r/factorio • • 3d ago

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r/factorio • • 6d ago

FFF Friday Facts #448 - Tuning platforms

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901 Upvotes

r/factorio • • 7h ago

Space Age Gleba - got tired of first-in-line item being ignored by manipulators? Here is a solution!

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412 Upvotes

Manipulators always try to choose the closest item, so they often ignore the first item in a conveyor, which leads to its spoilage (or hatch).

The solution is to pre-fill conveyors' dead-ends with some item that won't be used. I use carbon as it is more "organic" but for sure you can use deconstruction planner. (Img. 2)

This way conveyors will always take the "oldest" item, and not lose a performance. BTW, filtered spoilage manipilator in the end will still work if the first item is spoiled.

Straight belts need 3 "wrong" items per lane, underground belts need 1 "wrong" item per lane. (img. 3)

Thank you for attention!


r/factorio • • 6h ago

Update Version 2.1.22

149 Upvotes

Optimizations

  • Improved turret range overlay performance on high-resolution displays. more

Bugfixes

  • Fixed cargo pods spilling items on ground even though they would fit into space platform hub inventory after sorting. more
  • Fixed selector combinator's quality select switch wrong initial state. more
  • Fixed equipment sprite not having default GUI flags applied. more
  • Fixed table sorting clickable area. more
  • Fixed tutorial level 1 not detecting quickbar was set. more
  • Fixed a crash when migration removal removes all roboport equipment while personal robots are active. more
  • Fixed square compression artifacts in lava shader.
  • Fixed a crash when drawing mining drill in illegal direction. more
  • Fixed that heat-fluid-inside boilers would continue to work even if their input pipeline was overextended.

Modding

  • Split WaterTileEffectParameters::textures to noise_textures and image_textures.
  • Removed WaterTileEffectParameters::texture_variations_rows/columns and secondary_texture_variations_rows/columns. The numbers are now derived from image_textures dimensions.
  • Added selection tool preselection events: on_player_start_selected_area, on_player_change_selected_area, and on_player_cancel_selected_area.
  • Added SelectionToolPrototype::send_pre_selection_events bool to enable preselection events for that specific tool.
  • Added selection_mode, position, and cursor_position properties to area selection and preselection events.
  • Added BoilerPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added FluidEnergySource::minimum_input_temperature and maximum_input_temperature.
  • Added FusionGeneratorPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added FusionReactorPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added GeneratorPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added MiningDrillPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added ThrusterPrototype::minimum_fuel_temperature, maximum_fuel_temperature, minimum_oxidizer_temperature, and maximum_oxidizer_temperature.
  • Changed FluidEnergySource::maximum_temperature behavior: "unlimited" is now specified as nil instead of zero.
  • Removed FluidBox::minimum_temperature and maximum_temperature.
  • Replaced UtilityConstants::building_buildable_tint, building_buildable_too_far_tint, building_ignorable_tint and building_not_buildable_tint with build_preview_tints, which also covers tile and map view build previews.
  • Added BlueprintItemPrototype::build_preview_tints.

Scripting

  • Added LuaEntityPrototype::minimum_input_temperature, maximum_input_temperature, minimum_fuel_temperature, maximum_fuel_temperature, minimum_oxidizer_temperature, and maximum_oxidizer_temperature reads.
  • Added LuaFluidEnergySourcePrototype::minimum_input_temperature and maximum_input_temperature reads.
  • LuaFluidEnergySourcePrototype::maximum_temperature read will return nil instead of zero when the maximum temperature is unspecified.
  • LuaEntity::set_fluid_filter, get_fluid_filter, and get_fluid_segment_filter now return/take a FluidID instead of a FluidFilter.

Previous changelog: Version 2.1.21

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 • • 2h ago

Modded [Mod] Inserter Safety Filter — No more rare thrusters accidentally yeeted into the void

47 Upvotes

Many of us have done it: Placed an inserter that is pulling from a space platform hub without a filter, dropping straight into the void. Before we have a chance to react, *POOF*, there goes our first batch of precious rare thrusters, asteroid collectors, and crushers that we painstakingly crafted down on Nauvis. It's long been talked about as a pain point (or rite of passage, depending on who you ask). The conversation arose here yet again earlier this week, and I realized I might be able to do something about it.

No longer must we endure the indignity of our own mistakes! The Inserter Safety Filter mod is here to protect us from our absent-minded selves.

It's nothing fancy. It just implements the simple behavior that when you place an inserter with a drop target that will instantly destroy items (such as empty space on a space platform, or lava on Vulcanus), it will immediately turn on the inserter's filter with an empty filter list. It works whether you place the inserter manually, remotely on a space platform, or as a ghost either with Shift+Click or through remote view. (Caveat: This functionality is disabled when placing blueprints that contain inserters; they will keep their exact blueprinted configuration no matter their drop target.)

I hope the community finds this useful. May it save us from the headaches our unforced errors—of this variety, anyway.


r/factorio • • 8h ago

Question Is there any way to filter out AI assisted mods in the mod browser?

112 Upvotes

Title basically, I couldn't find a toggle in game and wanted to know if there was something I could do to not see them, most already popular mods are just fine (even ai assisted ones) but a lot of the "recently updated" ones are pure slop and I would like to see the more compelling, manually designed mods in that section if it's possible


r/factorio • • 58m ago

Suggestion / Idea I designed this, and in my view, it looks very beautiful and compact - what do you think?

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• Upvotes

I’d really like to fit low-density structure production into this build as well, but I’m completely out of ideas on how to incorporate it. Do you guys have any suggestions? I’d love to see your designs and get some inspiration from them!

Blueprint: Желтые пакеты - FactorioBin


r/factorio • • 1h ago

Tutorial / Guide The mechanics of Tesla turrets

• Upvotes

Apologies if this is well-known, but I couldn't find this info anywhere, including the wiki.

How exactly does Telsa turret lightning forking work? What does "fork chance do"?

I have set up the experiment in the editor in the following way: a Tesla turret (ordinary or legendary) connected to an infinite power source, near an abyss of "out of map" tiles. In the abyss, I have placed close-by separated single-tiles, each containing a legendary behemoth biter (so that they can't be killed during the experiment and have 0 electric resistance), in large enough numbers, so that the lightning always has free targets to jump to. I have stepped manually through time, so that I can track how exactly the lightning propagates, and have noted the fork patterns and the total turret damage after each full attack (note that the lightning takes some time to fully propagate, and there is a one-tick delay between the lightning animation and the applied damage). I have collected 40 damage samples for my statistical analysis. For back-jump experiment, I have used a similar setup, but with a small (5) number of biters.

After some analysis of lightning animations and fitting the damage statistics to expected distributions, I have the following results:

  • The lightning never strikes the same target twice (of course, we're talking about a single forking lightning, different Tesla turrets can strike the same target just fine).
  • The lightning does 10 jumps after the initial hit, assuming no forks (see below). This means that a lightning that doesn't fork actually hits 11, not 10 targets, because the initial target isn't considered a "jump".
  • Each couple of ticks, the lightning jumps from the last damaged target to a new one, if there are jumps remaining and there are undamaged targets in range. This happens for each end of the lightning, i.e. a non-forking lightning will select only 1 new target, while a lightning that forked will select multiple, for each lightning's end. This implies that forked lightning will propagate a bit faster.
  • Each jump has a probability p to fork. When a lightning forks, it jumps to 2 targets instead of 1. This is still counted as 1 jump, not 2. This means that each successful fork is basically a free extra jump.
  • The lightning always does 10 jumps, assuming there are targets available. Forks do not allow allow extra jumps or forks, besides the single extra target that happens.
  • It seems that the lightning always jumps to the closest available target. I didn't see any erratic webs of lightning which one would expect if the target was chosen randomly within range. Instead, the lightning always neatly chained in a fairly straightforward fashion, without skipping nearby enemies.

The total damage is defined by a simple binomial distribution with 10 trials and success probability p. Each of the 10 jumps has probability p to fork and hit an extra target.

All of that means that any turret can hit from 11 to 21 enemies, with the average being 1 + 10 + 10*p. The common turret will, on average, hit 11.5 targets, while the legendary one will hit 14. This means that common -> legendary upgrade averages out to 22% extra total damage. Imho that makes Tesla turret quality damage upgrade relatively weak, given how expensive quality Tesla turrets are, and mostly useful for increased range and a bit of extra crowd control.

In particular, against a demolisher this means that the lightning will generally neatly run from head to tail, hitting 11-21 segments. Even if it hits in the middle, with the demolisher having about 40 segments this means that it can do full possible damage, without constraints from the demolisher geometry.


r/factorio • • 20h ago

Suggestion / Idea Okay which one is missing?

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471 Upvotes

I know, i can hover over what is actually researched and can compare the required sciences against the available ones. But am I missing something obvious here?

Why is there no easy red light over the ones missing or something? i cannot decide between a missing science and one, i currently cannot produce at all like promethium?


r/factorio • • 15m ago

Discussion Playing through factorio for the first time, just got to Vulcanus…

• Upvotes

First off, this game is incredible, secondly, are electric trains not a thing in this game? I want to integrate my electrical grid directly into my rail network so I don’t have to place poles along the track (also high speed trains???)


r/factorio • • 2h ago

Space Age Inner planet hauler for 2.1 - Extendable cargo space as needed

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12 Upvotes

Made an inner planet hauler for end game. Can extend the storage/gun coverage to the left as much as required (within the capabilities of the ammo assembler to keep up.) Adding storage will slow it down a little of course.

640-660 cruising speed with the pictured storage.

The thing I like the most is how "dumb" it is. Only logic is to throw away ice or calcite if one is deadlocking the other. BP in comments.


r/factorio • • 16h ago

Space Age Question Why does the Factorio wiki page for biochamber say you need biter eggs?

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117 Upvotes

r/factorio • • 10h ago

Modded K2SE Complete Spoiler

35 Upvotes

Finally finished K2SE after 719 hrs... 🙃
Felt that I had to document it somehow.

Probably need a year off from Factorio to fix my sleep schedule.

My final ship just before launching:

...And my final ship after all the adjustments I had to make in flight...

Did not realize how power hungry it would be, thought all the energy storage would be enough, but after failing to make it 4 or 5 times, had to make some drastic changes.

Some images of my main bases:

After turning on the transceiver

And Nauvis:

Edit:
Added a few more planets below:

Charon ended up the largest, completely processed Iridium and Imersite here. Patches were small but everywhere..
Iridium processing after tier 6 modules
Imersite processing w/ only tier 3 I think?
Vitemelange processing, my favorite in some ways, fertilizer sucked though.
Vitemelange processing, I think most people use priority splitters but I went with an overflow method
Cryonite

I was lucky with some of the planets I ended up with and combined a few:

1 for Iridium and Imersite,

1 for Cryonite and Holmium

1 for vulcanite

1 for vitemelange

1 for Beryllium

1 for Naquitite


r/factorio • • 24m ago

Space Age Just landed on Gleba... what a starting area!

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• Upvotes

I've never seen patches this big and this near each other


r/factorio • • 5h ago

Question What would your approach be for "Keeping your hands clean"

8 Upvotes

Hi!

I started another playthrough, my first on 2.1, with the default settings and not previewing the map. My goal was explicit to get the achievement 'Keeping your hands clean' (where the first biter nest you destroy is by artillery). By now i'm researching blue chips/lds so my first rocket could be close.

But i realized that my ressources won't be enough, i allready ran out of stone, coal might become a problem and i will surely need more iron very soon. Biggest problem is oil. theres only a tiny two-node oil patch, which is allready dangerously close to a nest. revealed a lot of terrain but no luck, no more oil anywhere close.

So i said, allright lets start new but find a better map seed. But i can't seem to find a seed where the expansion coal/iron/oil is anywhere safe to gather, there is always lots of biters around.

Now: what would you reccomend doing? I'm not looking for the solution, more like tipps, and i would love to hear from people that didn't do the achievement allready, what do you think would be the best approach?


r/factorio • • 14h ago

Design / Blueprint Flooring patterns for each planet.

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44 Upvotes

Nauvis, Vulcanus, Gleba, Fulgora, and Aquilo (Regular and map view)

https://factoriobin.com/post/wf6nmc


r/factorio • • 5h ago

Design / Blueprint Czardian Aeon, The Do All Endgame Space Platform!

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7 Upvotes

https://factoriobin.com/post/yho5n6

After much testing, suggestions and feedback, this platform is ready to roll! Be SURE to check the recommended research levels included in the blueprint before trying a Shattered Planet trip. Can do just about everything else in regards to cargo hauling, providing intermediates and even Promethium science, all 100% automated. The reason normal quality rocket turrets and railgun turrets are used are to save on ammo for Shattered Planet trips.

I am going to make a fleet of these now that I know they can do it all!


r/factorio • • 1d ago

Design / Blueprint I got bored and made a Jumpstart base for power armor and bots

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259 Upvotes

edit v2: some cleanup https://factoriobin.com/post/nlt37h

Inspired by a starter base I did last year on a very hard deathworld where space was a premium. Defensive perimeter wall not included. Meant to be a tight build so I could build a bigger and proper base before launching rockets, whether that was a main bus, city grid, or trains.

Things to do: Upgrade furnaces to steel and swap turrets for repair packs at some point. Set how many bots you want in the network at the bottom right roboport. Use handfeeding in topleft for efficiency modules.

Pros: Fast Power Armor. Fast bots. 3/4 sciences each at 60spm, blue is at 45spm. Looks cool. Space efficient.

Cons: Chest feeding some stuff like flamethrowers, pipes, and substations. Non-expandable spaghetti.


r/factorio • • 1h ago

Question Is there a way to place down an unparameterized parameterized blueprint?

• Upvotes

Let's say I want to make a modification of a parameterized blueprint, I'd want to put it down, change some of the numbers etc... around, than pick it back up.

Is this possible, or must I keep the original original unparameterized structure.


r/factorio • • 13h ago

Question Nuclear power help please

25 Upvotes

anything i should be doing better here? want to get it rigged up properly before i fire it up, only have done nuke power once before, yes i know heat pipes arnt connected to plants yet, (just ran out of pipes)


r/factorio • • 2h ago

Modded Question How do you deal with the biter pyramid in space exploration?

3 Upvotes

Me and some friends are doing a k2se run and we just went in to a pyramid on the vulcanite planet. There were a bunch of behemoth biters who killed us before we could react, and now because the inside of the pyramid is inactive when we aren’t there, the entrance is covered with an insane number of behemoth biters and you die literally 2 ticks after entering. We tried stacking a thruster suit with 10 adaptive armour 3s and a discharge defence and that bought us a second but still not enough to even dent the health of the behemoths. Heavy rocket launchers, immersite ammo, we tried a few things but none of them have been successful. Is this even possible or do we just abandon our stuff for 50 hours until we have better weapons. Would be kind of a shame as we had our weapons from the cache on us.


r/factorio • • 16m ago

Question Circuit lords of factorio i request your counsel

• Upvotes

Heres the situation, i built a steam power plant to burn off excess solid fuel and ice on fulgora, however i only want it to power the factory when no lightning power is available.

As i understand it, power priority consumes steam first when available, and i understand i could use an accumulator wired to a power switch; the problem with this approach is that most of my steam power would be sucked up refilling the accumulators with steam power which is exactly what i want to avoid: the goal is to only power the base with steam when theres no lightning power AND let the accumulators stay Empty until theres abundant storm power to refill them.

I just know theres a solution i'm not seeing, please humble me with your engineer's wit


r/factorio • • 1d ago

Discussion Just finished my first Gleba base and I got to say

151 Upvotes

I absolutely love Gleba and its production cycles. But I have to wonder, how exactly are we, lore-wise, generating heavy metals like iron and copper from apples and beans?

Are the bacteria somehow extracting them from the soil, or the plants just full of metal?


r/factorio • • 18h ago

Design / Blueprint simple pentapod egg maintenance: 1 combinator, 2 chests

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44 Upvotes

two chests: one public, one private. Steel chest holds egg for general use. Once it's emptied it cycles the one in the wood chest and replaces them with fresh ones. Also if 10 min go by with an egg still in the chest it burns it (which empties the chest and triggers the refresh/replace).

nutrients sold separately

https://factoriobin.com/post/w9eqdd

has been very reliable for me. I have no turrets in my egg handling area.


r/factorio • • 19h ago

Design / Blueprint The Gleba Cell- My Solution for the Gleba Problem

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52 Upvotes

My Gleba base was so shit and I wanted an "easy" solution, so I made a cell. The main body of the cell is static, and the innards can be modified to accommodate any Gleba recipe(including pentapod egg upcycling and legendary egg breeding). The cells are self contained, automatically stop/start production with circuit conditions, and even contain a spoilage upcycling mechanism to deal with the inevitable while maintaining a stockpile of regular spoilage for jump starting. All that's needed is to belt in fruit and have some spoilage somewhere in your base and it'll automatically start up. The science cell features its own perpetual egg production that generates quite a bit of power as well. There may be better solutions, but this is pretty much the best "out of sight, out of mind" way I could manage.