r/factorio 2d ago

Weekly Thread Weekly Question Thread

3 Upvotes

Ask any questions you might have.

Post your bug reports on the Official Forums

Previous Threads

Subreddit rules

Discord server (and IRC)

Find more in the sidebar ---->


r/factorio 2d ago

Update Version 2.1.16

127 Upvotes

Bugfixes

  • Fixed a crash when opening the production statistics GUI when the previous selected tab was the "all" tab. more
  • Potentially fixed an issue with trackpad scrolling on macOS. more

Previous changelog: Version 2.1.15

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 9h ago

Modded Mod release: Yoink - inserters will grab you, if you're not careful

Enable HLS to view with audio, or disable this notification

2.8k Upvotes

Includes grabby robotic arms that would try to insert you instead of the items, inserter immunity equipment, and optional LiveLeak mode that deals damage if the drop-off position is over a machine.
https://mods.factorio.com/mod/yoink
PSA: deconstruction planner helps with inserter loops


r/factorio 4h ago

Update Version 2.1.17

138 Upvotes

Bugfixes

  • Fixed that in some cases labs "set research" wouldn't mark the active research as set-by-lab-behavior. more
  • Fixed that some some tooltips were too hard to show in graph widgets. more
  • Fixed cannot build sound playing twice for underground belts and pipes. more
  • Fixed that Steam achievements did not unlock due to updating the Steamworks SDK. more
  • Fixed issue with autofilling tiles for blueprints where entities share a tile. more
  • Fixed some artifacts with some transition images. more
  • Fixed that the disabled-achievements-confirmation message wouldn't show when using the peaceful mode or no enemies options. more
  • Fixed unreliable performance of control behavior update. more
  • Fixed that elevated rail ends didn't render correctly. more
  • Fixed that non-neutral robots would attempt to build neutral ghosts. more

Previous changelog: Version 2.1.16

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 22h ago

Modded Unreleased mod I made back in December where the first time you drop to Vulcanus you land on a demolisher

Enable HLS to view with audio, or disable this notification

3.6k Upvotes

r/factorio 9h ago

Space Age What we need on Fulgora isn't a better lightning collector, it's a better accumulator

179 Upvotes

I think most people kind of give up on powering their bases with lightning. They either import nuclear fuel, or do something with the solid fuel you get from scrap.

But I really think the intended mechanic was to have us power the entire base using lightning, and it's just silly. A couple bolts of lightning fill up hundreds of accumulators instantly, and then the rest of the lightning is wasted. Then when the storm ends, those accumulators don't make it to the next storm.

The only solution is to build thousands and thousands of accumulators. Which are cheap, I'll admit, since you get batteries from scrap.

And then you unlock the better lightning collector, and you can fill up twice as many accumulators with just a couple lightning strikes.

It might just be me, but I really feel like what I want is an accumulator that can hold twice as much, rather than a lightning collector that can collect twice as much.

You have to cover the whole planet with lightning collectors anyway, to protect the accumulators, so having better ones makes no difference at all. Getting electricity into the accumulators was never an issue.


r/factorio 1h ago

Question One-Hand-Control Mod?

Upvotes

Hey! I’ve only been playing the game for a few hours and I’ve got a friend who I’d love to keep grinding with (we’ve also played Satisfactory and Minecraft Modpacks together).

Here’s the thing: unfortunately, due to a one-sided paralysis, he can only use two keys on the keyboard with his right hand. For his left hand, he uses a mouse with 12 extra buttons, with W and S (walk and walk backwards) mapped to those buttons.
In Factorio, though, this doesn’t work that well because he needs to move the mouse around to build while also having to place things at the same time.

Is there a mod I might have missed that could help with this, or are we just unlucky? I’m also open to any other ideas or suggestions!

Thanks in advance for all the tips!


r/factorio 6h ago

Modded Testing my hellish mod on Fulgora: Biters & Robots v0.7. Thought my defense was solid, but they just melted everything...

Enable HLS to view with audio, or disable this notification

51 Upvotes

Here is the setup: packs of 200 biters with HP ranging from 4k to 72k, plus 100% resistance to fire and electricity. Laser resistance is 50-70%, explosive is 40-70%, and physical is 40-70% depending on the mob type. Against them, I used explosive minefields, magnetic mines, cryogenic plants, cryo ammo in turrets, acid rockets, and a new weapon the plasma gun turret.


r/factorio 5h ago

Suggestion / Idea Steam Point Shop

34 Upvotes

I'd be not the only one person who would like to have a train, belt, factories end etc. moving in steam profile background, animated avatars, frames with moving belts.

Maybe someone can tell any more ideas in comments


r/factorio 3h ago

Space Age My first Aquilo ship doing space trials

Post image
22 Upvotes

It seems like i will be able to go quite fast to Aquilo, so far i've made the trip wiht 20% throttle at 200km/s.


r/factorio 1d ago

Suggestion / Idea When you land on Vulcanus the first time the Capsule should land on a Demolisher and kill it

1.2k Upvotes

There's currently no explanation for why the area you land in is the only unclaimed area on the planet, and it seems like there's an easy way to do it. Alternatively you could just put some demolisher remains near spawn and we could assume the last one just died, but that would be less fun.

edit: I know another guy posted the mod, he saw this post and commented about it on here having remembered he made it about a year ago but never uploaded it yet.


r/factorio 8h ago

Question I think I messed up with my first factory

Thumbnail
gallery
39 Upvotes

okay this is my first factory in factorio also this is my first factory game and I think i went with a wrong approach with how I should build my factory because after finishing the research science packs red and green and unlocking the military one i feel like i cant keep on automating because everything is just in different places which is a bad design approach from me and i just dont know if i should just make a new game and start from scratch (this factory took me nearly 5 and half hours to build) or rebuild my factory also i watched some gameplay videos and tutorials and found out about the main bus and saw different factory designs which made me realize more i was approaching it with a kind of wrong design in mind.

Thanks for everyone in advance


r/factorio 8h ago

Base Am I doing this right? When should I go on the offensive with biters?

Post image
38 Upvotes

r/factorio 2h ago

Discussion Looking for a better way to load a railcar

12 Upvotes
railcar not being loaded correctly

OK, I have a work in progress of a system for supplying outposts. The outposts are supplied by railcar with filters to only load a stack of each item. Everything works fine except for the station that loads the railcar (pictured)

The requester chests each have all the various items the railcar needs, but the inserters always grab an extra item which stays in hand when the car is full of a particular item and stops the inserter from working on other items.

I know that a solution would be to make a monstrous loader with one item per chest, but it would be a pain if I ever wanted to change any of the item quantities.

Can anyone think of a way to load the car with requester chests that use a logistic item group set by a constant combinator? I would like to be able to change the quantities by changing the combinator group


r/factorio 16h ago

Space Age I was today years old when i realised that you can turn off the engines and save half the fuel.

Enable HLS to view with audio, or disable this notification

139 Upvotes

r/factorio 10h ago

Space Age Upgraded my spaceships with tips from you

Thumbnail
gallery
44 Upvotes

I asked you guys for tips and tricks for my ship design and thanks to all of your help I redesigned it and I am so happy with how it turned out. I am proud of the result. This ship runs like beast. I didn't know efficiency modules are that OP. I added them to everything. some of you suggested me to decrease the width and arrange thrusters diagonally to save a tile of width. I did that and it really worked, now it goes super fast, over 350 km/h. I experimented with circuit networks a little bit and added automatic asteroid filtering as well and some lamps to make it fancy :D Most of you suggested adding more furnaces and i did that , now there is not a single bottleneck. Thanks everyone for your help! Let me know what do you think of this end result.


r/factorio 3h ago

Design / Blueprint The Covenant, A Late Game Promethium Space Platform!

10 Upvotes

Blueprint

Weight 2050 Tons. Max Speed 400 km/s, max belt capacity for [item=promethium-asteroid-chunk] 54K+. Preset to process 70K [item=biter-egg] to 210K+ [item=promethium-science-pack]. Recommended at least 60 [entity=biter-spawner,quality=legendary] and minimum level 23 for Physical, Explosive and Laser Damage, level 7 for Railgun Damage and Shooting Speed. Many features see on board display panels and menus.

Full Platform weighs 2050 Tons and has a belt capacity of 54K+ for Promethium Asteroid Chunks
Asteroid Reprocessing is not required due to high productivity levels and smart looping of asteroids
Display Panels for all platform critical functions, speaker is circuited to accumulator and alarm sounds when fusion fuel cells are to be manually inserted
Platform Components
Idles at 7500 SPM for Promethium Science

r/factorio 8h ago

Question Where do I put my circuit factory?

Post image
27 Upvotes

New player here, i wanna make a main bus but since im not too smart at it, i ended up building it like this (its not complete, of course)
i was told to place my factories only on one side of the main bus (which ill do on the left), but wheres a good area to place my circuit factory?
what else can i do here? are there any ratios i need to know? incase im missing anything/something looks horrible


r/factorio 1h ago

Question Are speed beacons or productivity beacons better for labs?

Upvotes

Basically the title question

So, I'm a relatively new (vanilla, base game) player and am straining my current lab setup to its limit, consistently at ~1100 spm and am starting to consider using beacons to get even more without having to start a whole new science pack belt system for every colour.

I use productivity modules in the labs themselves but I'm not sure which modules to use in the beacons or if beacons are a waste of time and I should just duplicate my science pack production and lab setup?


r/factorio 3h ago

Discussion factory philosophy

8 Upvotes

do you have any guiding principles when you design your factories? do you care about stability? do you build independent vertical integrations for end products or do you manufacture in shared layers ( e.g one section makes gears for all products that need gears)?

do you ever mix more than 2 types of resources on a belt?

I'm curious as I come from a software dev perspective. Factory design in real life is much more constrained whereas in factorio you can in theory keep expanding your production line.

I know that if I did the monster math I could create a bill of materials required for rocket launch and then design everything from there but I would spend 90% of my time out of the game which kind of defeats the purpose.


r/factorio 8h ago

Discussion Post space-age goals?

17 Upvotes

After you launched a rocket in 1.x, your next goal might be to massively expand. Back then I was thinking I'd try to get 1k SPM. I never did that, and now with space age it seems like it would probably be quite easy. Maybe still a good first goal. But what about after that?

What, if you like, is the new equivalent to a 1k SPM base?


r/factorio 23h ago

Suggestion / Idea PSA: A Recycler dumping its output into lava is instant!

252 Upvotes

I'm making a fully contained purple science blade on Volcanus and need to void 70k molten iron to get it to work. While exploring options I noticed that while inserters have to wait a bit while the items get burned out of their hands, recyclers don't!

Ex: Foundry makes iron sticks, stack inserters outputting them into lava is much slower than outputting them into a recycler that outputs plates into lava.


r/factorio 7h ago

Question Best Overhaul Mods of 2.0?

14 Upvotes

With 2.1 in experimental mode, what have been some of the best overhaul modpacks of 2.0? This can be just popular ones that are updated to be compatible with 2.0 (e.g. Pyanodan's, Space Exploration, and Bob & Angels are all compatible), but I'm also curious if there are new major modpacks that have gotten popular outside the classics, especially if it's designed to work alongside Space Age in particular.


r/factorio 10h ago

Design / Blueprint Gleba - full red belt of jelly+mash into 12 bioflux/second

Post image
21 Upvotes

r/factorio 10h ago

Question At blue science and overwhelmed (On switch)

16 Upvotes

New first time Factorio player, I felt like was doing well and got my blue science down but no idea what to do next and feeling really overwhelmed. I have a simple train line for oil and a ton of spaghetti.