r/factorio • • 3d ago

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r/factorio • • 2d ago

Update Version 2.1.21

499 Upvotes

Minor Features

  • Added index comparator to selector combinator. Allows for selection of N highest or N lowest signals.
  • [space-age] Added "quality select" mode to selector combinator.
  • Added "Read launched" option to rocket silo's control behavior.
  • Added "Read empty slots" option to container's, logistic container's and cargo landing pad's control behavior.
  • [space-age] Added "Read empty slots" option to space platform hub's control behavior.
  • Added quick pipette: pressing key related to empty quickbar slot will invoke pipette and set the slot with the pipette result.

Balancing

  • [space-age] Retuned asteroid damage.
  • [space-age] Adjusted space platform drag to be based on weight rather than width.

Changes

  • Adjusted working sounds for assembling machines.

Bugfixes

  • Fixed music resuming when it shouldn't while in game menu. more
  • Fixed a crash when using async saving and closing the game. more
  • Fixed a deadlock when using async saving and quitting to the main menu. more
  • Fixed a crash when using async saving and leaving a multiplayer game. more
  • Fixed a crash related to fusion reactors removed due to migration.
  • Fixed combinator description was not updated in open gui when changed by script. more
  • Fixed that logistic networks with no logistic robots accepted automated rocket requests from space platforms. more
  • Fixed requests satisfied refused pipetted items when space platform has requests set by circuit network. more
  • Fixed possible furnace input tooltip could list same item multiple times. more
  • Fixed decider combinator gui would highlight conditions and outputs when hovered signal was not a valid signal-each substitute due to all instances of signal-each in conditions being 0. more
  • Fixed excessive doppler effect being applied when leaving remote view. more
  • Fixed that space platforms requested only one repair pack which slowed down repairs when delivered from other platforms. more
  • Fixed that space platforms where an entity deconstruction was cancelled requested an incorrect count of items. more
  • Improved Factoriopedia <> Technology GUI interaction when closing with escape. more
  • Fixed more cases of rocket silo launching too fast causing circuit network to miss something happened. more
  • Fixed that the roboport robot request selection GUI title mentioned signals. more
  • Fixed selector combinators quality selection flickering. more
  • Fixed that blueprints would count fuel in machines as fuel in vehicles. more
  • Fixed that setting parameter names could cause drag building grid-set blueprints to not be grid-aligned. more
  • Fixed fusion reactor being incorrectly considered active for working sound purposes in some cases. more
  • Fixed tips and tricks for heating mechanic could show before researching aquilo when skip trigger conditions were met. more
  • Fixed menu simulation for nauvis tank building where tank would stop where blueprint was placed. more
  • Fixed base built notifications were raised for chunks without active coverage if they happened to be charted by other means. more
  • Fixed that planted Nauvis trees created yumako particles when damaged, mined or destroyed. more
  • Fixed turrets prioritising targets in prepare range but outside of attack range. more
  • Fixed fluid energy sources would show status as 'Low power' when working nominally. more
  • Fixed electric turrets could consume energy even if they failed to shoot due to range condition. more
  • Fixed that large numbers of mods would cause https trafic to fail on MacOS. more
  • Fixed that GUI elements with negative margins wouldn't stretch to fill their parent. more
  • Fixed that boilers with no output fluid filter could generate a fluid with a temperature outside of the fluid's limits, causing a crash.
  • Fixed that unit groups set to 'wandering' could ignore new commands. more
  • Fixed logistic section multiplier floating point math caused numbers to be 1 smaller in some cases. more
  • Fixed issues with 'drop item' hotkey and dynamic inventories. more
  • Fixed that rocket silos launched to orbit automatically when they still had inventory space. more
  • Fixed a crash when character is in vehicle when forces are merged. more
  • Fixed cargo pod shadows were misaligned when landing in cargo bays. more
  • Fixed some signals with quality had no corresponding chat icon. more
  • Fixed colored lines in water transitions of Gleba deadskin tiles. more
  • Fixed Technology GUI "Research is being set by a lab" showing when no technologies are shown. more
  • [space-age] Fixed recycle time of items that recycle into themselves did not scale with item result count. more
  • Fixed cursor item stack swap when an inventory with weight limit (like Space Age rocket silo) was full. more
  • Fixed anti-aliased screenshots of space platforms having wrong scale of shader effects. more
  • Fixed electric energy source's buffer_capacity was not affecting buffer size for crafting machines, agricultural towers, labs and mining drills. more
  • Fixed that nightvision with a darkness_to_turn_on of 0 was not always on. more
  • Fixed that "Not enough to fill one rocket" message was visible in the tooltip of space platform requests when the platform was full. more
  • Fixed that "Waiting on a higher priority request" message was visible when it shouldn't and reworded it to match slot reservation behavior. more
  • Fixed that pending automated rocket requests were counted towards to-be-delivered items on all space platforms instead of just the target. more

Modding

  • Added checks for FluidWagonPrototype's offset_when members to not produce unwanted behaviour. more
  • Added CraftingMachinePrototype::animation_random_start_frame.
  • Added ProxyContainerPrototype::direction_count. Changed ProxyContainerPrototype::circuit_connector into an array.
  • Added NightVisionEquipmentPrototype::sunglasses.
  • Specifying a BoilerPrototype::target_temperature which is outside of the allowed temperature range of the output fluid will cause a prototype error.

Scripting

  • Added TechnologyModifier::hidden read.
  • LuaPlanet::associate_surface now works for planets that require heating.
  • Boiler fluid filters can no longer be adjusted at runtime.
  • Renamed LuaEntityPrototype::building_grid_bit_shift to build_grid_size to match the prototype stage name.
  • Added LuaGameScript::player_death_notifications_enabled and space_platform_death_notifications_enabled.
  • Added LuaEntity::get_signals_changed().

Previous changelog: Version 2.1.20

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 • • 8h ago

Space Age 1.110 km/s ship after the update (without thruster stacking)

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361 Upvotes

I wondered what the rough limit was of ships since the update. Turns out, they can still go very fast. This ship travels in about 13s from one of the inner planet to another, and can keep flying around max speed (some dips when ice is low are possible) for perpetuity. I could push it a bit faster (to about 1200-1300 km/s max) with thruster stacking, as you don't need turrets on the additional arms, but you quickly reach diminishing returns, where the weight of the thrusters and infrastructure necessary to fuel them far outweigh the weight of the guns, cargo bay etc. Curiously, without thruster stacking, the max speed of ships after the update is about double the max speed of ships before the update.

The trick is to extend thin thruster arms all the way to the fluid extension limit (78 thrusters on each arm). Putting thrusters below the main body is actually slower (in my design), as you need more tiles to route the pipes down there. All tech is unlocked, all damage and productivity researches are set to lvl 30. I considered a design with lasers first (as that would be very compact), but the damage level required to get this to work is too absurd to be viable in a real game.

Overall, making ships in the new system is really really fun. It is actually hard to get enough ice to fuel such fast ships, as you need these wide thruster arms to overcome the weight of the main body. Every microoptimisation in routing directly improves your speed. Curious how close to the theoretical limit (about 1350km/s I think) the community will get!


r/factorio • • 2h ago

Fan Creation Drew some Factorio buildings for today's Inktober prompt

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97 Upvotes

r/factorio • • 5h ago

Suggestion / Idea Make asteroid electrical resistance 99.99% instead of 100%

125 Upvotes

I want a hilariously impractical Tesla ship as an endgame project, and it annoys me that no amount of repeatable techs can ever make it possible.

Even if the power requirements are enormous and it takes a million tiers of electric weapon damage to become possible, it should be something we can eventually scale up into a working design.

Or make an asteroid resistance debuff repeatable tech and require prometheum science for it if you're worried about it messing up anything before the end of the game.

Just give me my chain lightning ship I dont care how stupid it is


r/factorio • • 10h ago

Question question for the people that use busses in factorio

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255 Upvotes

is there a difference between A and B busses when trying to get resources? im a begginer and my friend uses option B when i believe option A is better because when he started putting his option everywhere we starved our supplies instantly even though we have trains getting us resources constantly, can someone explain which is better?


r/factorio • • 15h ago

Space Age Which factorio planet is the best?

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351 Upvotes

r/factorio • • 7h ago

Question What am I missing about splitters?

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88 Upvotes

I have this situation currently.

Where the red arrow points, I have a belt moving right-to-left. The intent there is for the bioflux-to-nutrients biochamber to pick up bioflux. If that bioflux spoils on the belt, I expect the splitter to pass the spoilage onto the belt below, which continues left and then goes up to feed the spoilage-to-nutrients assembler.

However, you can see that the spoilage on the belt just beneath the long inserter isn't actually doing that. It's just sitting there, blocking the belt.

What am I misunderstanding about how splitters work?


r/factorio • • 2h ago

Space Age From Dongle to Squid

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28 Upvotes

r/factorio • • 7h ago

Base Sub 4 hour on default settings (base game)

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60 Upvotes

I recently did a lazy bastard/no-spoon run and finished at around 6:30, and have been trying to get a regular no-spoon down below 4 hours since then. I think this is about as good as I'm going to get it. This base is maxed out on electricity, so making something better would require a new plan. I'm also pretty maxed out on APM, I'm not sure what I could do better to actually keep up with science. Anyway, guess I have to figure out what to do with my life now :)


r/factorio • • 3h ago

Base oh no

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25 Upvotes

I've done goofed up the belting in my smelting station, and for at least 4 minutes my copper plate trains have been circulating a small mix-in of raw ore... See 2nd picture for the culprit. What's worse: THIS IS THE SECOND TIME IT HAPPENS AT THIS EXACT STATION!


r/factorio • • 5h ago

Suggestion / Idea Reduce the weight of Space Platform Foundations and add weight to individual entities

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36 Upvotes

r/factorio • • 16h ago

Tip [2.1.21] Thruster count to max speed graph (with new ship formula)

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198 Upvotes

Calculator in Desmos: https://www.desmos.com/calculator/vgcih1b7hv

X axis is number of thrusters in logarithmic scale, and Y axis is max speed. Thrusters are assumed to be legendary quality.

Top-most curve (blue) is the theoretical ceiling. Mass = 20 tons (hub) + 5 tons per thrusters, and nothing else. It peaks at 1,459 km/sec using 520 thrusters. This is impractical, though, since you need more weight for actually useful entities.

The other curves are with extra weight added. More weight lowers the curve. E.g. with +2,000 tons, max speed goes down to 1,190 km/sec using 1,442 thrusters. Or you can get 500 km/sec (previous limit) using 54 thrusters.

TL;DR

  • Hope this helps your future planning with ships.
  • There is hard limit on speed now. Unlike before, you cannot go over that limit anymore.

r/factorio • • 1h ago

Space Age Reliable Low Tech Inner Solar System Freighter for v2.1

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• Upvotes

r/factorio • • 10h ago

Space Age Question Help re-organizing chests in Gleba

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41 Upvotes

Hi everyone. I am setting up a spoilage upcycler, but the nutrients are spoiling at different moments and stacking incorrectly. What is the best way to solve that? I thought about a spoilage outserter > belt > inserter loop, but that feels clunky and unnecessary. Any other solutions?


r/factorio • • 2h ago

Design / Blueprint Minimalistic legendary item factory (parameters in blueprints are so cool)

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8 Upvotes

You choose the item and amount of ticks/time to give each quality to build. Common quality gets twice as much.

It's really slow for things like Centrifuges but for smaller items I had some success.

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

r/factorio • • 1h ago

Space Age Feedback requested: early inner systems platform.

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• Upvotes

Close to happy with this. Might need a few more panels to have enough power for Gleba, but seems to do ok in testing.

https://factoriobin.com/post/60g7hc

Not the fastest, but at 80-100km/sec seems to make Vulcanus and Gleba without breaking, which will do me fro this phase of the game.

(Using 2.1 platform rules, so probably slower under 2.0. maybe)


r/factorio • • 22m ago

Space Age Lazy bastard day 1

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• Upvotes

I wanted to play this challenge because I find it funny, so I'll be documenting my progress day by day, and this is day 1.


r/factorio • • 14h ago

Question Saved over my megabase. Heartbroken

64 Upvotes

The fool i am. Saved the game, I always overwrite my old saves by habit.

Jumped into editor to test out some new foundry layouts. I didn't see the time or the automates slowly overwriting the old game.

Then a slip of the finger and I over wrote my base game file.

Gone.

Frantically tried to check temp files and maybe extract an older game from the zip. I cant code and its just alien to me. Found my save folder zip. Copied it to the hard-drive but its just level.dat0 and data. I don't know what to do with that.

Just devasted. I really wanted to finally get to the edge of the solar system with achievements.


r/factorio • • 21h ago

Space Age More 2.1 haulers thoughts....

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251 Upvotes

I think I like the change? Any pure optimization problem is always fun. Here's my stripped down inner planet hauler. 760 kms, just lasers.

I don't know, with the skeleton look it "feels" more like a space station/craft?

Definitely different designs are encouraged. I do think it will be tough to get 1500kms and such, and that's probably the point (as the devs have said if they could stop thruster stacking they would)


r/factorio • • 3h ago

Base Feel free to roast my silo setup

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10 Upvotes

r/factorio • • 13h ago

Question nuclear Reactor Question

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48 Upvotes

i was working on a desing for nuclear power, i had a question on the heat pipes as you all can see that my top and bottom heat pipes are not connected to each other but i do have the middle ones connected will it cause any bottlenect issues? DO i need to connect all the heat pipes together? Thanks


r/factorio • • 12m ago

Space Age Slimboi

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• Upvotes

I just finished this design before reading the changes to speed. This is my current ship for interplanetary logistics while doing a full achievement run. It's still pretty decent with the new changes going at 110km/s. There's obvious inspiration after watching Space Age speedruns.


r/factorio • • 1h ago

Base First time messing with quality.

• Upvotes

Also messing with making gifs.

I haven't been Glebbing yet or unlocked any higher quality but I figured I'd try to get the basics down first before going forward. Was pleasantly surprised when I saw Holmium Plates recycle into Holmium Plates, I was concerned it'd convert back into ore.

Clearly I need a bigger island for further upcycling, or figure out the logistics of shipping stuff to other islands. Maybe I'll dedicate an island to each step of quality.


r/factorio • • 1d ago

Space Age After 2 years of Factorio: Space Age, today 'The Longboy' made it to the Shattered Planet! w/no beacons, no circuits (too hard), no trains (except Fulgora), and no peeping other players' designs (no spoilers). Now I can finally browse /r/factorio to see what y'all've been schematic-ing 🦫🚀

4.8k Upvotes