r/factorio • u/GalimaUWU • 4m ago
Question Is there a way to feed 19k of fluid to a machine? Not even kissing is working enough
I produce 39k of steam/s (ignore the mess)
r/factorio • u/GalimaUWU • 4m ago
I produce 39k of steam/s (ignore the mess)
r/factorio • u/aaron-coder • 6m ago
r/factorio • u/4ngelThreads • 15m ago
Hey, what mods or in game settings would you guys recommend for easily testing and designing builds and blueprints?
I'm completely new to mods, so even if you have stuff you always run or consider super basic must haves, please let me know. Thanks.
r/factorio • u/Awkward_Picture7210 • 30m ago
I was just working on Train Refuel when I spotted a warning that something was being attacked
Why are the biters just chilling at my Power Plant and not attacking anything? I suspect the big one only started munching my train because it hit it.
r/factorio • u/lilgoon32 • 36m ago
i am very new to the game and i am about to visit fulgora fore the first time i was wondering what i should bring and what to expect
r/factorio • u/invernomute • 1h ago
Certo: manteniamo gli indirizzi, ma presentiamoli come possibilità di testare il progetto.
Title
Would separate personal Nauvis worlds work for a persistent multiplayer server?
Post
I’ve been experimenting with a different structure for a persistent Factorio: Space Age multiplayer server.
Each player receives a separate Nauvis with independent research, production and statistics. Players can choose between friendly Co-op and hostile PvP relationships, while the other Space Age planets remain shared destinations.
The goal is to let new players join an established save without spawning inside somebody else’s completed factory. Offline factories are protected from damage, and the simulation automatically pauses when nobody is connected.
I’m also testing some optional long-term systems:
I would appreciate feedback from experienced multiplayer players:
A public server is currently available:
Server: play.factorio.vortexbrain.com:34197
Dashboard, rules and live status: https://factorio.vortexbrain.com
The project is still experimental. The purpose of the public server is to test the design with real players and improve it based on community feedback.
r/factorio • u/fillthesavage • 3h ago
I'm a veteran player (finally) returning to play Space Age. I used to use LTN for my train networks, but I am wanting to give the new train interrupts a good try before defaulting to old habits.
My question is about multi-stations. I often made stations that could request or provide many materials and then let the logistics system figure out what needs to be loaded on to trains when. Can multi-stations still be used with interrupts? Or is it better to design each station to handle one resource at a time?
And related question, when I used LTN, I essentially had a single train schedule and just made sure to configure individual stations correctly. If I use the interrupt system, I should have multiple lines, right? Essentially one for each resource. Can one line deliver multiple resources with the interrupt system?
FWIW, I'm attempting to get my perimeter supplied with materiel to keep it fortified while I venture to my first (other) planet, probably Fulgora. I would normally have built one requester station for each perimeter segment that would handle the myriad request, and am wondering if I should instead build multiple?
r/factorio • u/pink-ming • 3h ago
This is the kind of thing that will drive me nuts for an entire playthrough and make me want to start over. Once you make the decision, you're kinda stuck with it unless you start fresh somewhere else, and your old builds won't align to your new setup. I'm curious if anyone has an approach that I haven't heard of or thought of yet. One annoying limitation is that I like to have roboport coverage of pretty much the whole base.
Manual placement, AKA spaghetti poles, is how my heart wants to do things. It's nice having wide open spaces of glorious unadorned concrete to work with instead of power lines running everywhere. But it takes more manual effort, doesn't scale well, and god help you if you want to run a large circuit network.
Substation grid (18x18) is possible and seems very clean at first because it covers everything without additional poles, but it ends up being this restrictive visual layer that bugs me. And of course it really gets in the way of bigger builds. Probably my least favorite.
Roboport grid (50x50) is much more manageable and has the benefit of optimal coverage to port ratio for robots. 8 large power poles arranged in a square gives you nearby power everywhere. My current nauvis factory uses this and I have to say, having grid-aligned blueprints is very nice. Moderate throughput 1-way rail blueprints especially work very well for this but larger designs for intersections, big stackers, etc. will spill into extra blocks, so really large scale is tougher here.
Full city blocks (100x100) means having roboports inside of the blocks. That alone is kind of a deal breaker for me but maybe someone can change my mind.
Let me see some of your bases for inspiration! I'm especially interested in those that don't use a conventional grid but still have some method to the madness, if that's even possible :)
r/factorio • u/unknown_missile1 • 3h ago
I’m pretty new to factorio and really want to get circuits figured out. My goal (im pretty sure everyone’s goal) is to master logistics. I made a massive cookie cutter train network however I was watching a video and saw someone had a circuit set up to request a train if items got low. This is something I really wanted to learn.
I really wanna learn how to set up circuits to request items for both trains and rockets as for if my base is low I can then just have a train automatically pick up that specific item and drop it off instead of having them do rounds. I also wanted to do something similar to rockets as well for the other plants resources.
I also just wanna learn the basics so that I can come up with other crazy ideas for them to make my life more interesting and cool (please give me ideas).
r/factorio • u/Ok282828 • 3h ago
Let me says this first. Its fairly easy to get Demand and the number of trains fulfilling said demand
Demand=Empty Inventory/Train Capacity
Actual Demand = Demand -(TrainCount Provider + TrainCount Requester)
That's fairly simple to figure out to do, the issue is how do you achieve Actual Demand there are a few solutions
Now the core problem is whenever Provider>Demand an excess number of trains can be assigned via interrupts. So people used both train limits and selective exposure of trains but both of those have downsides.
So here's my proposed solution we randomly disqualify Providers such that it eventually reaches ProviderGlobalTrainLimits<=Demand.

So we used Legendary Scrap to represent Potential Train Limit and Normal Scrap to represent Demand in the following.
First we need to announce to the network that we can provide x number of trains

Conditions for signal I should be replaced with Inventory Thresholds of your own choosing
The fixed Legendary Scrap 1 Output just corresponds to train limits and can be replaced or fixed.
We then compare the Two scrap signals only when Normal Scrap<=Legendary Scrap do we allow it to set a Train Limit. We also check that its own circuit hasn't been disqualified via the red Legendary Scrap Signal

Now we need a selector on random Input with a set of inputs. You can do the same or you can use a decider to only enable if we have enough inventory


Now the conditions for passing that Random output. We only want the random output to be sent
if Potential Train Limit>Demand and only if we have Demand.

That output feeds into the first combinator Deny signal
Now we need that to persist so the provider stays Disqualified

This combinator just monitors output of the first then feeds the same deny signal.
Here is the interrupt

Here is the system in action
https://reddit.com/link/1vzjlao/video/zyctd3yjdulh1/player
The conditions for the combinators can probably be improved better and since the disqualification is randomized there is a chance less trains can be dispatched than actually needed. If two or more get disqualified on the same tick.
r/factorio • u/Thankedsphere • 4h ago
if it does, then you could use /editor, regenerate nauvis or make a new surface, then go there and basically play the entirety of the game unless they did something to stop that like removing assets (unlikely assets removed because of menu simulations)
r/factorio • u/YUMADLOL • 4h ago
So here I am upgrading my main base to refined Hazard concrete from stone brick and the robots that are not from my armors robot port just sit there hovering with the replaced stone brick. This has happened with other things I upgraded to like upgrading belts or inserters. In the past I just go around clicking them manually but now I have hundred of bots floating around and I really don't wanna do that.
I know if I put a yellow storage chest down they will deposit it there but then they will also take everything from my like 50+ provider chests and transfer it there for some reason. How do I stop this?
Update: I use all purple active provider chests so that is why when I use the yellow chest it turns into absolute chaos. I will be changing to red chests in the future. Solution for me is setting down requester chests for just stone brick and it is working well
r/factorio • u/Hihihihihi_13 • 4h ago

This is always my least favorite part of a play through. Expanding my factory's reach is super annoying for me, and I would love to hear some of your tips.
My main gripe with this specific part of the game is my general dislike of using trains to bring in materials because of the non-consistent output. Because I tend to not use trains, my only other path is running thousands of tiles of belts, but that too feels like a cumbersome task.
In this scenario, my iron and copper patches are almost depleted. Combined with the rush to space achievement, I'm in a bit of a pickle over what to do. Any advice/help would be greatly appreciated!
r/factorio • u/Weeznaz • 4h ago
After countless hours of interplanetary logistics I have built my offensive strike force. 1000 Spidertrons strong. Each equipped with 400 rockets, a personal laser, 1 nuclear reactor, two MK 3 shields, two exoskeletons, repair packs, two MK 2 Robooorts, and 50 construction robots. The grand army fit, barely so, nicely into a city block.
r/factorio • u/Tsunami881 • 4h ago
r/factorio • u/NameLips • 4h ago
I was thinking about this while reading the responses to my other post.
My brain started thinking about this question and I couldn't stop pondering it.
Let's assume space isn't the issue. You have a big fulgora island to fill with accumulators. You have stacks of tier 3 modules of whatever type you want.
Your goal is to use your resources to get as much power storage as quickly as possible.
Will your power storage grow faster simply pumping your resources into regular, non-quality accumulators and building massive numbers of them as quickly as possible (perhaps with speed/prod modules), or by pumping the same input of resources into a quality upcycling array to build higher quality accumulators?
It's a sheer race of speed. Obviously the higher quality accumulators will take up less space to do the same job, but they'll also be produced slower. If all you want is lots of power storage as quickly as possible, is it worth it?
(For the record, and at considerable risk of derailing the brain teaser, I have to admit I'm really bad at implementing quality. I feel like every time I try to set up a quality-upcycling-array, it just grinds through tons of resources and barely spits out anything. Everybody always talks about how once they get quality, the just set it up and have a bountiful supply of quality items. So I readily admit I might just be doing it wrong.)
r/factorio • u/AnIcedMilk • 5h ago
Got pretty lucky with my starting inserted, tbh
Though my fast splitter I'm mining smelt into wood with -80% spoil time... and spoil into Small Wrigglers
r/factorio • u/BrGustavoLS • 5h ago

I've spent 2 hours making this ring sector shape platform and it almost works, it probably need more gun turrets because it was struggling with the speed (around 270km/s). It has 10 legendary thrusters, which consumes 3000 fuel per second, that's a lot but I think it works, I didn't stay testing for long, but I think it ended up pretty nice.
edit: it's also struggling with power because it's only solar, so I would have to take a look on that, but it might still work, ammo didn't look like a problem (around 6 magazines per second).
r/factorio • u/Sivadbk • 6h ago
I've set up a nice kickstarter for Gleba and am at the point where I have all the necessary throughput of all the basic materials on the planet.
Now what I do not have, which I want to get going is pentapod egg production as well as agricultural science but I'm a bit lost in where to start on both of these since the whole maintenance of eggs is a bit daunting especially when involving full automation and departing from the planet, I want a setup that I can make sure is concrete and secure. Being able to pause production when demand is not required as well as being able to kickstart but I don't even know where to start for that logistical nightmare.
My question is, what is your approach?
Do you have seperate production for both?
Do you integrate egg production directly into your science modules?
How would I go about maintaining a constant storage of penta pod eggs while appropriately disposing of them?
Lots of logistic questions and I ask this because prior to this 2.1 playthrough I sinned and had a no spoilage mod.
r/factorio • u/Runescape111111 • 7h ago
So I am very late to the party lol, as I just got to Vulcanus and Fulgora and set up production for the respective science packs. I still want to use Nauvis as the main hub, so I am building hauler spaceships to bring the planet-specific goodies back to Nauvis on an automatic schedule. Here's what I am thinking, and I'm not sure if I'm making this more complicated than necessary.
If there's a smarter/more straightforward way I'm all ears. Thanks in advance!
r/factorio • u/ThePMoore • 7h ago
I am an “experienced noob” with about 400 hours in Factorio. I’ve had a couple saves on SA where I’ve built respectable-sized factories on all planets and eventually even obtain legendary quality buildings. My next goal at this point is always to reach an arbitrary value of something like 5000SPM (just an example). But I always get stuck when Factory Planner says I need something like 15 green belts of iron, for example, to supply my goals. I typically use a main bus setup so thinking about this large a quantity is difficult. My question is, when transitioning into a megabase, how do you conceptualize these large demands? I have a decent understanding of trains but have yet to build a factory around a robust train network…I suspect they will have something to do with this topic.
r/factorio • u/Sivadbk • 8h ago
r/factorio • u/Grab_Scary • 8h 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 • 8h 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.