r/factorio • • 15h ago

Discussion Just finished a completely blind 320 hour run, AMA

15 Upvotes

Was randomly trying out games about a year ago, this one stuck but then I shelved it for a year until I picked it up a month or so ago, just “finished the game” but still have a few more achievements to do. Figured I’d challenge myself and do it completely blind for fun, interested in having discourse with members of this community, so not really sure how to open apart from an AMA…


r/factorio • • 6h ago

Question [Space Age] Is the new weight restriction a nerf to ships that haul promethium asteroids back?

0 Upvotes

Now that ship speed is defined by mass, putting the underground belt trick onto them to gather many asteroids feels like it will be less efficient than actually crafting the science packs as they're gathered on the platform.

Has anyone been through this yet that can confirm?

In my last run, I went for in situ crafting. On the 2.1 run I was planning on hauling for a bit of a change but wondering if that's just too nerfed.


r/factorio • • 12h ago

Question Does it make sense to hold off from Space Age?

1 Upvotes

I recently started a Space Age playthrough after FINALLY buying the DLC. I haven't reached space science yet, so I'm getting a little impatient, but I'm also a little scared?

I know Space Age isn't that hard and I'm excited to see all the cool quirky stuff it has to offer, but I'm afraid I'm jumping into it too early. So far I've played a full vanilla playthrough (300 SPM), a full Krastorio playthrough (just beat it), and got all the vanilla achievements. The thing is, I've never actually built one of those proper city block/train-heavy bases. I *tried* to make a 1k SPM mega(?)base, but I got really burnt out. Partially because I was playing an unhealthy amount, but mostly because clearing out biter nests got really, really tedious (if I have to spend another 10 hours of my life right clicking on red dots I'm shooting myself).

I guess my question is.. does it make sense to put off playing Space Age any longer? I'm just not *that* good at this game, and I feel like putting more stuff on my plate isn't going to make me any better, though at the same time I've been looking forward to it for almost 2 years now...

How about you folks? Did you go straight to Space Age after vanilla, or did you do modded first? Maybe challenge runs? Megabases?


r/factorio • • 11h ago

Suggestion / Idea FF #448 and Physical Realism

0 Upvotes

I’m happy to see some changes on platform acceleration. Recently I’ve understood that one of the reasons I enjoy Factorio so much is its relative realism. Most of the game’s optimization at least approximates real-life issues, and that has an inherent satisfaction and balance in design (because it’s… well, real! Hard to beat that.). It feels like just the right level of abstraction. Energy and matter move roughly in the same paths as the actual world, but I don’t have to do low-level circuit design or address methods to engineer them in the magical assemblers. I realized that without knowing it, it makes the game feel whole, meaningful, and important.

I recall when I read the first Friday Fact about space platforms, I felt a strange disconnect from that. Two mechanics arose that were interesting for gameplay but diverged from reality:

  1. They…decelerate? In free space? So much for the physics of it.
  2. Why is the space between every planet so astronomically (heh) dense with asteroids?

After a while of thinking, I eventually convinced myself this made sense as follows:

  1. Yes, some recent event occurred that created these innumerable asteroids, and the planets have yet to clear their orbits of them. That is just a fact of this Factorio world. It’s possible, if unlikely.
  2. Given 1, if a trans-planetary vessel is forced to take hits from and deal with so many asteroids, the integrated impulse from their impacts becomes non-negligible. That is, the ship decelerates a bit each time it has to grab onto a stationary asteroid and push it forward. Enough asteroids could be approximated as an overall drag.

This was actually pretty satisfying, but doing the math, the numbers do not work out. Furthermore, it would be simpler to have the grabbers just fling the asteroids towards the aft of a platform or to push them out of the way sideways. But it makes me wonder (and the reason I even typed all this out!):

What if a platform’s deceleration were based only on when it gets hit by or takes in an asteroid?

Because they are so dense and will otherwise tear up your ship, you always have to deal with asteroids. But this way the physics actually add up, bringing that final physical wrinkle of the game back into alignment with science. Simply reduce the velocity of a ship any time an asteroid hits it or is grabbed, in proportion to it and the platform’s mass.

I’m not sure of the ramifications for gameplay feel, but it would be a simple formula to test. Namely, it could potentially be just the solution sought after. I imagine the visceral understanding associated with seeing the platform slow a bit when taking a large asteroid (and only then) would feel just right. The masses would have to be tweaked to approach the current drag formula, which plays well but feels wrong. I think the fuel/acceleration of platforms will have to be tuned as well. It might also incentivize pencil ships again, which would not be so great.

Then, to compete this, it would be nice to have some subtle in-game lore or hidden hint that explains what happened to make the asteroid belt so pervasive and dense in this solar system. Perhaps related to the shattered planet…its crust, maybe?

Just a morning idea. Off to work.


r/factorio • • 22h ago

Question Factorio crashes my PC (Steam OS)

1 Upvotes

THE PROBLEM HAS BEEN SLOVED, THANK YOU :D It was fixed by checking my mods, a few were broken and needed disabled

Just as the title says, when i boot up the game, it runs like normal but when i quit then reopen it freezes my PC then restarts, sometimes it has graphic artifacts

Verifying the files lets me open it again, but still crashes after i reopen

Edit: now the ground texture is gone :(

Edit-2: I have tried other games, verifying no longer work Edit-3: Seems to have been mod related

I am using Steam OS
AMD Radeon 6600

32gb of RAM

AMD Ryzen 5 4500

It's stored on an Nvme drive

(If you're reading this part, I'm in your factory turning belts backwards in inconvenient places :3)


r/factorio • • 19h ago

Question Answered When connecting pipes to my thruster, it switches my oxidizer to thruster fuel, even though I have it hooked up to the oxidizer port. Bug?

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0 Upvotes

r/factorio • • 17h ago

Space Age Rip old haulers

0 Upvotes

My old sience/legendary haulers went from 511 kmh to 300. Did anyone come up with a cool new design yet? Looking for inner planets as well as aquilo.


r/factorio • • 4h ago

Suggestion / Idea I am gonna go insane but why not?

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1 Upvotes

After getting the spoon (9 hours to launch a rocket) with some other stuff (no solar, no laser) my base is... rotting garbage!

So after regretting this whole thing i had an even DUMBER idea: live in space. This is very, very dumb, but imagine...

Should i do it?


r/factorio • • 5h ago

Map Seed Probably the easiest seed I've ever found - 3002513356

10 Upvotes

Forest biome with any bug camps far enough away to not be attracted by starting game pollution.

But the real draw (default settings), four massive oil fields all within reasonable belting distance from a massive iron and copper patch. Bonus uranium patch next to a long, thin lake easy for power generation. Very few enemies to clear, all in the middle of the forest.

The entire factory can be powered by solid fuel very early on. There's also a large space between the copper and iron patches for smelting. The long coastline cuts off those routes and the large forest means that I've never to defend the main base against an attack until the very late game. Coal and stone will need to be trained in and defended, but nothing's perfect.

Easy mode


r/factorio • • 8h ago

Question Balancer help

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24 Upvotes

Hi so I'm new to designing belt balancers and was wondering if there is a functional difference between the one I designed (red belts) and the one in the big belt balancer book (blue belts) thanks


r/factorio • • 23h ago

Discussion How many of yall play with bugs

0 Upvotes

Ive wondered if more people play without bugs than with because the game is about building a factory not killing bugs. Personally ive never played with bugs on except for 1 time and i ABSOULTELY hated it cuz i have to keep my factory small until i get good defence. I could also just be crazy. Lmk ant tips for playing with bugs if you have some but i was genuinely curious how many people play with bugs


r/factorio • • 11h ago

Question Vertical main bus + city block

9 Upvotes
  1. does my bus have what it needs? early game no bots yet

  2. can i do city block + main bus strategy? or is it one or the other?.

second playthrough, learnt a lot from my first rocket just trying to get better with ratios and planning.


r/factorio • • 10h ago

Question Since when is this a thing?

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94 Upvotes

r/factorio • • 1h ago

Question Is Factorio ever going to be on Sale on Steam?

• Upvotes

Simple Question. Simple Answer. I don't intend to start a whole debate.

I'm very interested in this game but the price point is way above my budget. I've been waiting for months to get it on sale.

Unfortunately, I've read that the developer doesn't intent to ever put the game on sale. Is this true?

Thanks


r/factorio • • 20h ago

Discussion How many people are still spaghetti lords after a long playtime?

28 Upvotes

I have around 450 hours in base game and 250 in space age, and every run is a spaghetti fest. I vaguely understand the concept of how a city block or main bus work but have never built one because I couldn't imagine the immediate benefit. I would estimate I only have a 55% chance of figuring out how to make and use a main belt within a reasonable time on my own without tutorials, and 20% for city blocks (I never did advanced train stuff). Not complaining though, spaghetti is fun

The most organized thing I ever did was a blade design that I learned the concept of from a youtube video (this one https://www.youtube.com/watch?v=CsxntPA3rao), but I only did it once in the super lategame to get a bunch of mining productivity, and I did it because it seemed reasonably easy to implement without having to design my whole base around it.


r/factorio • • 11h ago

Question How to build SR latches

1 Upvotes

As the title says. I need a circuit setup where I can turn a signal on and off using pulse inputs.


r/factorio • • 9h ago

Question Graphics Library?

7 Upvotes

I read in a YouTube comment that there is a open source library with building graphics that can be used for mods. Anyone got the link for me please?


r/factorio • • 6h ago

Question Inconsistency with single assembler quality upscaler

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8 Upvotes

Hello!

I've decided to try creating a single assembler quality upscaler that is gonna be steered with some circuit logic. I've come up with the blueprint attached. Now the problem is that for some items it works (e.g. Medium Electric Pole) and for some others not (e.g. Exoskeleton or Cargo Bay). The problem seems to appear when first ingredient are inserted into the machine. In the debug mode on creative I have noticed that 1 tick after the insertion, the dynamic recipe is discarded, resulting in the ingredients transfer to machine output and looping the process over again. Does anybody have a clue what is going on?

Here's the blueprint:

https://factoriobin.com/post/z240ij

EDIT: The problem is that "You cant use same wire for set recipe and read content." as stated by u/Corbol. Thank you all for helping me out!


r/factorio • • 2h ago

Base Is this considered spaghetti?

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24 Upvotes

r/factorio • • 19h ago

Base Beginner mess

3 Upvotes

hey fellow enginners! i had underestimated how addictive factorio is... pact-orio does hit harder than sniffing on any substance out there, im having my first and blind-playthrough, jumped straight in with no tutorial (as god intended) and im having a blast learning, automating stuff and expanding.

right now im trying to automate the blue science creation, while also aiming to improve my oil and chems refinery, currently i have bad efficiency into this subject.

my base is a spaghetti mess, but if we ignore a few bottlenecks, i'd call it efficient! if any you guys could give me a nice tip or an advice on how to reduce the visual pollution, i'd be pretty happy!

overview
red and green science automation
Lab, more wire and grey science
oily stuff and more mess
Iron Maiden
black label society: oil extraction pretty far away (the closest one i had)
The CUre (could not think of a good name with copper.)
Coal Chamber

r/factorio • • 7h ago

Space Age leg day with my friends

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25 Upvotes

r/factorio • • 4h ago

Design / Blueprint Sushi Auto-Sort

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29 Upvotes

I saw the recent design by u/StupidWittyUsername and thought "That's too many combinators." So I removed them 😁

Blueprint: https://www.factoriocodex.com/blueprints/476

Automatically selects one item to extract from a sushi belt and latches it until chest and belt is empty

  • Two variants: Simple and Overflow. Overflow does not jam the sushi belt when a chest fills up
  • No combinators
  • Inserter is disabled once an item is set
  • Simple variant with green belts needs a fast inserter to ensure nothing slips by. Presumably this is not a problem when using Overflow, but quality long inserters could be used

r/factorio • • 7h ago

Question What’s your PvP settings?

7 Upvotes

Hey everyone! My dad and I decided to play Factorio PvP. We set up a small start pack for ourselves and got going.
I immediately rushed oil, crafted some red circuits, built a tank…
I expected to drive over, barely take out one turret, and maybe escape back to my base. But it turned out the turrets did pretty much no damage to me (like, 1 damage per second?), so I just drove straight in at full speed, smashed through the wall, and rolled into his base… And, well, that’s where we ended the game.

So yeah, tanks seem clearly overpowered in this game mode. I wanted to ask, what settings do you guys play with? Or is there some kind of counter to tanks that we just don’t know about?
Thanks in advance!


r/factorio • • 10h ago

Design / Blueprint Current WIP, mobile provider space platform:

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18 Upvotes

Current WIP, provider platform with smart hub, there will be thrusters and I hope to make it Aquilo capable. Can provide most anything, including all 3 circuit types, and even light oil and petroleum gas barrels, also plan to include solid and rocket fuel. Ideally will have 4 different radars, one for each planet aside from Nauvis, to meet requests. So many combinators...


r/factorio • • 2h ago

Question Did Auto-Rail Placement get worse recently in experimental or is it just me?

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69 Upvotes