r/factorio

▲ 204 r/factorio+1 crossposts

Do you build perimeter walls before stationary roboports? This was my approach in my latest playthrough. (i was too lazy to automate roboports)

Walls stack up well, and since tanks have massive inventories, it's really easy to just stamp down a blueprint of the perimeter, put the tank on a belt for automated building, and go do something else. I only needed to resupply it twice in the course of two hours

u/s11511s — 4 hours ago
▲ 140 r/factorio

Anyone else who finds Factorio one of the BEST looking games of all time(Seriously)?

Like I know the main bread-butter of the game is the typical ''Factory must grow'' hook like other factory games and the gameplayloop and logical interactions between the components,buildings and surrounding ecosystem(hostile bugs,accidents etc especially extended with mods). And this is what made the game so loved and replayable.

However one of the biggest pros of Factorio in my own opinion is the graphics. I know many people love isometric graphics but I think it's more than that. I've played many old isometric rpgs etc however Factorio has one of the best isometric art styles I've ever seen.

In fact although I love the free/open source game Mindustry(And some features of it that even Factorio is lacking etc) the game's graphics really turn me down. Like I know the simple art style and images are intended but they don't really excite me or in fact they bore the hell out of me.

ı wish there was a way to mod Mindustry into having similar graphics as Factorio or similar isometric style tiles instead of plain and boring style it has now.

Are there any games you know for pc or android that has similar graphics to Factorio? It doesn't have to be the same genre(Factory-simulator) but it needs to have a similar aesthetic to Factorio's isometric tiles.

reddit.com
u/Lanky-Tumbleweed-772 — 5 hours ago

Where to go after Nauvis

I've just bought space age after a couple of playthrough and I'm currently researching the spaceport. What should be the modus operandi expanding into space?

reddit.com
u/diemenschmachine — 6 hours ago

Green Belts/Turbo Belts - from Raw Materials

Hello Factorio Reddit!

This is my second time posting! -self applause- First time was a blast! Full of support and love and so many facepalms over the design.

This time I bring a self substaining, fluid stable, turbo belt factory from just raw materials from Vulcanus. The main Idea is to avoid a central mall with lots of different items, I want just LAVA, Coal, and the whitey and purply stuff from Vulcanus.

As usual I like to keep it compact without bots, so it's a bit of a nightmare to design. Lubricant under produces a bit, it sould be fixed once I upgrade all speed modules to 3rd level.

But! Fluids, what a thing uh? In this setup, you'll never get 'em cloged! Fell free to let it running while diealing with Gleba.

I'm sure this could be improved at lots of places, and you're more than welcome to modify it and let me know where <3

Link here:

https://fprints.xyz/blueprint/540da367-be62-4ffb-9730-c5f46ac2fd14

u/titogere — 3 hours ago

[OC] Scouting?

Continuation of my base defense story.

In the comments of my first video, user u/DeGandalf mentioned a project called FUE5.

When making my art, I prefer to build the scenes myself from scratch. However, if the creator of FUE5 allows me to use their 3D models, it will definitely boost the visuals and cut down production time.

Fingers crossed for a positive response!

Hope you enjoy the video.

u/Dzala_Ertobashia — 5 hours ago
▲ 159 r/factorio

Needed more green chips

This started as something smal and has grown into a lovely blueprint. Ive played around 600 hrs and don't do ratios. For those that do please give us some feedback

Ive just started dabbling into some quality items such as inserters and medium power poles which really enhanced this build

Hope you all like it

u/Muted-Refuse-692 — 10 hours ago

New and improved Gambler Casinos for 2.1!

Greetings engineer,

I have been optimizing the casino blueprints originally designed by StupidFatHobbit. I was able to combine his 9 combinators into one. All material checks, memory cells and productivity preservation circuits are consolidated, and combinators have been commented for clarity.

I have addressed quite a few undesirable functions of his original approach. Scrapper outputs directly to requester chest. Overinsersion has been controlled, which greatly speeds up inventory clearing when the machine switches recipe and reduces bot traffic a bit. The productivity logic is much more understandable, and the spoilage timer is a simple additional DC which can be easily adjusted if needed. All combinators and inserters are consistent between blueprints.

*Caution, this book contains 2.1 content. Be mindful about importing into your library if you plan to downgrade back to 2.0!*
https://factoriobin.com/post/v6yptl

https://preview.redd.it/6d1s5x2kskbh1.png?width=1920&format=png&auto=webp&s=5a21bc16e70b03855512e457cb5aa717bb386e5d

I would like to find a way to prevent the Assemblers and Cryos from instantly beginning an extra 1 craft before switching. Solving the many issues with stack inserters would also be a nice bonus, but they continue to be stubborn.

Please let me know if you encounter any issues with these blueprints. I have been testing extensively, and this iteration seems quite stable.

reddit.com
u/pianoaddict — 8 hours ago

2.1 Platform-to-Platform Logistic Group Struggles

I've been experimenting with the new platform-to-platform logistics in 2.1, and while I was super excited about it, I've run into issues that make building a true logistics hub much more cumbersome than I expected and to be honest I'm kind of burning out trying to manage all of it.

My setup

Before 2.1, every planet had dedicated ships running to Nauvis (or later Gleba), which acted as my central logistics hub.

With 2.1, I wanted to replace that with a space platform hub that all planetary import/export ships dock with. The idea is Vulcanus, Fulgora, Gleba, etc. all deliver their supplies to the Hub, which also supplies the planets with what they need from other planets.

Problem #1: Platform requests can't target a specific platform

When requesting from platforms, you can only select the planet's "area" where other platforms may be, not an individual platform.

For example:

My Vulcanus export ship brings green belts to the Hub. My Fulgora ship requests green belts from the Hub.

The problem is that if the Hub ever runs low, it can end up requesting the green belts back from the Fulgora ship instead of the Vulcanus exporter, since both are simply "platforms at Nauvis."

To avoid this I've had to create separate import and export platforms for every planet. For example:

Fulgora Import (can receive from Hub and unload to the planet) Fulgora Export (can send items back toward the Hub)

It works, but it doubles the number of platforms and feels like a workaround rather than intended design.

Being able to target a specific platform instead of just a planet's platforms would solve this cleanly.

Problem #2: I have to duplicate logistics groups because the request source changes depending on where the platform is. I then have to meticulously keep the duplicate groups in sync.

For example:

My Vulcanus export ship requests items from the Vulcanus surface. My Hub platform requests those same items from platforms at Nauvis.

Those can't share the same logistics group because if I set the source to "All," the Vulcanus export ship immediately starts requesting the items back from the Hub that it just delivered.

So I end up with two nearly identical logistics groups whose only difference is the request source.

Problem 3: Hub requests need to be higher quantity than planetary ship requests

If Hub requests 1k green belts, and Fulgora ship requests 1k green belts, they never get delivered to Fulgora ship. I've gotten around this by using a timer and only using "Set Requests" on the Hub like 70% of the time so it flickers off and can offload.

Problem 4: When using Set Requests from Circuitry, the source disappears and the Hub can import from "Any"

It would be nice if logistics groups were reusable regardless of request source, or if the request source could be configured separately from the group contents.

Has anyone found a cleaner architecture for a centralized space logistics hub? I'd also be interested if I'm overlooking a feature that makes this easier.

What I Want

  • One logistic group for each Planet Export and Planet Import.
  • Planet Exports get loaded onto a ship and delivered to the Hub.
  • The Hub provides those items to other planetary ships - it does not send them back to the delivery ship
  • Ideally but not required, I could then just have one "logistic" ship per Planet.

--

Am I way overcomplicating this? To be honest, just dropping everything down to Nauvis and having them ship in rockets to other platforms was well worth the cost vs. the setup I have going on right now.

reddit.com
u/coryrose1 — 7 hours ago

Has anyone completely changed their space logistics after 2.1?

I feel like the space platform changes in 2.1 are much bigger than they first appear.
Before, I mostly treated platforms as ships that moved resources between planets. Now they feel more like actual space infrastructure.
For example, why launch rockets from the surface carrying water, ice, iron, copper, ammo, or other basic materials for every new platform? Especially during the early and mid game, when rockets are still expensive.
Instead, I’ve started thinking about keeping permanent orbital platforms that manufacture platform components, fuel, and other basic supplies, then use those to build or resupply new ships directly in space.
It almost feels like building orbital shipyards or logistics hubs. Honestly, it reminds me a bit of Star Wars, where fleets are maintained and supplied in orbit instead of everything coming from the planet.
Another interesting idea is using platforms as orbital warehouses. This seems especially useful on low-resource settings. Rather than constantly launching rockets from the surface, you can gradually accumulate resources in orbit and distribute them wherever they’re needed.
So far, I’m only using this idea for orbital refueling and resupply. If I build a new platform, I can quickly transfer ammo, ice, water, iron, copper, fuel, and other basic materials from existing platforms instead of launching another rocket from Nauvis.
I’m curious how everyone else is approaching this.
Has anyone built an entire logistics network around the new mechanics? Are you using orbital shipyards, supply depots, storage hubs, or something even more creative?
I’d love to see screenshots or blueprints if you’ve come up with interesting designs.

reddit.com
u/CuteReason4 — 12 hours ago
▲ 105 r/factorio

100000x Science run update

Current research

completed researches

Completed radar and weapons researches. Now plan to do green science production while it's researching. I have 5 big hubs with science I takes around 2h to set up each so it's should be done just in time. Planned researches is steel and fast manipulator.

reddit.com
u/Dry-Flatworm5975 — 13 hours ago

Thought I did something cool on Fulgora

Im no factorio genius but I thought I did something cool on fulgora. Did a looping recycler belt that filters every possible item out onto its own bus lane, and then merges back in to be recycled again. I know the looping sushi belt is what everyone does mostly, but I hadn't really seen any one else do the filtering out into lanes so I thought it was cool. It seemed the most straight forward solution to handle splitting off the bus without taking everything/jams. Definitely not crazy productive in terms of science (but still damn good) and hard to expand but its working for now. Probably needs another 50 hours haha but I wanna come back when i can get foundation. Off to Gleba!

u/CheapAuguries — 9 hours ago

Does spidertron patrol feature allow flexibility for reloading ammunition?

When I was in the outer space in SA, I used to patrol Nauvis with Spiderton by remote, even before 2.1.

The ad-hoc solution for reloading the missiles were make it linger in one place long enough by adding many waypoints, hoping that the bots outpace the Spidertron and reload it.

For those who have played 2.1, I wonder if the official patrol mode supports ammunition reloading window.

On unrelated note... pity that I don't have enough to play Factorio right now to test it out myself... I was about to test the experimental like a few days ago and the life happened.
I am always coming to reddit or Factorio forum to take a peek at what others are doing with their base to get the satisfaction.

reddit.com
u/InvestmentAdorable31 — 13 hours ago

Aquilo- again

I started over on Aqualio and built a miniature version of my late-game factory.
Cryogenic science pack production - 550 min

u/Educational_Start190 — 8 hours ago
▲ 2.5k r/factorio

Ngl this wording change is really good for circuit beginners

"Enable/Disable" was very unintuitive and usually to not forget how this works i constantly replaced it in my mind with "This will work if". Making it "Enable if" instead is a very welcome change

u/Some_Noname_idk — 1 day ago
▲ 374 r/factorio

My Friend took 123hours to make a legendary tank before even automating almost anything (mostly crafted science by hand)

to clarify a bit more, a friend of mine started a space exploration run with quality enabled and all quality types enabled at the start, hes currently at 123HOURS and got himself a sigle goal in head, make a legendary tank to take over the biters with ease. he finally got it today and was so proud of it, he mostly crafted everything else by hand/ or with hand feeded machines
Hes now really happy running around with his tank in his base

u/Educational-Walk-495 — 23 hours ago
▲ 676 r/factorio

Am i stuck?

I am at aquilo and i dont have materials to build a ship. so am i stuck here? there must be a way

u/SuccessfulAd5651 — 1 day ago