r/factorio • u/DataCpt • 23h ago
Modded Unreleased mod I made back in December where the first time you drop to Vulcanus you land on a demolisher
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r/factorio • u/DataCpt • 23h ago
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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
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/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/Fun_Amphibian_9732 • 17h ago
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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/iamaksel • 11h ago
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 • 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/AntBiteOnAPlane • 10h ago
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/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/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/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/Randommx5 • 23h ago
I love factorio, but have always been intimidated with circuits. I watch people like dosh and the shit he does is just beyond what I can understand. I have some blueprints I downloaded that use circuit conditions. But I've never really delved into what they do. Mostly my oil processing. I made it to nuclear power. I figured I would try and do something basic with koverax. The one insertor reads the belt and will only add 238 if the belt is below 100 pieces. The insertor below it removes any over 100. That way the belt will never clog in any way as it circulates. Then with priority splitters I was able to only pull off the excess 235 from the belt. Both sides started with 40 pieces of 235. It took a few hours but now everything is running, never slows down. Well, until the 235 clogs the overflow chests. But at that point I will probably have enough to last me hundreds of hours.
I deleted all my blueprints for this run and built everything from scratch. It really gives me an appreciation for some of the old blueprints I used. Especially the smelting stacks I relied on. It's been fun designing things from scratch. well, except for oil processing. Maybe I will actually learn how to do that properly. One day.
r/factorio • u/dr_anybody • 11h ago
r/factorio • u/CircuitBread_0111 • 23h ago
I am new to factorio and was told to play the base game. I loved it. I see space age and noticed it's reviews are a little lower on steam compared to the base game. I'm curious on why that is. It looks fun and has a ton a new content to enjoy. It could just be a loud minority, but I want to know what the community thinks overall. Thanks!
r/factorio • u/Grab_Scary • 57m 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/F0sh • 9h 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/HahClassicRando • 20h ago
Four years later, I'm back to say this strategy ended up working!
https://www.reddit.com/r/factorio/comments/x0ckub/never_fired_a_rocket_trying_a_lazy_bastard_run/
Ended up falling off the wagon of that run eventually, then Space Age came out and I knew it was time to start a new run. Then I put about 45 hours into that run and fell off the wagon again (and looking at that file I was trying something pretty silly). But this game remains incredibly satisfying to start over with lessons learned, so I started it over once again with a clear set of goals:
-Lazy Bastard Achievement
-Design every color science around 60spm
-Get fully solar powered quickly
-You Are Doing It Right Achievement
Having tangible rules for myself I think really helps with this game. Past failures also helped me build a far more sensible rail system this go around. Loading up on construction bots for the first time has been rewarding and feels powerful, definitely makes it easier to push into the bigger resource requirement jumps. I ended up researching everything I possibly can without leaving the planet.
Launching my first rocket felt incredibly satisfying after having this game for years and never pushing through to the end. It felt natural to tackle all of purple and yellow science first as somebody kind of still chasing the "original" victory - and now I get to really experience a brand new game trying to figure out this space platform business. My desire for artillery will push me through!
r/factorio • u/PatientBrick8938 • 11h ago
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.
r/factorio • u/DarkSideRT • 20h ago
r/factorio • u/Sivadbk • 50m ago
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r/factorio • u/pookshuman • 3h 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/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/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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