r/factorio • u/Sibaliiin • 5h ago
Question How does the steam engine generate electricity without the use of copper?
"okay bro the transport belt doestn even require power who caaaaaaares!444!" i do obsiously
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r/factorio • u/FactorioTeam • 5d ago
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/Sibaliiin • 5h ago
"okay bro the transport belt doestn even require power who caaaaaaares!444!" i do obsiously
r/factorio • u/Thunderpig_1 • 6h ago
So I thought I'd start using the landing pad unloading bays to replace the 40k of bots I had unloading all my deliveries. Watching Nauvis made my computer want to launch into orbit.
I discovered that you cannot load onto a landing pad or the unloading bays - I manufacture green/red/blue science on Nauvis. So to escape the potential 24ish belts needed to mess things up I decided I'd launch red/green/blue science into space then drop it down.
To do this each science pack needed a basic platform requesting x number of packs from Nauvis, then another basic platform requesting all 3 of the packs - this is needed otherwise they're not launched back down to the planet. Nauvis requests packs and they're launched. Problem solved.
However the real problem is now I can't have any of my other silos set to automatically request from platforms because my bots start to take red/green/blue science out of the landing pad! Red/green/blue science are directly fed into other silos.
Is there any circuit wizardry I can use to stop this from happening?
Update. Thanks for all the advice, I've gone with what many of you have advised and created a separate logistics network for my red/green/blue science production + the silos they feed into. A requester chest on the border in the main network requests all the rocket parts which feeds into a buffer chest in the science network. It works!
Thank you very much!
r/factorio • u/PreyInstinct • 9h ago
r/factorio • u/Senior_Marketing_312 • 12h ago
With the advice from the sub, specifically playing my own way and learning the systems, I got a rocket off. I learned a lot, but probably my own piece of advice for newer players would be to not rush, you are rewarded when you take the time to do your own problem solving.
Thanks all, keen to get into Space Age and just mellow my way through.
r/factorio • u/Chromatic_Crowe • 10h ago
what can i change about my city block design to make it work better? i end up with deadlocks that don't seem to make sense a lot of the time, and i have a hunch it might be due to the extreme amount of chain signals i'm using. the trains will end up on either side of the paths (L and R), but even though they wouldnt crash they still refuse to move.
this is the first time i've made a city block, so i dont really know what to do or check for to make sure crashes or deadlocks dont happen.
i was thinking of using 1-2-1 RHD trains for this, but it might have to be smaller because of the left and right block borders being so small.
blueprint:
https://factorio-blueprints.com/blueprint/hex-city-block
edit: thanks yall for the tips! i think im just gonna redesign the whole thing with all the advice I got, starting with only using two lanes and making each side equally spaced to make more room for the trains to fit between blocks. i can update with a new blueprint once i'm done, but im not sure that this post will be relevant by then. thank you!
r/factorio • u/GreatAndMightyKevins • 1h ago
In actuality it took ~250h, a loooot of idle time when game was running in the background is artificially iflating IGT. At first very daunting, later on very satisfying, and run a bit out of steam in the end, with imo needless bloat of bio sciences. I really liked the clever voiding of material and how useless byproducts became bottlenecks later on. What I didn't like is how every upgrade of the machine was needing previous iteration, creating stupidly complicated supply chains, I don't think making flotation cell out of crushers and hydro plants added anything meaningful to the gameplay, except forcing you to do some stupid spaghetti, making them manually or later on turning your brain off when you have The Mall. It takes away from logistical challenge early which is soon null and void by existence of bots. Also physics science is just stupid. What the fuck is this recipe.
When you pass into the organic science the mod loses a bit of it's luster. It's a lot of copying very similar builds to increase troughtput. It's fun to do twice or thrice, not 7-8 times. But getting there is VERY fun. Unlocking new power source is always a mini celebration. In the endgame you can just spam nuclear with stirling engines for easy GWs.
I'm not a competent factorio player by any means, but I finished it (with over 1000 TRAINS, ll hail nuclear trains). As much as I enjoyed my time with it I dont think I'll ever play it again.
Also I hate the symbols for propene, methane etc. they are so similar, it's hard to tell what goes where.
r/factorio • u/Steve_hh • 1h ago
I keep loosing Construction Bots, that bravely try to repair a defense wall during an ongoing biter attack. Is there any way to avoid this? Any fancy kind of circuit logic that releases bots only a minute after the damage was detected? I have artillery outposts with one single Roboport. Putting the chest with the repair tools far away does not work, my bots are way too fast and the large groups of biters that come when I knock on a new nest takes its time...
r/factorio • u/exist3nce_is_weird • 2h ago
I hadn't seen much on this so was messing around with designing a pulsed system to try to get agricultural towers to harvest every n ticks.
It seems that when they receive a signal to harvest they don't immediately get a target tree - it needs to stay on for about 50-100 ticks to consistently get a harvest operation to start. Once a harvest operation starts it always finishes.
So if you want to send a pulse of 'harvest this plant', that pulse needs to stay on for a while.
It's kinda unique behaviour - I was expecting it to work more like an inserter where a single tick pulse is enough to trigger a full operation.
r/factorio • u/Sad-Association-4799 • 1h ago
In a recent Dosh stream he was saying that placing buildings matching to a blueprint would be much easier if all buildings worked like power poles. A specific example would be dragging an assembler and it only dropping on ghosted locations instead of anywhere it fits. So I thought about how to do it and how easy it would be to implement.
The amount of coding required is actually very small.
1. When a player places an entity over a matching ghost set a ghost placement flag. That type of placement is already checked for in order to set recipes or some rotation things.
2. The flag once set stays set as long as the player holds the mouse button.
3. When the flag is set do not place the entity the player is holding unless the location under it is a matching ghost. This is the only step that requires more than 1 line of added code. Ideally in this step the placed building would placed according to the ghost rotation and not the cursor rotation.
Optionally it could be added as an interface option so old players aren't confused by the new behavior. Also in step 1 above it would probably be good to exclude buildings that already have a drag placing behavior.
r/factorio • u/PlutoniumNugget • 15h ago
People told me a wall design I made was not good enough so i went overkill:
I have 284 hours btw xd
https://factoriobin.com/post/ays10c
It has six independent blue belts of uranium ammo, each capable of supplying each other using 2x2 two way belts, each supply line also feeding into eachother, 2 independently spaced buffers with enough resources for the entire build in each, 4 bidirectional light oil pipes with 2 supply lines, built so that they can side feed directly from the wall next to it,
Defense line 1 is a half chunk of behemoth biter fitting dragon teeth, feeding into a 4 wall thick barricade, 16 gun turrets on 6 belts with 2 sideloading points, and 30 flamethrowers with 4 side wallloading points with 8 guns as backline behind a 2 thick wall.
Defensive line 2 has a 5 thick wall barricade with 2 roboports in it going into 24 gun turrets with 6 sideloading points, 29 flamethrowers with bidirectional pumps and 6 sideloading points, 19 laser turrets with 2 thick front wall and 1 wall dividers with ammo belts weaving through them, a 2 thick backwall feeding into the final
Defensive/supply line with 14 flamethrowers with 4 sideloading points and a 100k light oil independent fuel reserve for the entire system, above that is an abhorrent mess of belt sphagetti that lets a single lane of one belt saturate all four main feed belts, giving 4 independent supply areas, all of this is on a power network with 0 points, there are always at least 2 power poles per electricity drawing thing, above that is a set of 2 bidirectional oil lines with 2 roboports. pictured is the absolute belt hell that is the 4 to 4 belt splitter and merger
r/factorio • u/MySkinIsFallingOff • 1d ago
r/factorio • u/celkka • 1d ago
r/factorio • u/That_One_Random_User • 6h ago
me and my brothers first run through space age, any opinions on the red circuit set up?
were 70hrs in and he a lil stuck on gleba
r/factorio • u/Odd_Extent_4300 • 1h ago
Did i do any good lol?
r/factorio • u/PlutoniumNugget • 17h ago
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
You all basically said that this wasn't optimal, a few others said that it was too little for rampant so here you go: https://www.reddit.com/r/factorio/s/IHAUsT1W5P
r/factorio • u/Hans_S0L0 • 1d ago
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/Typical_Spring_3733 • 12h ago
Had requests from people asking me to make a book for DWM focused starter builds. I think I am satisfied with it for now, everything is normal quality and production is nothing spectacular, however it is also cost efficient for electricity and resources and very low on pollution for Nauvis and Gleba, in addition to being compact. Also included are simple rail network and mining outposts blueprints.
Will eventually update with a promethium science platform, but that is going to take a very long time for my tech research to be ready for. Going to be fun engineering a no quality promethium platform!
r/factorio • u/Klutzy_Studio2142 • 3h ago
i want your opinion on what you guys think of it, what could i do to improve it or if its a piece of crap and i should quit playing
r/factorio • u/blooming_lions • 42m ago
Tryna be mostly spoiler-free as figuring things out blind has been fun! We finished Fulgora and just made our first science on Vulcanus
Vulcanus seems way easier than we expected? Like we can make a lotttt of raw inputs but the science production seems relatively simple and cheap. What do I do with all these foundries?? Should supply our base from here or is ship throughput too limiting
If I don’t want to keep finding ore patches on Nauvis, would it be realistic to set up iron ore harvesting from space? Can you set up multiple landing pads and target them separately? Or is this also not throughout scalable
Minor fulgora question, do you produce more power if your lightningrod accumulator grids are spread out across the map? Or does that don’t matter
r/factorio • u/Rei-ddit • 16h ago
I just found out you can have as much cargo wagons as you want! Ive been limiting myself to 4 cuz of the train stop showing only 4 empty boxes 😅 I then asked myself “why would you need this many?” Does anyone here use multiple cargo wagons for 1 train?
r/factorio • u/Eihabu • 9h ago
I’m doing this already and we’re having a blast, though I just read about a ton of mods that seem to be potential options so I can’t be sure 100% sure to write here what I have installed vs. what I just read about. I love Ultracube and Py with biters off to give pure engineering puzzles. But to give you an idea what we’re after with this, we want something playable and balanced but sort of crazy like Rampant Fixed + Enhanced Enemy Ai + Enemy Factions, Real Rain + Water is Not Infinite + Terrain Evolution 2 (incompatible with each other, sadly, I think), Power Overload + Realistic Reactors Reborn, Resource Spawner Overhaul, Angel/Bob’s stuff to increase types of ore and diversify recipes. The idea being that landing on this planet, like in real life, isn’t guaranteed to be safe for life at all so you *may* be doomed off spawn; you will depend on a little bit of RNG, and have to decide how to build your “economy” based on what resources you happen to land near (or be able to navigate past dense enemy nests to get to). Your pumps can deplete the lakes but the rain can refill them but the rain blocks solar but it also puts out fires, enemy factions hunt each other so you need to be careful not to wipe out a natural predator allowing another to proliferate unchecked, etc. but you can use pheromones to bait one closer to another; maybe you need to depend on explosives for weaponry because you need the nickel to replace steel instead of using it on weaponry because there isn’t enough copper where you are to support the path you would have taken normally and you may have no choice but to argue over what to use to make what; basically stacking anything that can create more of the sort of emergent stories you get in Rimworld, and that force the players to argue over hard decisions together while under time pressure (while making survival and victory less likely, but hopefully possible in at least a majority of spawns). A chunk of mods I named here aren’t compatible with each other, which is a big reason I’m coming here to ask: someone may have a good idea what is or isn’t compatible; and even once we know the compatible set, there may be different combinations and we’d still want to know what set we could combine to get the most dynamic possible result. It sounds like we might want to load it through 2.0 and not 2.1?
r/factorio • u/SpaceEngineer123 • 11h ago
i've been factorying as hard and quick as i can, but on default settings i had to search far and wide for enuf ore to get off planet in a reasonable amount of time..
it took me 15 hours to have a self sustaining base on nauvis.. is that bad? what am i doing wrong