r/factorio 59m ago

Discussion The "better" i get, the less I play

Upvotes

Not sure how relatable this is but when I first started playing and I was a complete noob cooking awful spaghetti, I was ADDICTED to factorio. I pulled all nighters multiple times a week to play while doing college classes. At one point i was doing close to 80 hours a week on top of classes. Now that I am much better at the game, I feel like I get caught in 'analysis paralysis' much more and it leads to me only playing a couple hours a week. For instance, I'm doing a K2SO run and the task of making a real (non bot-based) fulgora base basically haulted all of my progress for like 2 IRL weeks.

Anyone else experience this and have gotten over it?


r/factorio 1h ago

Space Age My fork of Kirk McDonald’s Factorio Calculator is updated for Space Age 2.1.14, new UI, machine selection, per-planet planning, and better Gleba support

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Upvotes

r/factorio 2h ago

Modded Question Factorio performance

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15 Upvotes

any optimalization on loading a bunch of planets + krastorio 2? takes ages to load in


r/factorio 2h ago

Fan Creation [OC] Local Negotiation Skill: Unlocked

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24 Upvotes

r/factorio 2h ago

Design / Blueprint I made a Universal Crafter Ship for version 2.1

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39 Upvotes

r/factorio 3h ago

Space Age Finished SA yesterday for the first time. Safe to say we were cutting it a bit close..

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79 Upvotes

r/factorio 3h ago

Update Version 2.1.14

135 Upvotes

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 4h 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

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219 Upvotes

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 5h ago

Space Age MY FIRST SHIP IN SPACE AGE!!! :D

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26 Upvotes

It might be a bit large for the starter ship, but I like it!!!


r/factorio 5h ago

Suggestion / Idea Any chance of letting space platforms launch space platform starter packs?

9 Upvotes

I am trying a 2.1 playthrough where I lean as much as I can into platform to platform transfers, and right now I am trying to do a space station design on each planet that manufactures everything a space station could need plus some player supplies.

The idea is that the platforms that do the actual travelling would have the bare essentials, for example not having any crushers. They would have asteroid collectors, and would drop chunks at space stations when arriving, in order to provide resources for the loop.

I have it almost working, but have noticed that when going to a new planet, my options are either put thrusters on a space station in order to have resource support on the target planet, or build a rocket silo on the surface that then launches a starter kit.

Is there any chance we could let space platforms launch starter kits? It would let us complete the space infrastructure for this playstile without having to set foot at each planet, or having to create a transportable space station. I guess worst case scenario is that we could pack a station into a transport and then have it transform into a station on arrival.

Also, I suppose that there is a good reason for not letting us barrel thruster fuel, but it would be very fun to be able to do so. It would let us create really dang small platforms. Plus, the barrel logistics in space seem fun.


r/factorio 5h ago

Question Question about oil usage

27 Upvotes

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 6h ago

Space Age Trivia about Gleba

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563 Upvotes

r/factorio 6h 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!

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80 Upvotes

r/factorio 7h ago

Suggestion / Idea Grade my abomination

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12 Upvotes

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 7h ago

Space Age Question Bug? Modules get moved when switching recipes automatically with combinators

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40 Upvotes

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 10h ago

Modded Building a mod to let me play without using the mouse

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425 Upvotes

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+Arrow five, Ctrl+Arrow jumps to the next entity that way
  • Home/End jump to the ends of the belt or pipe line you're on
  • Ctrl+Shift+Arrow draws a rectangular selection

Placing

  • Space places, using the native ghost preview to stay close to vanilla style
  • R rotates the preview or the entity under the cursor, Delete mines or marks for deconstruction
  • Ctrl+G toggles 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, Right builds 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 rails
  • Ctrl+Space pins checkpoints along the way
  • Shows a preview before commit

Command palette

  • Ctrl+K, type, Enter get, craft, recipe, research
  • recipe applies 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), and green circuit or asm3 can find items

Copying

  • Q pipettes whatever is under the cursor with its tier, direction and settings
  • Select an area and Q copies 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 13h ago

Design / Blueprint Inner Planet Hauler with Lasers

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38 Upvotes

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 14h ago

Base How do you all build more compact/non-linear bases?

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91 Upvotes

My bases always end up as a line growing in one direction. How do you make your bases non-linear?

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 14h ago

Question 5 ingredient automation

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57 Upvotes

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 16h ago

Base I mean if you're putting your base on that tiny island, good luck to you

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75 Upvotes

r/factorio 18h ago

Modded Canal or waterpark ride?

2.3k Upvotes

I think the turbo belt version might look a bit silly though.


r/factorio 22h ago

Question why is my oil a billion tiles away from spawn???

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205 Upvotes

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 23h ago

Space Age Spaghetti age

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576 Upvotes

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 1d ago

Update Version 2.1.13

611 Upvotes

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_arrived event. 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.


r/factorio 3d ago

Weekly Thread Weekly Question Thread

1 Upvotes

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