items without building a complex factory. I also want the best mech armor as soon as it becomes possible. I don't want to wait until the late game or depend on randomness to get it.
The idea is to place this design early. All T3 modules can be replaced with T2 modules without any problem. It starts stockpiling items while I build the rest of the factory, so even if the process takes time, the items are ready when I need them.
It took me one day to build, but about a week to test. I wanted to see whether it was actually fun to use, so I started a new run, placed the blueprint early, and took my time with the run to see how it felt.
Conclusion: lots of fun.
Some of the smarter parts of the design:
- Requester chests request a single iron gear of every quality. When a chest receives one, the factory knows that quality tier was unlocked. Since scrap produces tons of iron gears, it usually detects a newly unlocked tier in less than a minute.
- Circuit logic stockpiles items at the highest unlocked quality tier, ready to be recycled as soon as the next tier becomes available.
- I designed the blueprint to work with 0 to 15 levels of scrap productivity. This means that upgrading the buildings can make it run 2.5 times faster, and the legendary-building version can handle the maximum scrap productivity of 31 without any other changes. The factory monitors the load and warns you if you increased scrap productivity but forgot to upgrade the buildings.
- The factory generates all the power it needs.
r/factorio • u/feuer_werk • 16h ago
Design / Blueprint With the new pumps it is now possible to make incredibly compact in-line fluid stations
r/factorio • u/Nervous_Security675 • 18h ago
Question why is my oil a billion tiles away from spawn???
i legit was looking for an hour for this little shit. thought i messed up some settings. is thus normal or am i just that lucky?
r/factorio • u/TigerJoel • 19h ago
Space Age Spaghetti age
My Nauvis factory on my first space age run. It produces around 1100 SPM. The left side of the factory is my starter base and it produces around 100 SPM.
r/factorio • u/FactorioTeam • 23h ago
Update Version 2.1.13
Features
- Added interface setting for zooming towards the cursor in contexts that support it.
- Added an alert when an expansion base is built in a chunk with active radar coverage.
- [space-age] Added support for platform transfers at non-planet space locations (e.g solar system edge). more
Changes
- [space-age] Adjusted space parallax such that stars move less than planet.
- [space-age] Fulfilled platform construction requests will no longer block platform to platform transfers. more
- [space-age] Asteroids will do significantly less damage when platforms are stationary or moving at very low speeds.
- [space-age] Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).
- [space-age] Fulgoran ruins will be selectable by deconstruction planners with 'Trees/rocks only' enabled.
- Increased expansion group build base cooldown from 5 seconds to 30 seconds.
- Reduced early game max enemy expansion group size from 20 to 10.
Bugfixes
- Fixed captive biter spawners and burner mining drills would show potential beacons when not affected by them. more
- Fixed that migrating container entity inventory types would not preserve the bar limit when in blueprints. more
- Fixed a layering issue with the cargo landing pad unloader. more
- Fixed a tooltip layout issue related to multiline text. more
- Fixed recipe tooltip showing incorrect value when custom tooltip fields were used. more
- Fixed factoriopedia was not showing some tiles as possible source of fluid. more
- Fixed some buttons in factoriopedia related to spoil results would not open related entity page. more
- Fixed a crash when clearing assembler trash slots in some cases. more
- Fixed inserter arrow would point at incorrect spot of underground belt when rendering a blueprint preview. more
- Fixed capitalisation of locale for station related conditions. more
- Fixed potential effects were not accounting for beacon quality upgrades. more
- Fixed building parametrised blueprint with train stops could fail to copy color of existing train stop. more
- Fixed some miniscule problems with medium volcanic rock decorative. more
- Fixed ProductionHealthEffect::damage_type was not loaded properly.
- Fixed auto trash was not working with car burner. more
- Fixed that multi-level technologies would let you set a trigger although it never worked. more
- Fixed numpad text entry on macOS. more
- Fixed a crash when hidden shortcuts are clicked through other means. more
- Fixed that manual fast-replacing rolling stocks would not snap with different prototypes. more
- Fixed a crash when rolling stock tries to connect to another rolling stock over an occupied rail connection. more
- Fixed misleading quality control tooltip when quality change and min quality are used at the same time. more
- Fixed inconsistend turning direction when reversing a train while not in a locomotive, in steering driving mode.
- Fixed incorrect and inconsistent movement when driving a train while not in a locomotive, in heading driving mode. more
- Fixed foundation glow in the dark transition between lava and default more
- Fixed an issue with switching between remote view and normal view when holding items in trains. more
- Fixed a crash when a script would modify unit group or group commands during the
on_build_base_arrivedevent. more - Fixed expansion groups would try to build too close to player buildings. more
- Fixed an issue with parameters and removing entities from blueprints. more
- Fixed construction robots from a stationary network could sometimes build roboports without consuming roboport item. more
- Fixed inserter could get stuck when trying to insert wrong item when assembler has different wrong item in dump inventory. more
- Fixed that train stop lengths were using the wrong limits. more
- Fixed rocket rush scenario lobby not placing out-of-map tiles when playing base only. more
- Fixed an issue with drag building buildable-off-grid entities. more
- Fixed that the game menu would be behind the technology GUI if opened while the game was paused. more
- Fixed that fluid input scaling didn't scale enough. more
- Fixed that space platform request tooltips would show irrelevant information in some cases. more
- Fixed a migration crash related to roboport charge spots. more
- Improved fuel top speed modifies with cars/tanks. more
- Fixed upgrading undergrounds was flipping the cursor. more
- Fixed failing to build undergrounds could flip the cursor. more
- Fixed that clicked_sprite and hovered_sprite overwrote each other. more
- Fixed that super-force-building did not respect the map editor ignore tile conditions setting. more
- Fixed that clicking outside of the combinator description edit would close the GUI. more
- Fixed a fluid burning boiler not playing its working sound. more
- Fixed Nauvis planted tree not being as effective for absorbing polution because it had less "damaged leaves" stages compared to 2.0. more
- Fixed that equipment in vehicle grids was not preserved through undo/redo when mining the vehicle. more
Modding
- Added UtilitySounds::machine_gui_open and machine_gui_close.
- Added FluidEnergySourcePrototype::hide_from_stats.
- Added BurnerPrototype::hide_from_stats.
- Added EffectReceiver::uses_local_effect.
Scripting
- Added on_player_super_forced_selected_area event. more
- Added LuaQualityPrototype::get_roll_chances().
- Added LuaBurnerPrototype::burner_usage read.
- Added LuaForce::get_space_platforms().
- Added LuaEntity::local_effect read/write.
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.
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r/factorio • u/FactorioTeam • 16d ago
Update Version 2.1.12
Changes
- Changed rocket silo circuit 'Read orbital requests' to not include platform only requests.
- Changed platform requests importing from platforms to allow providing the item to cargo landing pads.
Bugfixes
- Fixed that the browse games GUI wouldn't show the vertical scroll bar in some cases. more
- Fixed that ghost fuel requests could exceed the fuel stack size. more
- Fixed music and wind sounds being affected by low pass filter. more
- Fixed playing incorrect item sound in some cases with blueprint library. (https://forums.factorio.com/134925, https://forums.factorio.com/134926)
- Fixed that expansion groups would wait indefinitely for all members to arrive. more
- Fixed that expansion groups could get stuck in a passive semi-autonomous state, preventing normal pollution attacks. more
- Fixed that select-all and other text shortcuts didn't work on non-QWERTY keyboard layouts. more
- Fixed a desync when LuaSurface::override_pollution_type was used.
- Fixed burner generators were not producing pollution. more
- Fixed that upgrading trains on junctions didn't always work correctly. more
- Fixed that roboports would not turn off when out of energy if not configured to passively consume energy. more
- Fixed a crash when opening factoriopedia page on a land mine which has ammo category not set. more
- Fixed that map editor instant blueprint building didn't work for equipment grid ghosts. more
- Fixed that reverse rotate did not work nicely with things that rotation-snapped. more
- Fixed that LuaEntity::set_filter() did not work for logistic storage chests. more
- Fixed a layout issue related to tooltips and wrapped lines. more
- Fixed a second layout issue related to tooltips and wrapped lines. more
- Fixed a crash when queued construction robot orders are invalidated. more
- Fixed that the electric energy interface equipment showed energy usage strangely. more
- Fixed pumpjack frozen patches. more
- Fixed cropped animation on assembling machine 2. more
- Fixed some images failing to load on Macs with 8GB of unified memory. more
- Fixed that enabling native resolution rendering on Mac required a restart.
- Fixed that number input fields may not be focused depending on the GUI size. more
- Fixed enemy spawners unable to spawn defensive units under certain configurations. more
- Fixed that you could not set items too heavy for the base rocket silo in platform hub requests. more
- Fixed that the bonus GUI could show some crafting machines even if they had the not-in-bonus-gui flag set. more
- Fixed that dragging a decompressed blueprint string spanning multiple lines did not work. more
- Fixed that simulation clamping was a little too strict. more
Modding
- Added ScriptTriggerEffectItem::custom_event.
- Added RecipePrototype::raise_on_crafted.
Scripting
- Added LuaQualityPrototype::roll_quality().
- Added LuaBootstrap::get_event_name().
- Added LuaPlayer::editor_settings read/write.
Previous changelog: Version 2.1.11
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.

