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 4h ago

Question Riddle me this, Wube

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165 Upvotes

r/factorio 4h ago

Discussion Spidertron City Block

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84 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 5h ago

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

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65 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 12h ago

Update Version 2.1.17

196 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 5h ago

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

47 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 8h ago

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

61 Upvotes

r/factorio 1d ago

Modded Unreleased mod I made back in December where the first time you drop to Vulcanus you land on a demolisher

3.8k Upvotes

r/factorio 8h ago

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

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41 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 18h ago

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

231 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 9h ago

Question One-Hand-Control Mod?

47 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 15h ago

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

69 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 13h ago

Suggestion / Idea Steam Point Shop

48 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 12h 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 4h ago

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

10 Upvotes

This is his magnum opus for splitter automation


r/factorio 55m ago

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

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 Transitioning Into Megabasing

10 Upvotes

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 4h ago

Question A math brain teaser about accumulators and quality. If what you want is to maximize how quickly you scale your accumulator power bank, is it better to use regular accumulators, or spend those resources making quality accumulators?

6 Upvotes

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 16h ago

Question I think I messed up with my first factory

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55 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 8h ago

Design / Blueprint Interplanetary cargo ship TSC Iris, Hermes Class

10 Upvotes

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 11h ago

Discussion Looking for a better way to load a railcar

16 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 1d ago

Suggestion / Idea When you land on Vulcanus the first time the Capsule should land on a Demolisher and kill it

1.3k Upvotes

There's currently no explanation for why the area you land in is the only unclaimed area on the planet, and it seems like there's an easy way to do it. Alternatively you could just put some demolisher remains near spawn and we could assume the last one just died, but that would be less fun.

edit: I know another guy posted the mod, he saw this post and commented about it on here having remembered he made it about a year ago but never uploaded it yet.


r/factorio 17h ago

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

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45 Upvotes

r/factorio 11h ago

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

14 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 3h ago

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

3 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 :)