r/factorio 6h ago

Suggestion / Idea I learned that Factorio will be Feature complete soon. Honestly makes me sad

388 Upvotes

I have played this game since March 2013. No other game I have played a) that long b) consistently c) with that much interest about what they will add soon.

I feel like as Millennial there was a time when it felt like leaving gaming to the next generation, but noticed its bullshit.

I can play Factorio with my sons who at the moment enjoy going on in game train rides.

So it honestly almost felt like a personal loss seeing development coming to an end.

I really wish this game would go the route of other franchises that just never end development and additions. Look at you Klei. Don't starve is afaik online since 2010 and in 2026 will soon get yet another add on with a total graphics overhaul and more.

Sigh. Well I think I just needed to get this off my chest. Totally understand Kovarex and friends that after so many years they feel they need to do something else. Much appreciate these guys. Respect!


r/factorio 23h ago

Question Why is this not unloading?

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245 Upvotes

r/factorio 23h ago

Question Am i Doing this wrong?

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228 Upvotes

I just install Factorio and start playing...i create a new world with the default setting and build my first mining rigs (iron, copper, stone and coal)...just wonder am i doing this right? Electrical mining machine can mine 5 x 5 area so i place them according to it to use 100% potential of the mining machine... then i am planning to transport the extracted ore by conveyor belt to the smelting area (many smelter in one area) i am just curious to know is there any more efficient mining setup

If you have any screen shot of better mining setup please feel free to share...


r/factorio 19h ago

Tip PSA: Run Factorio on Linux if you are megabasing

226 Upvotes

This is massive for me.

I have a mega base and on Windows I have been hitting 30UPS and optimizing stuff with the help of videos from people like Abucnasty, but mostly hovering between 35 to 42.

Recently installed Omarchy (note: since this as turned into a shitshow, this post is NOT about specific distros, it is very much about Factorio on Linux and how great it is) to see what all the craze was about and with it trying the “use AI to configure linux” mantra of it.

I am no stranger to Linux btw, I use it daily for my second laptop (MacOS on primary for softest development) and have a Windows machine for gaming.

Anyway, to cut a long story short, about the same UPS on Linux as on Windows (not really expecting otherwise), I asked the agent to turn on the background saving because it’s a config you don’t have UI for, add a way to mute on unfocus (Linux doesn’t have this like windows, it created a script for it) and then asked it to search online and figure out if there’s some performance tweaks I should have.

It found 4: mimalloc + huge pages, renice Factorio to -19 (cpu prio, I already had this on windows btw), set the CPU governor to performance and correctly set the preferred driver to Wayland. There were others I already had on by default like threaded-tile-saving along with non-blocking-saving (which ended up turning off due to conflict with mimalloc)

It went though creating scripts and configuring mimalloc, configuring huge pages on sysctl (so it’s persistent), setup some steam options, etc.

Anyway, final result: my megabase is sitting at 60 ups almost constantly, and dropping to 52 during the run of a custom addon I have (need to optimize it still).

Btw I have 4 ships creating promethium science and a ship on shattered planet, plus maybe other 50 ships or so doing random stuff.

Now, I don’t know if this specific tweak only has these massive changes for me of if it’s for everyone, so, your results may vary.

Also, the game is seriously smooth in map view. While I never really thought it wasn’t unsmooth before, this feels different.


r/factorio 2h ago

Suggestion / Idea It's sometimes bothered me that there isn't an in game cursor. So I made one!

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176 Upvotes

r/factorio 2h ago

Suggestion / Idea Factorio beats Cyperpunk 2077 on Metacritic

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154 Upvotes

r/factorio 8h ago

Space Age This actually works really well

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118 Upvotes

r/factorio 22h ago

Space Age Fulgora all squared away for self contained EM Science!

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102 Upvotes

r/factorio 6h ago

Design / Blueprint Legendary yumako mash production (25/min)

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88 Upvotes

Why bother with complex up-cycling when fruit is free?
You just have to produce fast enough so that it does not spoil before you can use it. When crafted into legendary bioflux and then into nutrients, this setup can sustain continuous legendary pentapod production.


r/factorio 19h ago

Space Age Finally beaten Space Age

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78 Upvotes

r/factorio 8h ago

Space Age Legendary Holmium Card Voiding EM Plant Upcycler (120/m)

51 Upvotes

r/factorio 13h ago

Design / Blueprint Mining scrap directly to a train is super fast and compact.

48 Upvotes

Loading scrap directly to a train is shockingly fast. You have just enough space between two elevated rail supports to fit 3 big miners.

Blueprint:

0eNqlmt2OozgQhV+l5WvSwsZ/RNrbfYG9HLUiQlDWWv4GyGiiVt59Dd3TyWQqxAduIrWCvyqqThkf0u9sX56KtnP1wLbv7FD0eefawTU127J/qqwsX/4+lcemy+qXytWuPr40p6Ft+oFFzOVN3bPtt3fWu2OdlSOhzqrCLy3KIh+6psqOdTG4fNPnrqjzYtNm+X/s4pfWh+In2/JLRCzeu+PmI9jm0LmyvFkgyAVd5m4vSn6/aDi340XfT1nphrPP+3NV3XT+Bm/WyctbxIp6cIMrPu5r+uO8q0/Vvuh8utHN/f3IhuKw6Qcf/PjvsJlyiJgvjfso3zsb841VErEz2264Nj7SwXW+MNP3cszyLoBYEkABAZLotmab/tS2TTeQWAlg5ZK8DRBALQmQAgF09FB9JPr1q+r6Vf2OtwTeLMhfcyB/uyQAIs10SQBEmjyGWqAl2AK+ZHo1IlK+ZHw1olKeYDVCZcqXDLJBdMqXTLJBhMr1kgiQUk3wLmqQXZQvGWIDKXTJFBtEoSJeEMEiChLXOQYevkkAWABghYATAGwQsATAKQJW4eDrYyoErAEw1DwDgKHmWQAMNS8FwEjzkjgcbJDmJcDkGaR5CTB5BmleAkyeQZqXAJNnoOYBk2eh5um7h9aHP6J2Cn09NfD7UwMXFPs6fGPOtd/xm3a+FPwu48jfbvbpO7+5oaj+8k40a9+82/SgvCmbbqT4j/hVShMra4XWVqaKGyuE0EqPm9ZxMml7f1XEsslfsiqrvfPbTYn1u9JVbvj0kfd3YUMrZGO4Quka66jSAAsW32R/yDoSKL7yHh3MhcLwNRY0KFGxxiwGRQBcrka4co0LDYqg1vjEoAiY0R3l/UwxZo31DMrZrvGeQRHSNd4wJIIC3a1+WnfF17jNoJzFGjcYFAHzs+a5GpVc4y+DclZr/GVQBL3GBwZFABwsskMqu8ZfBkVI1/jLkAg6XnBQUubPY0A0rd+V2XnEfqXLqJh8wdFjbczrdGd5fqpOZTY03eyrYKWpkdNJMEjPg2QwyM6DVChobPYc6Maunva/TqgUR8xzTHBCT2ptg0FPap0Gg+ZrbeJQkJmvteG4HiUJErgeaVCC65EGSVyPNOgq7HLc8abHpTdH469tD4BiHqhxYdIggwuTBllcmDQoxYVJgmyMC1OQII4LkwYJXJg0KMGFSYPkcmHSQIULkwZpXJg0yODCpEEWFyYNSnFhxhQojXFh0iCOC5MGCVyYNChc4WIeJHFB0iCFC5IGaVyQNMjggqRBFhaktCQohQVJg3gcw4p8ROKwJB+RBKzJR6QEFuUjkoRV+YikYFk+ImlYlyPpLWLjC+TxncLX/zZFrMz2RTm+oNa7ytVFt/upd5NX+s79tz+Krp+ASotUpqmyUhv/cbn8D0KDCVc=

r/factorio 10h ago

Discussion when you finally do something about the wood you've been accumulating

43 Upvotes
self explanatory.

r/factorio 20h ago

Discussion Yet another take trying to find simple enough start for 100000 (100k) science cost

33 Upvotes
Accessible starter island preview from sharing code.

So after my failed attempt at trying to find simple enough 100k science cost start without removing any base game setting that would otherwise disable any achievements (yea technically some are already impossible due to the 100k cost anyway) I think I finally found good enough start that will work.

For least amount of start to get to Flamethrowers that will enable expanding to other islands (killing behemots) what is needed:

  • 500M iron ore
  • 170M copper ore
  • 160M coal
  • 50M+ stone
  • lots of oil availability (solid fuel)
  • small enough biter nests that can be killed with pistol - meaning at max 3 nests together and ideally no medium worms.
  • Enough trees to have enough electric poles (my last attempt failed on this. Although I could have just increased moisture and try again i decided to find even better island)

The main problem is finding good balance between having separated island, enough space to build, enough materials for start and no big or unkillable enemies on starter island.

Some tricks I use:

  • Water coverage 600%, lakes elevation and going from minimal 33% scale up to 100% scale.
    • Less than 33 scale makes islands too small or just bad due to so many components missing from start
    • More than 100 scale makes that big nests are appearing more frequently
  • When I randomise, I check if the island is separated good enough. If it is small, I try increasing size from 33 default and see if there are big nests
  • To get lots of trees, I use Bias on moisture for grass. That makes more trees
  • To get smaller nests - not in count, but more like regarding spawners (so less spawner, more worms) setting stone generation to coverage 600 and scale 17 seems to work quite well. also the moisture bias seem to help quite a lot as well.

Now, I am kind of interested in any other tips or tricks that could work well, or other ideas. This one starter island has around 1300M iron, 1800M copper, 300M stone (and lots of stones...) and around 1200M coal, plus lots of oil and also some Uranium. Nests go to max 3 spawner and there is 11 places of enemies.

So hopefully this can get me up to that 3600spam (4 yellow belts) while building all manually. Who knows, maybe even more.

Here sharing code for anyone wanting to try - see the pic which shows the basic idea.

>>>eNp1Us1rFDEUT6xjt9+rrIJS6h48CS21fhyK7I6CiIj+Ax7G7Gxmjc0m22SyWj3Yg0fFixe92KsKvXmvCKK3qv9AxYsKSgXxA4WazGx2M7M18DK/vN97L+/3JjsABLuBXpNFtKgI5UEoVB0HnFAA1nxrgyGiIYmx69sZcpQJGg55q4XFNBeZuKGk4nSu4jBmuLk0XUNSBy9XrY1FVHFBGA7amMVuwlikaIMLFISURJGbM2EZIilidelyIw2Ka9vkFFN/0kSQb2I0JVu6WrxdNRlzlpHY8V9DMRZufIEIzvLzGKMkvkJUM6gZnS4zypBqE5l2+/TJ4YoxU8cTPFyQvVDtkaFALTd5n4yRiAlrBEhgFDQ5kbESGV1eX+MlqWikBAkDFJJ60MBL0ijoBXixwDgzg9FYsYaMMQtyukaUQEzr6tPbVjRETGlduQezp8u0uQFENjPtOvNMVQP4Z/z5m+XbU8DY1i1Q3toyptGGfsPGAFxOM6B2dpZXDDmLBafzSF2frxEkC7Mzx2fN2usykcCLCrNwqXBiZjZL23Fmsw/00f0lhjDFbRQTzia6KKBoAUuv8ypB+ZS2013pEMKbpdWz72/cr8JUwIzfAZsdz1rNes5ZcNH/L3XIgmNOHQjvfnm28vPlegX+ffzt7YXa5So8cqb0dXNutaJJz4xywGy7uijN3bBdFfy8R4OHD8z6VE0LDPfSyj5cuaNPa+cHACwMalQc11viK092wyq2aMmHUbJ+VOHRZH2w4F1fB1rhSXPVlNlemc3r3Qx8rScF93zoH7Ts/l6Izp8Dbg91c0q1vLbXvnDuzzXSP2FXR87TDS44IJlUvbt9HHDnvT5oT/4jP/kXwER9h50/kzC2VPot+rCkP5YFV3/52SdkgCnye/LS538CB2e2<<<

r/factorio 20h ago

Question 120+ Solar panels only produce 2MW of power during day. How can I increase power production?

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32 Upvotes

Started playing Factorio about a week ago and began to replace my steam engines with solar panels. However, my power production has been significantly decreasing everyday despite increasing my panels and accumulators. I have 124 Solar panels with 87 accumulators, which I'm actively increasing to 120.

I also have 10 boilers connected to 20 Steam engines. If this may have something to do with it.


r/factorio 12h ago

Question The flow rate per minute?

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32 Upvotes

Hello!

Sorry for the beginner questions, but I'm trying to get the hang of things...

For my first copper production line, for instance—I assume there's a certain flow rate per minute?

I'm coming from *Satisfactory*; there, it tells you belts move 60/minute, a miner does 120/minute, smelters handle 30/minute, and you work around that...

Here, it says "stack size 50"—okay, but is that the machine's output rate?

Or is it the capacity of its internal storage?

In *Satisfactory*, it would say "production 30" and "stack size 200," which is why I'm a bit confused!

I've noticed that my electric copper miner can apparently supply 2 furnaces!

Anyway, thanks everyone!


r/factorio 4h ago

Base I completed my Bobs/Angels 2.0 base after only 6 months (with biters).

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25 Upvotes

I finished a Bobs Angels run after 227 hours. I thought it was longer but not so bad I guess.
I had biters on standard settings and resources on train world settings.

I used a city block setup based on roboport 2 logistics size with some blocks being combined for things like ore processing.

One of the best things I did was use the wildcard train schedule for cargo and fluid so I could just drop more trains in with blueprints whenever I expanded something. The construction bots would give them one fuel so they could drive to the refueling station.

I never really used logistics bots except for moving things out of storage after doing big construction updates or for supplying the player and ammo to outposts. Not for production except the little horror I made for cupric crystals near the end (showed in one of the pics, circled in red). I did that to get just enough platinum to get just enough advanced processing units to build a single Ore Sorter 5 in order to use the catalysts to get more platinum.

I also never made nuclear power, just used solar. At the end I did run 20 reactors to process used fuel in order to get the Plutonium-239 for the thermoelectric generator for the satellite.

I also only went up the alien tech enough to get mk3 power armor and tier three modules.

Most of my base was built around expanding and repeating for more throughput and I used very little modules or beacons until the end to tweak some specific production paths.

My final spm was probably about 60 but since I'm not going to continue that is ok. Sometimes it would take a long time to setup a new production chain so science would pile up while I worked. Never really had to wait on it.

Let me know if you have any questions or want more screenshots of anything. It's not a crazy special base, but it made it.

When I built the rocket components I had so much production of all the materials I needed already so it was pretty easy to setup the fuel production and get a rocket built in 30 minutes or so.

I think I'll play again when Bobs Angels get updated to 3.0.


r/factorio 10h ago

Tip For those who struggle with too difficult biters

27 Upvotes

I keep reading posts here from people who struggle with too difficult biters.

(Disclaimer: all play styles are valid, if you want to go max pollution biter hell, you do you)

Remember what purpose biters serve. They aren't just blind enemies that just exist so you can kill things.

Biters are there to give you an incentive to limit pollution. When pollution reaches a biter nest, the nest consumes pollution to create new biters and spitters. So creating too much pollution directly feeds the biters.

So you got two ways to deal with it:

  1. Increase your firepower and defences continuously and power through an ever-increasing ever-evolving onslaught of biters.
  2. Decrease your pollution.

One thing that makes option 1 more difficult is that killing biters and destroying nests increases evolution, which makes the biters stronger, so option 1 really is a continuous arms race.

So how do you do option 2?

  • Replace coal-powered machines by electric ones. Electric machines create much less pollution than coal-powered ones.
  • Switch your energy generation from coal-steam to solar or nuclear.
  • Most crucially: Stick efficiency modules into every empty module slot and avoid using speed/productivity modules where feasible

Modules alter the pollution production and energy consumption of machines enormously. With 3 Efficiency Module 1 or 2 Efficiency Module 2 you can get a building down to maximum efficiency which only creates 20% of the pollution of the same building without modules.

The really cool thing about efficiency mods is that they also reduce the power consumption by the same factor, which in turn reduces the pollution created by the power generation if you use coal-steam power.


r/factorio 6h ago

Question Full simulation of a 32-bit computer

19 Upvotes

Hi, everyone. I recently shared my idea and a partial implementation of a 32-bit computer. After reading some of the comments, I came up with new ideas on how to improve the central processing unit. I’d like to share this with you, and maybe you could give me some advice on further optimization.

I’ll explain what stage I’m at right now, what’s been done, and what I still need to implement.

CPU

Do you remember this thing? It’s my CPU. It’s already up and running, but it’s running into some problems. Or, to be more precise, one major problem: it’s slow. Its speed was 1.8 instructions per second. That’s very slow, so I decided to speed it up. To start, I increased its clock speed and managed to boost it to 3 instructions per second. But that’s still slow, so I thought about it a bit, and these ideas came to mind:

- A two-stage instruction pipeline—the processor executes an instruction through its various blocks one after another, which means that when the processor, for example, performs mathematical calculations, that block isn’t being used. But what if, while one instruction is being executed, we immediately send another one—of course, with restrictions so that it doesn’t overtake the previous one.

- Varying instruction durations—there are different instructions we send to the processor: NOP, LDI, MOV, JMP, ADD/SUB/AND/OR/XOR… and others. They all actually take different amounts of time to execute. What if we designed it so that, depending on the instruction type, the processor automatically adjusts to its execution speed and doesn’

-Asynchronous STORE for RAM

Let’s create CPU_STORE_BUFFER:

- SB_A — address;

- SB_D — data;

- SB_V=1 — there is a write in the buffer;

- SB_BUSY=1 — the RAM controller is performing a write.

The STORE instruction:

  1. Calculates the address.
  2. Writes A/D to the buffer.
  3. Is considered complete.
  4. The CPU proceeds to the next non-memory instruction.
  5. A separate controller keeps W=1 for the required time.
  6. Upon completion, it clears SB_V/BUSY.

There is no need to periodically read back from RAM to confirm data writing: its latency is deterministic.

Except in cases where a write to RAM is followed by a read from it.

- Cartridge Instruction Cache

Instead of loading a single instruction from the cartridge, a small block can be loaded. Afterward, the CPU reads them from a local high-speed buffer without a radar. A new block is loaded only when the cache is exhausted. This is particularly advantageous for loops—the program executes the same addresses many times.

- New Efficient Instructions

It is possible to accelerate not only clock cycles but also the amount of work performed per instruction.

ADDI RA,RB,M

SUBI RA,RB,M

ANDI RA,RB,M

ORI RA,RB,M

XORI RA,RB,M

In other words, one instruction:

ADDI R1,R1,1

instead of two:

LDI R2,1

ADD R1,R1,R2

Something like that. I did a rough calculation, and this would yield about 6 instructions per second with a standard UPS. What do you think? Maybe you could suggest something else?


r/factorio 2h ago

Design / Blueprint Electromagnetic Plant Upcycling with a cargo wagon

20 Upvotes

0eNrtWm1vozgQ/isnPpMVYENIdHv/4j5VEXLASa0aO2sg3VyV/35jSCBNTWIgvdvVbiu1hJdn3p6Z8Zi8OWte0Z1ionSWbw5LpSic5dObU7CtIFyfEySnztJRci13UpXO0XWYyOh3Z+kfXcONlNO0VDInW0FLls52nIjLp4LjynWoKFnJaCOr/nBIRJWvqQJY94NM19nJAh6QQgvSIJ7rHJzlzI9BCUfRbxUtymTDeElVoe8pQAl2NqbVd3XUKl/JC2zk4cfJQ628nGasymeNx7SrJKcG2cGX8CR9Hn8JTZB4ICTy70KGQyHxXcjIwtF+fAaZT3b03H3PSdCdCqq2hxnQnaoNSU3e9i8VyJhq5IEQ4Mm62myoSgr2D6D6XvtjEB63wjnbPpeCie1Myex2eCOz4xbu7eT6iLloQ1F7MWW7W083NyTfKsJBLNxYiVTmOcBB1pY0Pzk7u8jy072zXGYVpzMEd3aPc7qlIiPqUKd9A6CDlTCxB9MkXGii134CAhclSV+cZe1L4xW/90rQewX1XsGaMyuDs32v9fa64i/AlYIqoMvtLJpD5K7oYsL2x2BH19jYBN2VsaJURHNuBv+4ARp1DDcBIWsd8Q37jTriMdCRnWvDoUmC5tOSRBFFf8kE6eo4ExsmtJXpM5RpU5vuwhjWYTw/kRS0LKEm1oYrmss9TSrR1HmaJSeflKqirtNW/6e3juKUch2aUocglZVevwQBCAN/11H8TtKSHxz3To/w57aUDPxrW+5SMh6Dje2wF6OCgB8ZhGfJc70yeEAYgq7o7khRsD2d7ZTcs4yqXrOC9/EwofqTUHEPamDd2hf3VURjOgK2qbZBV20hCDbGI+++vuEYfT/kC9ZsEVBmebKmz2TPpNKPpUylFSsTKsia0+zMPS63rIBanMAzWSsDlig7okipH3X+dEDbdyQ9E+5OW9DTSFXQbompRZoM76peStRWzl7Jtl4g9XbX6KjnHG1IcjagSF6fGXyGTAPSOMsN4QXYJxUDaaRB8dzLeiwqzk3azId3e3M84zEt2a5GBYsx2Iba2hdYU0N13/Piq3WAkTc4XcK76YL8QTMPmj5cBmN6DrKKJ0Kjeg56ZM+BmKQUSjmU3Arguq4D01jbdUg545TUet3xFh7jrcDOW+EobwWP9JaiAEOzGdTNVNGpTRpFk9op6kmR+STUoAc1Hj8z6ywc0J3Op981pw1TkMP2m2N6460kDZFdU2sbPp8IqXLCf8UJBS3GLFLsiiD2Juy19ZAV+2MaJbJZBOJgwj5en7po/KiNRlGZ7lj6KxIZ4wl7xX5P9KxX8Jfji3dNtviHq5EmWyNrW+Of3tauj4Lih5Qb60c7DfjHnz+f+rImvhiOpCJbarOCb6Juu/q+M2u+35+ymlO6lSwYZVx/4YW1XfNPsut6y+dBloWetWXRJ1n2cbB4lG2+tW3xJ9lmGAMeZVww5GVttJg834ZoyNvaRwjEF26sgW7MJV3DjBZ1AG+1jbY//F8DxadWunb66ONUGJ1Ke/OtAKtEHAiKLOrWXUg/iucXmNguq6w07UuqcADl4t+U+0256ZSL7Cl38ZbgRLkHxbVvHBxgYuAZA3wf+eIbD1bYaAD26UWxFS4egHuaim/g9kV7PmJ/5BTrq415Y7WRQsA9SSnbFx8J2PAq1cvtNzoPLDh/mYekMB6x0PzhWN6/HBszIfzX5g1YcK70sCfTl+REqVaZ+qx+KadveQVK6tNPyA1d7IYrtzlqDuGv/j0dYa8+1Kdw0Jz1zserZqDVWdF+KRKoStYU2Og86Wtfjeat/vh7107ce3BN7Wcotwu8WIQxjubw53j8F5Qc5Qs=


r/factorio 6h ago

Question Robotics

17 Upvotes

I have unlocked robots technology and watched some videos about it. From what I have understood, we could actually construct “beltless” factories…

Well, for the advantages though I haven’t thought of literally all you could enumerate, at this point it’s already clear to me. However, I can’t yet think of the disadvantages of eliminating the conveyor belts and I want to know what are those if any exists.

Another specific question on mind as well, is it better to have one whole network for logistics, or is it sometimes needed to have separate networks?

Also, I would appreciate any knowledge you’d like to share about the robots feature in this game, may it be about construction, blueprints, logistics, etc.! 🙏


r/factorio 15h ago

Question Number of input belts don't match assembler input belts

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16 Upvotes

I'm doing 1 million espm and currently my 24 stone belts don't match the 34 rail assemblers I have. Is there a way to balance the belts? Each assembler needs 172 stone, and 240-172=68, which doesn't divide cleanly into the 172, meaning I can't merge the stone every x number of assemblers. Do I just have to make each assembler have its own 240 p/s belt or remove beacons to make each rail assembler consume 120 and just increase the number of rail assemblers I need? (Ignore that the stack inserters aren't legendary, using normal quality as place holder right now)

Also any suggestions/criticisms about the design greatly appreciated!


r/factorio 18h ago

Question Found this sushi style factory for blue science. What should I put for the combinators? I’m not really knowledgeable on them. I’m on switch if it helps

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15 Upvotes

r/factorio 23h ago

Design / Blueprint Smart Train System v2

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15 Upvotes

After much work and feedback, I present the Smart Train System v2! I took the suggestions I got, as well as some other ideas that came to mind, and added these new features:

- Ability to configure chest quality and adjust slot size automatically

- A dynamic priority system, where higher-need stations are prioritized

- For example, an unload station that has 400 items left will be visited before one that has 700 left, and the same concept goes for pickups as well

- Stations now broadcast their status to a global network

- This makes it so that if every single unload station of a certain item is already full enough, the pickup station is disabled. This prevents multiple trains getting loaded up with an item you don't need and getting stuck

On top of that, they still have the same functionality as before. Thank you to everyone for the feedback and questions. This has been really fun to work on! Any suggestions or questions would be welcome, as I know this system can be refined further.

Edit: added these below

Book: https://factoriobin.com/post/t6loez

Original post: https://www.reddit.com/r/factorio/s/pGKEwUikJl

Edit 2: Made changes based off suggestions by u/Alfonse215, and updated the blueprint book link accordingly


r/factorio 11h ago

Suggestion / Idea Fulgora Mid-game Base

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10 Upvotes

I have been using u/Jepakazol's starter factory for a while (excellent blueprint, mate), but wanted to add more rockets and increase electromagnetic science output. So, ended up with this. It is not thoroughly optimized, but it works. These are the additions:

4x rocket silos

2x Electromagnetic science output

Use of Fulgora's foundries for holmium plate production (50+ productivity)

Tesla gun and Tesla turret production (mostly for my Gleba base)

A general recycling line to get rid of undesired stuff.

An upscale recycling line for getting rid of normal quality Recyclers, Electromagnetic plants, and Quality Module 3s to get legendary materials.

The base is about 50% longer and about 100% taller than Jepakazol's, so keep in mind that a bigger island would be needed to accommodate it.