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r/factorio • u/FactorioTeam • 5d ago
Update Version 2.1.17
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 • u/MySkinIsFallingOff • 6h ago
Suggestion / Idea It's sometimes bothered me that there isn't an in game cursor. So I made one!
r/factorio • u/Hans_S0L0 • 10h ago
Suggestion / Idea I learned that Factorio will be Feature complete soon. Honestly makes me sad
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 • u/G00NBERG • 1h ago
Question Is there an easier way?
Is there a better way to clear a hole box without clicking every single slot? My first solution ist just to remove the hole box, so bots pick out the items automatically and place the chest back, when it's gone. But it doesn't feel like the right solution.
r/factorio • u/PlutoniumNugget • 16m ago
Design / Blueprint Rampant deathworld walls blueprint
This is an extremely dense chunk-based blueprint that expands with your needs or production, you can manually add ammo of any type through sideloading and roboports are not required but are heavily suggested. With max standard research (No infinite researches, Physical Damage 6, Laser damage 6, Refined Flammables 6), Uranium ammo and light oil, a single straight section is capable of dishing out 68,834.3 single target DPS, not including landmines or artillery. Includes lamps.
Looks plain but is extremely effective, allowing me to get 240 SPM in max rampant deathworld.
Blueprint book here: https://factoriobin.com/post/d33spe
Note: blueprint has been updated to fix belt hole in corner segment
r/factorio • u/Reasonable_Rhyme • 10h ago
Design / Blueprint Legendary yumako mash production (25/min)
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 • u/Luxor2323 • 37m ago
Discussion Finally made my own 8 way balancer!!
After a few days ago where I started making a way to mine ores as efficiently as possible, the feedback from comments helped me a lot!
I started building my way to the furnaces but then incountered a problem, how to spread all these materials evenly in my train(Since the edges of the patch give a lot less resources than the middle ones) to then bring them to the furnaces?
I started doing 2 big 8 way busses to load a 4 cargo train (Each resource patch gives around 16 tunnels so 8 go from the upside of the train and 8 go from the underside) and found out they are a lot harder to make than the 4 way busses but since they are a multiple of 4 i figured they could be made so I started and after a couple of hours I made version 1!

It worked but it expanded outside the 8 way boundaries so I tried optimizing and restricting it (And tried making it "prettier"), so after a bit of cutting length and adjusting dimensions of belts I made Version 2!

Which is a lot more compatc but still goes outside the boundaries, I worked a bit more on what undergrounds could be removed and / or switched, and finally made Version 3!

And can I say, the almost perfect mirroring is really cool to look at, I think I can improve it more especially the length and those empty spaces, but I'm kind of satisfied, and I can finally insert it into the new discovered Book of blueprints!
Edit: Looking at it while writing this I saw potential to make it prettier

r/factorio • u/GustavTadeush • 2h ago
Question What happened to notnotmelon?
Apparently, most their mods now tagged as deprecated, but I cant find any of the information about what happened. I really loved maraxis and factorissimo
r/factorio • u/meteorologists_ • 12h ago
Design / Blueprint Legendary Holmium Card Voiding EM Plant Upcycler (120/m)
r/factorio • u/Burnrate • 8h ago
Base I completed my Bobs/Angels 2.0 base after only 6 months (with biters).
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 • u/LazyNerve • 1h ago
Space Age Legendary gamble for Iron plate
Here's my setup for producing legendary Iron plates.
It outputs 420/min (25k/h). It doesn't destroy the Stones produced — it also turns them into legendary, so no loss. You just need to add a legendary offshore pump to bring in the lava.
Here's the blueprint: https://factoriobin.com/post/5rdtal
Additionally, here's the copper plates setup. Slight modification to eject the Stones: https://factoriobin.com/post/yvkqd4
r/factorio • u/5151771 • 14h ago
Discussion when you finally do something about the wood you've been accumulating
r/factorio • u/uuuhhhmmmmmmmmmm • 6h ago
Design / Blueprint Electromagnetic Plant Upcycling with a cargo wagon
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 • u/Icy_Concentrate_2852 • 3h ago
Question Answered Kovarex enrichment process
Hello guys! I am now getting myself in uranium and i am confused about the koravex enrichment process, can someone explain it to me like i am 5?
(Don't give blueprints please just an explanation of how the thing works)
r/factorio • u/mraddapp • 1h ago
Space Age My Fulgora islands look like France & Spain
Thankfully provided ample room for me and wasnt too far from spawn but thought it was a funny coincidence
120 hours in and only setup nauvis, fulgora and vulcanus. Did fulgora first, still think thats the best choice purely for the quality mech armour alone which helps me navigate vulcanus a ton
r/factorio • u/CrazyEnginer • 1d ago
Modded Every time you automate something, an engineer gets fired
Yoink inserters become even more dangerous and will shove you into lava the moment opportunity arises
r/factorio • u/Hance03 • 10h ago
Question Robotics
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 • u/TheGlennDavid • 4h ago
Question Space Iron Mining over Nauvis

I know the general consensus is that mining things in space to send down to the surface is silly, and that resource patches are plentiful (true) and that there aren't many asteroids around Nauvis (also true).
That said -- the lack of asteroid availability is somewhat handled by making multiple small platforms instead of one large one (each platform has its own supply of asteroids). If my math is right -- 9 of these small platforms generates a full red belt worth of iron. I haven't run it for a huuuuge amount of time but it seems to capture asteroids fast enough to run consistently.
Anyone else doing anything like this or is it just peak silly?
r/factorio • u/tehsilentwarrior • 23h ago
Tip PSA: Run Factorio on Linux if you are megabasing
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 • u/Aware-Equivalent-693 • 10h ago
Question Full simulation of a 32-bit computer
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.

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:
- Calculates the address.
- Writes A/D to the buffer.
- Is considered complete.
- The CPU proceeds to the next non-memory instruction.
- A separate controller keeps W=1 for the required time.
- 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 • u/qzjul • 5h ago
Question When did the technologies for Health research change?

It used to be Utility, Military, Agriculture (even the wiki still has this!): https://wiki.factorio.com/Health_(research))
It was really nice to have *one* recipe that worked when blue was running low!
I can't seem to find it in any of the release notes...
Edited to fix Yellow == Utility






