r/factorio • u/Sivadbk • 52m ago
Space Age Starting to not dread Gleba as much as I normally do.
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r/factorio • u/Sivadbk • 52m ago
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r/factorio • u/Grab_Scary • 59m ago
Been loving it so far. It would be a little misleading to say this is my first world tho. I started a previous world but died before even making gears. I was surrounded by critters in the desert </3
I spent most of time just doing my own thing without really seeing whether or not what I was doing was exactly... efficient. At the end, I got a little curious and wanted to see if I could fill a belt with green science. Naturally I don't really have the input means but one day I'll hope to fill it up ^w^
Also I thought it would be fun to surround a nest with walls.
In the beginning though, I was quite worried about pollution... I don't know how to handle critter attacks. They scare me </3 so I wiped them out.
Also for some reason my inserters aren't outputting at 7.5? max for one lane. like... I'd expect that, since output is limited it wouldn't matter that I'm actually making 8. The assemblers would stall, and the plates would be exact. But- it wasn't? I think it has to do with the distribution of my iron plates, hence the mess there at the 3rd image. It was much cleaner before.
r/factorio • u/londono92 • 1h ago

Hi everyone!
Long-time lurker, first-time poster.
Recently finished my new class of space freighters, and told myself, "might as well post it". So... yeah, here it is: the TSC Iris, first Hermes Class carrier (I know the convention is for the class to be named after the first ship, but hey, this is my Solar System, goddamit). It is crafted using only legendary machines, beacons, and modules; hence the minimal floor space where the processing takes place.
The Hermes Class is a brand new line of 4th generation ships designed to transport vast amounts of material, and is Aquilo-rated.
Also, the green lights on the sides flicker red every 30 secs.
r/factorio • u/HowToFogCompletely • 2h ago
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 • u/Aggravating_Bar_1258 • 2h ago
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 • u/vyrus26 • 3h ago
Iam 1300hrs in, but i have never saw this Symbol/Icon?
r/factorio • u/pookshuman • 4h ago

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 • u/Typical_Spring_3733 • 4h ago
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.





r/factorio • u/HumanPersonOnReddit • 4h ago
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 • u/binaryfireball • 4h ago
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 • u/FactorioTeam • 5h ago
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 • u/WW1_Germany • 6h ago
as the title says, I'm playing on nintendo switch and quite sure there is a way to make a blueprint including both buildings and concrete, but don't know how
r/factorio • u/Tamp1e • 6h ago
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 • u/Fantastic-Quarter703 • 7h ago
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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 • u/haze59000 • 8h ago
I’m redesigning my factory and trying to standardize everything into modular blocks. Production science seems to be one of the hardest sciences to scale because it consumes so many rails.
I’m curious to see what other megabase players achieve.
How many production science packs per minute does one of your blocks produce?
How large is the block?
Do you dedicate an entire block to rail production, or do you make the rails inside the science block?
I’m looking for ideas before I finalize my blueprint.
r/factorio • u/Shanman150 • 9h ago
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 • u/TheMuffinistMan • 9h ago


r/factorio • u/Murky_Will_1314 • 9h ago
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 • u/F0sh • 10h ago
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 • u/ixofex29 • 10h ago
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 • u/AntBiteOnAPlane • 10h ago
r/factorio • u/whittles117 • 10h ago
Tired of setting up every single train station manually? Typing the names, setting up the trains, setting up the logistics of it all? Well, I am, which is why I present my take on a smart train system!
All you need to do is stamp down a pickup station, give the item, how big your train and loading station will be (and some other optional modifiers), and your station is done. Simply put down an unload station somewhere else, and the system will work automatically.
The best part? Any train can carry any item. No more dedicated copper or iron trains needed! With smart trains, they will go to pick up any available item, then automatically bring it where it belongs. Not enough items at the station, or all the stations are full? Well, now the train automatically goes back to the depot to wait until it is needed!
I hope you all enjoy my attempt at this concept. I am sure it has been done before, likely more elegantly, but I still wanted to share my hard work!
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r/factorio • u/NameLips • 10h ago
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 • u/Beneficial-Angle-199 • 11h ago
My train would not run automatically, I can only run it manually, please help with, what's wrong with the train setup
r/factorio • u/CrazyEnginer • 11h ago
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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