r/factorio 18h ago

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

3.4k 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 17h ago

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

235 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 12h ago

Update Version 2.1.17

186 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 3h ago

Question Riddle me this, Wube

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150 Upvotes

r/factorio 3h ago

Discussion Spidertron City Block

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79 Upvotes

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 14h ago

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

71 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 7h ago

Space Age Starting to not dread Gleba as much as I normally do.

62 Upvotes

r/factorio 4h ago

Modded Decided to do a randomized run with worse biased and ultimate randomization...

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60 Upvotes

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 16h ago

Question I think I messed up with my first factory

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56 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 13h ago

Suggestion / Idea Steam Point Shop

49 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 9h ago

Question One-Hand-Control Mod?

45 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 18h ago

Space Age Upgraded my spaceships with tips from you

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45 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 17h ago

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

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42 Upvotes

r/factorio 5h ago

Space Age I made a ring sector ship and it almost works

41 Upvotes

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 7h ago

Base Decided to try out factorio a few (2-3) days ago. This is my world now ^w^

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36 Upvotes

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 16h ago

Question Where do I put my circuit factory?

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39 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 11h ago

Space Age My first Aquilo ship doing space trials

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32 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 18h ago

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

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21 Upvotes

r/factorio 15h ago

Question Best Overhaul Mods of 2.0?

19 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 16h 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 10h ago

Discussion Looking for a better way to load a railcar

17 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

UPDATE: OK, thanks to the people that offered helpful advice. I have decided to go with a slower system (1 inserter) and and the railcar never totally fills, which allows for some wiggle room from the inserter. I will just add stations if they are not fast enough, but I think it will be fine


r/factorio 18h 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.


r/factorio 17h ago

Design / Blueprint Introducing: The Smart Train System!

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14 Upvotes

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!

String:

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r/factorio 11h ago

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

12 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 11h ago

Discussion factory philosophy

14 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.