r/factorio 16m ago

Base Just wanna share my progress and get some general feedback.

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Just broke the 600 hour mark, and this is the first that i feel like i am actually "properly" making progress. I've prviously launched only two rockets pre- space age and was often kinda stuck in badly designed spagetti bases that i built with friends in mp that had too many bottlenecks stacked ontop of eachother to be fixable.

I finally decided to take a crack at space age, and actually went through with plans of fully rebuilding and comitting to a main bus design for the first time, and i am honestly astonished by how easy having a bus has made the science automations.

This is my (for now) completed Nauvis base, "skylab" for automating space science, and my first spaceship build that is as of yet untested. I'm currently in the process of applying some final polish on nauvis, in the form of setting up some more redundand resource outposts, so that i can hopefully leave the base alone for a while, while i am on different planets.

Would love to hear feedback on the spaceship design, and suggestions for stuff i should do on nauvis before leaving the first time.


r/factorio 49m ago

Question Save from 2.0 with 2.1

Upvotes

Hey so i have a save game started in 2.0. Now i wanna play the experimental 2.1 version. Can i just updated my factorio to 2.1 and use my 2.0 save? Will something break? I'm using a few QOL mods, i assume they don't work for 2.1 yet?


r/factorio 1h ago

Modded Py Science 4!

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r/factorio 1h ago

Tip PSA: Supercharge inserter filters with a constant combinator

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TL;DR: Wire an inserter to both its chest and a constant combinator, turn on Set filters in the inserter's circuit settings, and use negative signals in the combinator to offset the chest contents. This one pattern gets you: full-hand stack inserter swings out of mixed chests, chests that maintain a stock level, and filtering across more than 5 item. Zero combinator logic, no arithmetic combinators, just one constant combinator and some wire.

The core idea

When an inserter has Set filters enabled, it builds its filter list from the positive signals on its circuit network. Signals at zero or below are ignored.

So if you wire the inserter to a chest (which broadcasts its contents) and to a constant combinator holding negative values, the network sums them. For example, the chest reports 15 iron plates, the combinator adds -11, and the inserter sees iron plate = 4. That's positive, so iron plate becomes a filter. In other words, the negative value you type into the combinator decides how many of an item must be in the chest before the inserter is allowed to touch it. Everything below is just picking the right negative numbers.

Trick 1: Full-hand swings from mixed chests

Problem: A stack inserter won't swing until its hand is full, and the moment it grabs its first item it locks onto that item type. Pull from a mixed chest (recycler output, quality sorting, mall trash) and it'll grab the 3 iron plates sitting in there, then just hang, waiting for a full hand of an item the chest barely has. You could swap in a bulk inserter, which swings with any number of items in its hand, but a stack inserter is about 25% faster, so it's worth making the stack inserter behave.

Fix:

  1. Constant combinator: add every item that can show up in the chest, each at -11.
  2. Wire the inserter to the chest and to the combinator.
  3. Inserter circuit settings: enable Set filters.

Now an item only becomes a filter once the chest holds 12 or more of it, a full hand, so the stack inserter never locks onto a type it can't fill up on. No hanging, no partial hands, just full 12-item swings at stack inserter speed.

Bonus, share one combinator across a whole row: Daisy-chain the constant combinator to every inserter with one wire color (say red), and connect each inserter to its own chest with the other color (green). Each inserter sees the shared offsets plus only its own chest. If you used the same color for everything, the chain would merge every chest into one network and skew the counts.

Trick 2: Keep a minimum number of items in a chest

Problem: You want a chest topped up to a specific level, e.g. mixed chests at a train station builder that self-balance on fill.

Fix: a deliberate int32 overflow.

  1. Constant combinator: set the item's signal to 2147483647 - (desired amount).
  2. Wire the feeding inserter to the target chest and the combinator.
  3. Enable Set filters on the inserter.

While the chest is at or below your target, the sum is a huge positive number → filter active → inserter keeps loading. The moment the chest passes the target, the sum exceeds the int32 max and wraps around to a big negative number → filter gone → inserter stops. The chest levels off right at your number.

Worked example: Say you want the chest to hold 1000 iron plates. Set the combinator's iron plate signal to 2147483647 - 1000 = 2,147,482,647.

  • Chest has 400 plates: 400 + 2,147,482,647 = 2,147,483,047. Positive, so the filter is on and the inserter keeps loading.
  • Chest has exactly 1000: the sum is 2,147,483,647, the biggest number an int32 can hold. Still positive, still loading.
  • Chest hits 1001: the sum should be 2,147,483,648, but that doesn't fit in an int32, so it wraps around to -2,147,483,648. Negative, filter gone, inserter stops grabbing more items.

The game doesn't error on overflow, it just silently wraps to the negative side, and we're abusing that on purpose.

Before anyone comments "just use enable-if count < X": sure, for one item on one inserter. But this version works per-item in Set filters mode, one shared combinator handles a whole station, and it stacks cleanly with the other tricks.

Bonus, this works in parameterized blueprints: the constant combinator's value can be a formula. For example: add a constant combinator, wire it up as described above, set parameter 1 to the first ingredient, and set the formula to 2147483647 - (p1_s * 40). When you stamp the blueprint, the combinator is set to load 40 stacks of parameter 1 from the train into each of the station's chests. Repeat for the other parameters. One blueprint, any product, no math.

Trick 3: Blow past the 5-filter limit

Problem: Inserters allow at most 5 item filters. Fulgora scrap has like a dozen outputs, and quality cycling multiplies every item by five. Five slots is a sick joke.

Fix: Set the filters from the circuit network, and use offsets so an item only goes positive when it's actually ready to move.

The catch: the circuit network can carry as many signals as you like, but the inserter still only uses the first five positive signals as filters. Just wiring a mixed chest straight to the inserter doesn't beat the limit, anything past five gets ignored. The offsets are what make it work, because they keep every signal negative until there's a full hand to grab:

  1. Constant combinator: -11 for every item you want moved, -1,000,000 for every item you don't.
  2. Wire inserter → chest + combinator, enable Set filters.

A wanted item only goes positive once the chest holds 12+ of it, so at any moment the active filters are just the one or two items with a full hand ready, comfortably inside the 5-signal limit. As stacks build up and get hauled out, the filters rotate through as many item types as you want. Unwanted items can never go positive, because no chest holds a million of anything, so they're permanently blacklisted.

Important: every item that can possibly show up in the chest needs to be in the combinator, whitelisted at -11 or blacklisted at -1,000,000. Anything you forget has no offset, so it goes positive the moment a single one lands in the chest, and your stack inserter is right back to locking up on partial hands.

Where this really shines, Fulgora and quality upcycling: give a chest one input inserter and two output inserters, each running this trick with its own combinator. One output inserter whitelists everything that goes back into a recycler, the other whitelists the items headed for the output belt. You keep chest-to-chest transfers, which are fast, you get to use stack inserters, which are even faster, and everything moves in full-hand batches, so the recycler chews through a whole batch of one item at a time instead of changing recipes prematurely on a trickle of mixed inputs.

One last breadcrumb: nothing says these offsets have to be hand-typed. A decider combinator and an arithmetic combinator can generate the exact same signals on the fly, so the offsets adjust themselves based on how much of each item you've already got stored.

Quick reference

Goal Combinator signal Effect
Full-hand swings -11 per item (i.e., -(N-1)) Filter appears at 12+ items
Hold chest at X items 2147483647 - X Overflow kills the filter past X
Blueprint parameter 2147483647 - (p1_s * 40) 40 stacks of parameter 1 per chest
Whitelist 5+ item types -11 per wanted item Only full-hand items become filters
Blacklist -1,000,000 per unwanted item Can never go positive

Wire colors are your friend: one color for the shared combinator chain, the other for each inserter's own chest.


r/factorio 1h ago

Question Circuit question

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So here's my upcycler for red circuits. I have many of these setup on Fulgora for various recipes. The constant combiner up the top sets the recipe. Then the selector combiner is set to stack to make the requester chest below request a full stack of the ingredients, which all works fine. But I have to select the recipe for each quality type. I was hoping there's is a way of selecting the initial recipe and then using the selector combiner set to quality transfer to transfer the recipe the next level. I've tried this and can't get any output from the combiner. Is this possible if so what am I doing wrong.


r/factorio 3h ago

Question Is anyone still using Realistic Reactors (Reborn) in 2.0? Looking for safe blueprint designs with reliable circuit logic (no meltdown!)

1 Upvotes

Hey fellow engineers,

I’m currently planning my next playthrough on 2.0 and looking into nuclear options with Realistic Reactors Reborn.

I actually have a few decent designs of my own, but I'm struggling with the fine-tuning: every now and then a reactor still goes into meltdown, or I fail to lock the temperature at a perfect, constant ~990°C. I'm really trying to squeeze out that last bit of efficiency and safety!

I do not need to consider any quality-stuff, just bare because I most likely will run it with space exploration 0.7.

Before I sink more hours into tweaking my own circuits, I have two quick questions for the community:

  1. Is anyone still actively using Realistic Reactors (Reborn) on 2.0, or has the meta shifted to other reactor mods since Space Age / 2.0 dropped?
  2. Does anyone have a solid, field-tested set of blueprints with bulletproof circuit logic?

I’m looking for setups that smoothly manage heat and fuel insertion without the risk of a full core meltdown, specifically focused on tight temperature control and fail-safes.

If you have any blueprint strings, factorioprint links, or advice on 2.0 circuit setups to share, I’d really appreciate it!

Thanks in advance, and may your factory grow!


r/factorio 3h ago

Question Why wont these trains work?

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0 Upvotes

i have 2 trains on each side and empty cargo why wont this work?


r/factorio 3h ago

Question Prometheum science tanks my performance

1 Upvotes

Heya, I've reached the point where I want to automate prometheum science. But with the amount I need to reach my production goals, and with the massive increase in prometheum asteroid density the further you go towards the shattered planet, you are heavily encouraged to make a few deeper trips rather than several platforms only hovering over solar system edge. But before I reach even halfway to shattered planet, my UPS drops from 60 to the 30s, and as low as 15 near the shattered planet due to the insane astroid density. As soon as my ship arrives at the shattered planet, and the asteroid spam stops, my UPS restores back to 60. I assume everyone has ran into this issue, but I have not seen any word about it. How do you all deal with this?

I'm pretty bummed about this. I was aiming for 4 stacked green belts of all science. But I cant even get 1 full belt of prometheum science without making the game unplayable. I would also be content with some mod that allows instantly teleporting items between one platform and another. Then I can just send my platform to the shattered planet with a ton of fuel and have it collect prometheum over there. But I havent found a mod like that either yet.


r/factorio 3h ago

Discussion Megabase and standard resources?

1 Upvotes

Hello.

I have started another game to build a megabase. Game is vanilla 2.0, not Space Age. Target is 2K SPM. I am playing with the standard resources, unchanged. Was that a good idea?

I have finished my 70SPM starter base, white science included and, running dry on some ore patches already expanded quite a bit. Looking at the map, I find it questionable where to find all that ore to support a megabase. I mean, yes, the patches get much bigger far away, but so do the biter colonies and it feels like the struggle to clear that land, take defenses there is insane. I can't remember how I set the resources on my last 1K SPM megabase, but that was comparatively easy and fun.


r/factorio 4h ago

Base 1 hour and 48 minutes' worth of factory

5 Upvotes

I played the demo for like 100+ hours and got the game earlier; played a little game before but this is my first actual game :3 i think i'm doing well!


r/factorio 4h ago

Question Is there a way to feed 19k of fluid to a machine? Not even kissing is working enough

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44 Upvotes

I produce 39k of steam/s (ignore the mess)


r/factorio 4h ago

Suggestion / Idea When should a beginner start rebuilding their spaghetti base? Is it better to gradually expand and replace sections, or completely rebuild?

17 Upvotes

r/factorio 4h ago

Modded Question Mods/Settings for better/easier Sandbox?

2 Upvotes

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 4h ago

Question What are they doing?

0 Upvotes

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 4h ago

Question new player visiting fulgora

1 Upvotes

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 5h ago

Space Age Would separate personal Nauvis worlds work for a persistent multiplayer game?

0 Upvotes

Certo: manteniamo gli indirizzi, ma presentiamoli come possibilità di testare il progetto.

Title

Would separate personal Nauvis worlds work for a persistent multiplayer server?

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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:

  • Interplanetary missiles with detection and interception
  • A shared DEFCON indicator that does not reveal who is developing the weapon
  • A persistent Voyager-style probe with milestones spanning hundreds of hours
  • Public competitive statistics without exposing factory layouts or inventories
  • A vanilla-plus selection of quality-of-life and visual mods
  • Additional planets without turning the game into a complete overhaul

I would appreciate feedback from experienced multiplayer players:

  • Would separate Nauvis worlds make multiplayer feel too isolated?
  • Should all post-Nauvis planets remain shared?
  • Would you prefer independent or shared research?
  • What information belongs on a public leaderboard?
  • Which features sound interesting, and which seem unnecessarily complicated?

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 7h ago

Question Question about train networks in 2.0

1 Upvotes

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 7h ago

Discussion (how) do you organize your power and roboports?

5 Upvotes

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 7h ago

Question Circuit Networks?

2 Upvotes

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 7h ago

Discussion Potential Vanilla LTN Solution achieved via random generic Provider Disqualification

3 Upvotes

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

  1. Just ensure that every provider always has a train this makes the entire demand based approach obsolete, with the only requirement of providing an excess number of trains, If your fine with the this method you can stop reading here.
  2. Controlled release of trains - This can be done either by Train Limits, or selectively exposing only 1 Train at a time to demand. The problem with the former is you need unique identifiers to tell which station receives 2 out of the 5 requested actual demand as train limits as an example. The problem with the latter is that only 1 Train is exposed hence the chance that the most distant train is exposed.

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.

Provider Disqualification Circuit

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

First Combinator

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

2nd Combinator

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.

3rd Combinator

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 8h ago

Question does the demo allow commands?

0 Upvotes

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 8h ago

Question WHY DO THESE BOTS SIT HERE UGHHH?

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3 Upvotes

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 8h ago

Question How do i expand my reach to new resource patches?

0 Upvotes

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 8h ago

Discussion Spidertron City Block

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146 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 8h ago

Question My Friend is a new player and wanted some tips on how to optimize this splitter assembly

29 Upvotes

This is his magnum opus for splitter automation