r/factorio • • 2d ago

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6 Upvotes

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r/factorio • • 1d ago

Update Version 2.1.24

399 Upvotes

Minor Features

  • Restored the fluid pipeline visualization when selecting an entity.
  • Added "show fluid pipeline visualization when selected" interface setting, enabled by default.
  • Added --test-save, --test-scenario, --test-ticks and --test-arg command line options.

Graphics

  • Tweaked icons of simple coal liquefaction and acid neutralization recipes. more

Changes

  • When holding a wire, only entities connectable with it are selectable. more
  • Added Quickbar section to interface settings.

Bugfixes

  • Fixed that tiles which changed slightly outside of the screen could draw their old state when they become visible. more
  • Fixed that some prototype errors would not show the manage mods button. more
  • Fixed that input and output cargo hatch counts were reversed in tooltips.
  • Fixed that clicking the current research button didn't always open the technology GUI to the current research. more
  • Fixed a crash during sprite loading when a sprite path was invalid and some tile-effect prototypes were partially loaded. more
  • Fixed that robots would try to insert modules before the machine was able to hold them. more
  • Fixed that space platforms could get stuck trying to insert modules before the machine was able to hold them. more
  • Fixed a crash when destroying a locomotive in a simulation while train GUI was open. more
  • Fixed tips-and-tricks image loading when opening the tip from chat. more
  • Fixed a crash in map view related to entity invalidation while searching. more
  • Fixed space platform not dropping trash on arrival when all its requests were restricted to the same planet. more
  • Fixed a crash related to raising events for units added to unit group or removed from unit group. more
  • Fixed a crash when a unit tried to go around another unit whose target died in the same tick. more
  • Fixed out of map tile was missing absorption of other pollutants. more
  • Fixed tight spots level 4 had some resources too rich. more
  • Fixed that opening search via the hotkey in multiplayer and then quickly typing didn't work well. more
  • Fixed that the joining/loading/catching up GUI did not size correctly when mods were involved and multiple players were joining at the same time. more
  • Fixed that crushers had emissions and heating energy defined when they never used them. more
  • Fixed a crash when using request-to-save-and-quit in headless mode. more
  • Fixed that migrations could mix fluids of different temperatures within crafting machines. more
  • Fixed a performance regression with fluid flow on certain save files. more

Scripting

  • Added LuaBootstrap::finish_test() and LuaBootstrap::test_arg.

Previous changelog: Version 2.1.23

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 • • 1h ago

Suggestion / Idea Rolling unloader ?

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• Upvotes

I had this idea for a very long time... What do you think ? i take all suggestions :)
Quality linked thoughput :

| Quality   | Per belt                    | Total (4 belts) |
|-----------|-----------------------------|-----------------|
| Normal    | full yellow belt            | 60 /s           |
| Uncommon  | full red belt               | 120 /s          |
| Rare      | full red belt, stacked ×4   | 480 /s          |
| Epic      | full blue belt, stacked ×4  | 720 /s          |
| Legendary | full green belt, stacked ×4 | 960 /s          |

r/factorio • • 7h ago

Complaint (third party service) Factorio prints does not have a way to remove your own data from the website.

191 Upvotes

Factorio prints is one of the most popular websites for factorio blueprints most of us have used it but whenever you create an account with your email YOUR EMAIL WILL BECOME YOUR USERNAME and at this point of time there isn't a way to change it or remove it or well request your data anything no option or contact the website owner unless thru discord.
I have contacted him already few days ago about this thru the factorioBlueprints discord account and have been ignored so i am putting this out here as we shouldn't tolerate such behaivour i am not the only person that has noticed this and tried raising concerns about it and they (FactorioPrints) appear to be ignoring such concerns.


r/factorio • • 7h ago

Suggestion / Idea Someone who has never played a single minute of Factorio has made one of the best suggestions I've heard after 1000 hours after I explained to them my extremely convoluted multi planet circuitry for transporting and requesting biter eggs.

171 Upvotes

Cryogenic plants.

We should be able to cryogenically freeze spoilable products to extend or halt their organic lifespan.

It would be an endgame solution as Aquilo is the last planet so it would challenge the player to solve the spoilage problem prior to receiving the technology to circumvent the issue.

Challenge then reward later in progression.


r/factorio • • 11h ago

Discussion I made an app to play Factorio on Android using the new arm64 Linux version

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365 Upvotes

When I saw that 2.1 added an arm64 version for Linux, I thought, my phone is arm64 too, maybe it works there. It took some work, but now I'm playing Factorio on my phone and it runs really well. I get 60 FPS and 60 UPS on my vivo X200 Ultra, even on a server save with a pretty big base.

It's the normal game from factorio.com, running on the phone itself. Nothing is streamed from a PC. The app doesn't come with the game, so you have to buy it, download the Linux arm64 version from your factorio.com account and load it in the app.

You can play with the buttons on screen, using your finger as the cursor, or with a real controller.

Things that don't work yet: it only runs on phones with a Snapdragon chip, so no Samsung Exynos or MediaTek for now. I've also only tested it on my phone, so I don't know yet how it goes on others. And huge saves use a lot of memory.

Before posting I sent an email to Wube to check it was ok, and they said they're fine with it being shared, which was really nice of them.

It's free and open source, the APK is in the releases: https://github.com/JulioFerrero/pocket-foundry

If you have a Snapdragon phone and try it, please tell me how it goes, good or bad. It would help a lot to know which phones work.


r/factorio • • 9h ago

Tip Afther 697 hours , I found how green chest works

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159 Upvotes

For 2 whole gameplays ( never reached the solar system edge ) [ YET ! ] and I used to take out items from the Landing pad by inserters with some basic lvl of circuits.
A few hours ago I was working on my Fulgora base , and had an Idea to use a selector combinator to filter quality items ( > normal quality items ) to a requester chest.
Didnt work ; BUT I found I could do it with a buffer chest.
Really robot heavy and kinda limited but it worked wonders to take out any no-normal item from my buffer system.
Then it hit me.
Wait , IF green chest hold on items via logistic requests , then that means ..... FUCK ME ... SO THIS IS HOW YOU USE THEM ?!.
All this time I could unload low use/quantity items with ONE chest.
And I can even make requesters ask items from them with an extra click ?!.
Posting this here in case someone finds it usefull.


r/factorio • • 4h ago

Design / Blueprint Coal Only Early Game Smelting

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35 Upvotes

For when you dont like messy power pole cables and want messy belts instead.
Half a yellow belt, but can be upgraded to an entire full yellow belt.
Is tileable.

Edit: Trying to fix the Blueprint not messing up the post, since 4 spaces didnt work.

Here is the blueprint:

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r/factorio • • 5h ago

Question After years, I’ve decided to return to Factorio.

36 Upvotes

So, my first encounter with this game was back around 2017, when my dad decided it was the perfect game for a 12-year-old girl to learn. Learn what, exactly? No idea. The point is, I got completely hooked. I love the mechanics.

Anyway, after a while—I don’t remember why—I stopped playing (though I do recall finishing it; I remember escaping the planet). Maybe my younger self felt there were more interesting things to do. But recently, I remembered this thing existed, and I decided to jump back in—fully aware that I’ll probably get hooked all over again.

I was surprised to see that there’s even been a whole update, with new planets and everything.

In theory, I know how to play; I’m familiar with the mechanics. But is there anything I should know before starting? Any tips? Looking at it again, it seems like a lot. I love that kind of depth in a game, but I’d like to know what’s worth keeping in mind—especially since I remember my 12-year-old self getting pretty frustrated with it a few times! xD


r/factorio • • 1h ago

Base It's kind of a bus right?

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• Upvotes

As scuffed as the rockets it fires

Build on one side of the bus they said


r/factorio • • 7h ago

Space Age TIL concrete is so strong it can withstand a worm crawling over it

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46 Upvotes

r/factorio • • 11h ago

Discussion Is it just me or is Gleba the obvious first choice for planet?

89 Upvotes

Like, in terms of actual boosts to your SPM, Vulcanus gives foundries (a bit over 2.25x iron/copper production), Fulgora gives EM plants (bit over 1.5x circuits, which is better than it sounds as it is multiplicative with itself), but... Gleba gives biolabs, which are an over 2x bonus to SPM *for free*, *and* you get prod 3s which are a +8% prod bonus to all electric furnaces, +12% to chem plants, +16% to assemblers, and a net +28% to your labs (resulting in a total of x2.56 science from those, ignoring quality), which very much adds up over time. And you get a bit over x1.5 to rocket fuel, heavy->light cracking, and light->petroleum cracking, if you're willing to import bioflux which you need to do anyway for biter eggs.

(Edit, because I realized this wasn't stated: Vulcanus and to a lesser extent Fulgora's buildings require you to make a way bigger base to actually use all the increased resources you get. To use all the iron and copper foundries give requires a correspondingly bigger everything-else. EM plants only help with circuits, everything else is going to have to scale up to match them. But for Gleba's bonuses? You just rebuild labs and maybe your science builds to use a few more assemblers/a beacon or two to deal with prod 3s reducing machine speed more than prod 2s do, and if you want to, your oil processing to use the better cracking/rocket fuel recipes.)

Sure big mining drills give x2 to ore patches but Gleba lets you get literally free iron/copper/carbon/sulfur/ice/calcite from space with the advanced crushing recipes, meaning you don't even need to mine ore patches (you can easily send lots of ore down from space now in 2.1 with the new unloading bays so that part isn't an issue)

Sure Fulgora gives the recycler for quality upcycling but Gleba gives epic quality in the first place. (Okay admittedly you need both, but.. you can gamble a few epic equipment pieces with just Gleba.)

Sure you get artillery on Vulcanus and sure Fulgora gives mech armour but Gleba gives spidertrons which do the job of both, and lets you have effectively a remote player on every planet.

Sure you get green belts on Vulcanus for x1.33 throughput on belts but you get stack inserters on Gleba which give you x4 throughput for a lower cost.

The only things I really miss from not doing Fulgora and Vulcanus earlier are cliff explosives, the recycler, bot speed research, and a foundry on Fulgora for holmium plates.

(And no Gleba is not that hard if you just make sure to put a spoilage outserter on everything and circuit limit your agri towers to not put too much fruit on the belt. Bots make it trivial if you just set up a spoilage requester somewhere, set all requesters to "trash unrequested", limit all outputs to one stack, and make sure things are close... maybe direct insert a few things like yumako mash/jelly. And the pentapods are a non issue as soon as you get spidertrons researched. I find it easier than Fulgora to build a 120SPM base on, and you have no risk of anything running out of raw materials as everything is literally infinite, not even just figuratively infinite like on Vulcanus, except stone.)

(Also if the devs see this, pretty please make the biochamber actually useful on all four planets like the other main planetary buildings, maybe make it able to make holmium solution?)


r/factorio • • 2h ago

Space Age Question Handling space resources (calcite, science) in Space Age

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15 Upvotes

[Space Age] I have an issue with my base. I thought the other day it would be a good idea to switch from standard furnace arrays to foundry arrays on Nauvis. I would like some advice from people who played with bases like this (city blocks + main bus). My cargo bay is circled in red.

How do you handle calcite circuiting in a base like this? I put my cargo bay right next to the biolab setup, because Gleba and organic products decay are a thing. I could put a big belt of calcite going right and around, but that looks terrible. And conceptually, my OCD brain is telling me to put it on the far right, next to my ore arrays, at the beginning of the main bus.

Did you encounter problems like this that potentially made you reconsider your base choices? I saw on the 2.1 version logs that trains got a huge buff (wagons size & locomotives speed now scale with quality), did some of you switch to a "train block" base for this reason?


r/factorio • • 4h ago

Question Invisible Bots

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18 Upvotes

Was building a "small" blue sience production and suddenly my bots turned invisible. Didnt found anything how to make them visible again. Only thing i found is that there are Mods out there to make them invisible but i dont use those. And the Game debug menu only helped me to get those Lines.
Is this a bug or something i turned on by mistake? like some Key binds that i dont know of.


r/factorio • • 18h ago

Question I started wondering just how powerful humanity is in Factorio.

174 Upvotes

Considering that a single human is capable of conquering multiple planets and extracting every last one of their resources until they are completely depleted, just how destructive would the entirety of humanity in *Factorio* be?


r/factorio • • 2h ago

Design / Blueprint [M.A.L.L. MK2] Modular Automated Logistics Line - All-in-One

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9 Upvotes

Finally got around to updating the blueprint book to M.A.L.L. MK2!

The main change here is switching from exact item counts to stack-based logistics. Now, when placing a parameterized blueprint, you just specify the number of stacks for the target product and ingredients instead of precise numbers. This completely fixes the issue with high-consumption items like gears or copper wire.

I also revamped the displays. The old percentage system was technically more accurate, but once you drop down a massive wall of assemblers, all those numbers start to get really annoying and messy. I simplified the monitoring to three status levels: ✖ (red, 0–33%) means empty or critical shortage, ● (yellow, 34–66%) means a solid working stock, and ■ (green, 67–100%) means the buffer is full. Right below the display, I added a green indicator lamp so you can see at a glance if the machine is actively working.

To round out the set, I also added parameterized blueprints for the Bio-chamber and Electric furnace. Enjoy!

All My Blueprints: https://fprints.xyz/user/177bc5fb-4dd4-43a5-bd9e-e46b9edfb87c

M.A.L.L. MK1 Post: https://www.reddit.com/r/factorio/comments/1tohf2w/mall_monitored_automation_logistic_line/


r/factorio • • 1h ago

Question Lamps yellow over time?

• Upvotes

I noticed my lamps yellowed. The one under the pole was placed at near the start of my game. The left one above the assembler i placed just now. They are different colors even tho i didnt touch the color settings at all. Anyone had this happen too? I found nothing on the wiki or reddit about this.


r/factorio • • 1h ago

Question Looking for a new laptop mostly to play Factorio. Any suggestions?

• Upvotes

Just as the title says looking to buy a new laptop mostly for playing Factorio. Any suggestions? Or what to look for? Like what processor should id be looking for.? I’ve always liked Lenovo line up but there is so many to choose from. Thanks in advance for any/all info!


r/factorio • • 45m ago

Question What is the speed limit of inserter?

• Upvotes

I'm trying to do a green chips maker, but looks like 4 epic insertes can't keep up with 175/s copper cable.


r/factorio • • 5h ago

Modded I've finished my first factory block

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5 Upvotes

r/factorio • • 1d ago

Space Age All I needed was a place to store resources around Vulcanus that could hold its own against asteroids, but got carried away...

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566 Upvotes

r/factorio • • 3h ago

Space Age Always nice getting to this phase of a playthrough. First legendary mall in 2.1 without a space casino.

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4 Upvotes

r/factorio • • 1h ago

Base My first attempt at a main bus

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• Upvotes

After automating the blue science on my first map I had no idea how to expand the mess I've made. So I decided to start from scratch and try the main bus and I'm loving it. Automated blue and black science, but my copper,coal and stone are about to run out so I need introduce trains. Wish me luck.

Any feedback is appreciated.


r/factorio • • 1d ago

Design / Blueprint I created an algorithm that designs whole factories by itself: belts, inserters, pipes and poles, from ore to science, as compact as possible (open source)

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1.9k Upvotes

(edit: as compact as it possibly can, within time budgets) I've been working on a program that lets you create Factorio layouts, without any user intervention. Just configure your recipes, along with desired amounts and it creates a fully working factory for you. Also supports some Space Age mechanics. You can try it out now.

There are actually two separate projects I would like to share with you:

1. Fully functioning base builder (images 1-5)

How it works, roughly:

  • a linear program picks the recipes and machine counts (it handles by-products, oil cracking, productivity),
  • simulated annealing places the machines, a router lays belts, undergrounds, splitters, inserters and pipes (the same negotiated-congestion algorithm computer chips are routed with), poles get placed, and an independent validator checks every belt lane, rate, and pipe before anything is saved,
  • then it keeps shrinking the box for as long as its budget allows.

Big jobs can get split into blocks of custom size that are generated separately and stitched together. (images 3 and 5)

On single block builds it reaches about 110–130% area of my most compact hand-made designs. Hand-made designs still win and more compute has diminishing returns. I believe it works well as a proof of concept.

Space Age support is experimental: foundries, EM plants and biochambers work, meanwhile recyclers don’t, Gleba spoilage isn’t modelled, and Aquilo heating pipes are also not modelled.

You can set products and rates, machines per recipe type, belt and inserter tiers, which edge and coordinate each input and output uses, box size and shape, areas to leave empty, block size for big jobs, and the time budget. There are many, many more options in the README.

2 A bot mall optimizer

Using Google OR-Tools' CP-SAT solver, this finds optimal layouts for small malls and near-optimal ones for larger ones. Do note that solving complexity grows quickly.

You can set products and rates, quality, forbidden recipes, cells to leave empty, and where raw items arrive, with a weight per source to pull consumers closer to it.

I’ve had a chance to experiment with this in my own play through world, and the difficulty shifted to allowing as much throughput on rail as possible, with perfect timings.

It can dramatically help with city blocks designs

The idea is very similar to city blocks, and with just minor adjustments, it could reduce rail congestions. Specifically, for 174 about 5× less travel than a random layout, and the gap grows with size.

Try it out here

You can use Github codespaces (in the browser), which will automatically download all required dependencies. Otherwise you can use any operating system with Java 25. For help with configuration and running, LLM assistants are very useful.

Both are open source and any modifications are welcome, Github stars appreciated.

All the blueprint strings can be found in the READMEs:

v2 (belts): https://github.com/SeezoCode/factorio_optimizer_v2

v1 (bot malls): https://github.com/SeezoCode/factorio_optimizer

Quick links:

Happy to answer questions. If you create or build one of the blueprints, I’d love to see it!

TL;DR now i don’t have to play the game i like to play so much


r/factorio • • 10h ago

Discussion enemies spawning is aggressive post 2.1 update

14 Upvotes

before the update it was manageable and can concentrate on other automation and stuff, but post 2.1 upgrade, enemies are spawning right next to the rails and that too huge patches.
is there a way to reduce enemies expansion?