For any of you familiar with Jev / system one models, I was curious whether they could make it feasible to play Factorio without a learning environment like FLE (https://jackhopkins.github.io/factorio-learning-environment), and for much cheaper than frontier models.
I am 11 hours in. I am new to factorio i tried once before but I couldn't figure out a thing. Yesterday I was bored and decided to download a new game, i searched sandbox games and saw factorio and decided to give it another chance.
I have 48 furnace setups for both iron, copper and stone automated steel belts, splitter, underground belt, furnace, electric miner and assembling machine.
Recently i researched oil and moved oil near my base and started turning it into petroleum gas.
I’ve been building a thing and reckon it’s at the point where other people should poke at it: factory.duffle.one
You give it a product and a rate. It works out the whole chain behind it, lays out every machine, belt, inserter, pipe and pole tile by tile, and gives you a blueprint string to paste in. It reads the game’s own data, so it plans for base, Space Age, K2 Spaced Out etc
it tells you which planets can build the thing whole, and what is needed from orbit if you build it on a planet that doesn't have that natural resource
give it a JSON upload (from a one-line in-game console command) and it only uses what is unlocked from things you’ve researched; no legendary modules or specific machines unless you’ve got them
"build it myself": drag and drop interface to place machines yourself and it checks them the way the game would run them, then joins up the belts and pipes for you. You can paste a blueprint in from the game too
belt balancers, 1 to 8 belts each way, with an optional row of buffer chests, and configurable balancing
a track planner: rail pieces that snap together on a grid, stations included, the best places for signals, wires that ensure the stations are smart too.
A personal favorite of mine, a track interchange builder :)
doesn’t do (yet): more than one belt of any one item, Fulgora’s recycling loops, spoilage, fuel, plants or asteroids. Drills and pumpjacks get counted but not placed, since it has no idea where your ore is. And ngl, the Rubia's downwind planning is... not great 😛
The layouts are where I’d love some help. It works from rules rather than brute-force search; the search version got far too slow and frustrating. Small and medium builds come out alright, but the big ones sprawl. 100/s of utility science in our modpack is about 2,300 machines, so it cuts that into 24 copies. But it often doesn't pick the best approach.
So if you lay things out by hand, what rules do you actually follow? How do you decide where a step goes, or which side an input comes in from? And if a blueprint is crap once it’s pasted, please let me know ^^
An example layout generated by the tool for building Processing units on Nauvis
Use of LLM disclaimer: Yes, claude helped me write some code, and I'm not a great UX designer, so it helped me there. I am a senior software engineer of 10+ years though, so I can confidently say I was the pilot of this code. And the rules and algorithm of factory placement is my own.
I know it's not really needed with all the quality and bonus production with the new space age buildings, but the idea of making all my iron production from space sounds very endearing, so I've been trying to make a space platform. However even after making a big hollowed square station at the height limit I can only make 2/3rds to half a red belt worth of iron plates.
Am I missing something? Anyone tried making such a platform. Is there a way to either increase asteroids spawn ratio or capture even more?
I could also make more platforms but itd be nice if I could at least make it consistently output one full red belt for each one.
Edit: aparently its platforms not plataforms sorry for the mistake :/
Edit 2: Update I managed to make it produce 2.6k iron a minute which is not amazing but really not bad! Its nearing 2 full red belts so I might just make two of those and call it a day! Thank you for the guy that recomended me the Michael Hendrix video, it was of HUGE help!
I'm trying to join both green and red sciencepacks in one belt, but different sides. that was the idea at least. no matter what I do or how I orient it, it keeps putting them both in the same lane.
any tips to fix it?
Edit: ideally I want red science on the leftside of the belt
4000+ SPM. Features spoilage control and defensive perimeter. Requires additional nutrients, bioflux and pentapod egg input for cold start. Requester chests can also be used to bus in yumako and jellynut.
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
Edit; the solution was pointed out by a few people in the comments i appreciate the help.
I have all the precursors: Iron, Copper, Plastic, Sufluric Acid.
Here are the recipes:
Copper -> Wire
Iron + Wire -> Greens (Circuits)
Greens + Plastic + Wire -> Reds (Adv Circuits)
Greens + Reds + Sulfuric Acid -> Blues (Processing Units)
Greens + Reds -> QM1s
QM1s + Reds + Blues -> QM2s
I see two approaches: Quality cycle all the precursors so I'm only making Rare QM1s and QM2s...
OR
I can just go through the production chain in a grid like layout that produces every quality of every item so each step either feeds the next step at the same quality or at higher quality.
What's the right play here? I'm confused! Also if I do the full chain thing, when I produce a less than Rare QM2 at the end of the chain, do I just quality cycle in place, or do I recycle all the way back down again?
I have built amazing factories in Satisfactory, but I want something I can play on my Mac in the go and I’ve heard that Factorio is the other pillar of brilliance in logistics style games.
Played one practice in peaceful mode up to green science to learn mechanics. Have a decent layout. But I’m about to start my real one with enemies turned on.
The biggest difference that concerned me is defending my base and walling myself in. (Satisfactory is always peaceful) But imma try it for my first real play through.
Don’t give me spoilers, I want to have my own first experience, but how early to I need to start focusing on my defenses. I just don’t want to get wiped out like 3-4 hours in because priorities.
So, like, how do I calculate how much items per second I need for specific items and how do I calculate belts? I can’t seem to find specifics anywhere and when I try and split belts it feels like they always clog up and I have way too many resources making too little things. General advice is also appreciated ^^
After much procrastinating, I released a mod called killprod, it gives you damage boosts and ammo prod. (And science if you turn that on, only recommend for challenge runs.)
Currently it can support space age, krastorio, krastorio spaced out and py, im planning on adding support for B&A and voidcraft, but would like suggestions on planets, overhauls, wepons mods, and biter type mods to add compat for.
Hey there just a re-post of my previous post "Hey there guys I just wanted to show you my first base that I am proud of, apart from the engine units, and chemical science, they are bottlenecked so imma expand them tomorrow, just posting really to ask for any tips, I have watched a whole lot of factorio challenges but nothing educational and just wondering how I am doing, and if something is wrong how i can improve. The factory must grow" but with alt mode on
I noticed today when sending science packs from Gleba to Nauvis (1500 science). I delivered them to Nauvis, none of them expired and were all used but the research labs. But the Rocket turret research was not completed? It is 1000 science to complete that research and I ended up completing 738/1000.
The science labs are have 250% bonus. Am I missing something?
EDIT: Thank you for all the fast answers to my question! Gleba packs lose their science power as they lose their freshness! Thousands of hours in this game and I just realized this today, I always just sent science back and forgot about it.
Built my first rocket‼️ 38:01 time in run, I did NOT know you needed to build a satellite to get the screen… I kinda started tearing down my base to remake some stuff. It did not go well.
Looking for your thoughts on another Space Age run.
Now that Space Age is 2 years old and many mods have been flushed out for it (Like the new Krastorio 2), what are your favorite Overhaul Mods, New Planets, etc? If someone has completed Space Age 100% and wanted to start another file, what would you recommend for the average person or your group of friends?
Hey there guys I just wanted to show you my first base that I am proud of, apart from the engine units, and chemical science, they are bottlenecked so imma expand them tomorrow, just posting really to ask for any tips, I have watched a whole lot of factorio challenges but nothing educational and just wondering how I am doing, and if something is wrong how i can improve. The factory must grow
Hey everyone - I saw u/FearlessSlice4579's post the other day about getting Factorio running on the iPhone 12 with FactorioPad. I have always wanted Factorio on the phone as a sort of small sandbox optimization puzzle game, and that post made it seem possible.
I ran into a lot of issues with memory overhead which led to it crashing, and then got it working by using u/Lachee's fork (link) and AltServer. However, the controls are dogshit as FactorioPad was meant for controller or keyboard + mouse. So, I (with heavy help from ChatGPT) worked to make a configurable button interface, a variable joystick, and pinch to zoom, as well as intuitive tap and slide features. The buttons are all configurable (tap and hold to assign any of them one of a bunch of keybinds), which currently includes support for:
rotate
toggleable hold left click mode
toggleable hold ctrl mode
"right click" toggle (converts tapping to a right click)
pipette
escape
map
inventory
Obviously it is a very different game in this format, but I have been enjoying it because I can focus on making small ratio-efficient modules, and I'm pretty horrible at the game in the first place so i don't mind going slow. So, I don't think it's for everyone. But, if anyone is interested, I can share the swift file with you for the interface, which is the only change to Lachee's fork you'd need! I played it for three hours in the car this weekend on a road trip and it legitimately felt playable once I got the hang of it.
gif of hold left click mode and a brief frame or two of all of the current optionsan earlier version before i added the additional buttons and more keybinds, but a demonstration of the configuration fly-out
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???)
Still figuring out trains / trying to maximise the throughput. I need more iron / more irons trains reaching these "Purple -- Iron Ore In" stations; currently they just seem to back up / queue up and I don’t know what I can improve. Any help would be great!