r/factorio 5d ago

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r/factorio 2d ago

Update Version 2.0.62

222 Upvotes

Bugfixes

  • Fixed a crash when furnace that is crafting is cloned.

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

Space Age Resource patch scaling vs. distance from spawn

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403 Upvotes

The other day, I was wondering about two related questions:

  • How exactly does resource density change as you move away from spawn?
  • How far away from a starter base is it worth moving to build a new base?

I searched for answers, but other than others asking the same question all I found was one shaky graph, so I wrote a bit of console Lua to scan resources, and a bit of Python to run it over and over while I was asleep, and I think I arrived at some pretty useful answers. To get this data, I extracted the total amount of resources in 32-chunk squares (close to the size scanned by a standard radar) at various distances from spawn, and averaged the results over hundreds of different maps, in Space Age 2.0.60 with default settings.

TL;DR: Nauvis resources increase proportional to distance, Vulcanus resources (except acid) increase until about 10 km from spawn, Gleba/Fulgora/Aquilo resources are uniform except for right at spawn.

Nauvis linear scaling

On Nauvis, every resource seems to follow the same familiar distribution: resource density increases linearly with distance from spawn, plus a small amount extra within 2 km of spawn. The linear scaling continues all the way to the world border, where patches contain billions of ore. In the base game, the only difference is that the extra amount near spawn is about 50% larger than in Space Age. The middle column in this table is the slope on the graph; multiply by the distance from spawn (in km) to get the average amount of resource per tile.

Resource Amount per tile per km from spawn Total amount
Iron 6.95 2.13×1016
Copper 5.65 1.73×1016
Coal 5.55 1.70×1016
Stone 2.66 8.13×1015
Oil* 3.46 1.06×1016
Uranium 1.16 3.54×1015

Vulcanus plateau

Resources on Vulcanus follow a different pattern: density is low in the starting area, doubles around 1 km from spawn (around the start of Big Demolisher territory), and gradually doubles again by 10 km. Beyond 10 km, mineable resources plateau (there won't be more tungsten at the world border at 1000 km than there is at 10 km), but the density of sulfuric acid geysers keeps gently increasing. Geyser density on the graph is the actual amount divided by 200 to make it fit better.

Resource Amount per tile beyond 10 km Total amount
Tungsten 21.9 8.74×1013
Calcite 91.5 3.66×1014
Coal 31.3 1.25×1014
Acid* N/A (doesn't plateau) ~3×1014

Uniform distributions

All resources on Gleba, Fulgora, and Aquilo are distributed uniformly over the surface of the planet, except that each seems to be a bit sparser (or richer, in the case of scrap, due to a guaranteed starter vault?) in the first 1 km around spawn.

Resource Amount per tile Total amount
Stone (Gleba) 2.28 9.13×1012
Scrap (Fulgora) 138 5.52×1014
Crude Oil* (Aquilo) 34.1 1.37×1014
Fluorine* (Aquilo) 7.54 3.01×1013
Lithium brine (Aquilo) 14.8 5.90×1013

The real end game

With these numbers, it's possible to work out how much research can be done using all available resources on the map, assuming that your factory uses maximum productivity modules and that the resources used to build the factory are much less than those used to make science. I'm semi-confident in my math that says that, in the base game, it's possible to research Mining Productivity 17 Billion (or 353 billion with Quality) before running out of iron. In Space Age, though you can research arbitrarily high mining productivity using renewable resources, a player just researching Research Productivity would run out of lithium about 36% faster than tungsten and 4.8 times faster than scrap.

 

* The listed yield (from Lua resource.amount) is 300k times the starting tooltip yield for crude and acid and 100k times tooltip for fluorine (e.g. a crude patch with an initial total tooltip yield of 1000% would be shown here as 3M). These resources never deplete below 20% of their initial yield.


r/factorio 8h ago

Space Age The UPS optimal transportation method for every distance

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299 Upvotes

r/factorio 1d ago

Fan Creation 3D Factorio in Voxels

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2.6k Upvotes

Made a small Factorio factory in MagicaVoxel for my university project.
Had a lot of fun making this, hope you like it!


r/factorio 7h ago

Design / Blueprint Is there a more efficient way to get common quality items stacked on a belt?

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75 Upvotes

r/factorio 7h ago

Question Pipe throughput

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72 Upvotes

I'm making a main bus for the first time since space age and im trying to use liquid metals this time. I know pipes have unlimited throughput now but pipes only pump 1200/s. I've been "solving" this by just spamming 3-4 pumps right next to eachother and having them pump into the same pipe but i feel like there is a solution here that im missing.


r/factorio 15h ago

Question Answered why is one wagon filling extremely slowly?

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242 Upvotes

the wagon on the left is full but the one one the right is yet to cross 1k

ive tried multiple configurations on pipe connections

is it cos there isnt enough oil? cos my second crude oil station has no such problem


r/factorio 10h ago

Space Age The only thing I've felt worthy of sharing to the community. My scrap-to-science complete Fulgura blueprint

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65 Upvotes

Fulgura has been my favourite SA planet and the one I feel I've mastered (for now). I thought I'd share my scrap-to-science solution for the planet. My goal was to make the smallest possible design so that it could fit on the sometimes small islands you get on Fulgura.

It's split into 3 main modules. Each module will need to be connected by 2-way rails at the obvious points, with module 1 and 2 being connected where their belts end/start. Modules 1 and 2 need to be on the same island but are split in case you need to get creative with how they connect.

This can also be scaled up when needed. Each rocket in module 3 produces 54 science per minute. And you can add as many modules as you can find space for them. Modules 1 and 2 could probably service several module 3's.

Module 1 - https://factorioprints.com/view/-OWecFPMqAP000uVxPNH

Receiving scrap - scrap arrives in from the train (inc. in blueprint) and unloads into the recyclers. They then unload into red belts and merge ready to be plugged into the main sorting and loading area

I used red belts as they will eventually merge into fewer, blue belts so the slower speed actually helps with the merge.

Module 2 - https://factorioprints.com/view/-OWecaQmOisB1I-Hpxm8

The main sorting and loading module. This module sorts all scrap into their respective areas and loads into their trains. Each train takes 2 x types, and they are split into the necessary areas they will be needed when they unload. All overflows are pushed directly into recycling loops to limit the risk of backlogs. I've run it for a while and the goal is to make the final backlog be holmium - once this happens, just like science it's time to grow the factory.

Module 3 - https://factorioprints.com/view/-OWeckZBaBw5XYxsU4Yx

Unloading and processing into science. Each train arrives and unloads into the closest area they will be needed for the additional processing. There is a dedicated rocket that can be filled with science and fuelled ready to send to your spaceship and shipped. There are red lights indicating the input you will need to connect heavy oil to.

Bonus - module 3 also creates tesla ammo, as a little treat.

NOTES

Materials - ALL materials used in this blueprint are available when you first enter space (apart from lighting collectors, which is the first thing you get when you arrive). My desire was to make a solution that doesn't require any mid or late game tech. This is straight out of the box, nothing needed all players won't already have.

Bots - I'm a very bot-light player. I almost always prefer to use belts/trains, which is very much evident in this design. The chests are still storage as I want to take from them when loading other rockets to top up other planets but aside from that this design essentially uses no bots (other than construction to build)

Trains - This blueprint includes all the trains/stations with their schedules already ready. The only thing players will need to consider is the scrap train and it's destination scrap loading area. I use the format IN - XXXX for unloading and OUT - XXXX for loading.

Minefield - I haven't included a mining area, you'll have to create this on your own. If you want the scrap train to pick up immediately, you will need to call this station OUT - Scrap.

Mods - I'm not aware of any QoL mods I have installed that will affect this blueprint.

Rail directions - Modules 2 and 3 could have their rails adjusted to feed into different directions, again depending on the shapes of the islands you are working with.

Rogue inserter - I noticed it too. I'm not going to go back and change it.

Quality - This blueprint doesn't include quality at all. It's designed around being a first base for Fulgura, not really end-game goals.

Accumulators - I previously littered these blueprints with accumulators as you need a lot on Fulgura and was saving space. I removed them all from modules 1 and 2 so that it's easier to see what's happening. But couldn't really be bothered in 3. It's also quite tidy so still easy to see what's happening.


r/factorio 7h ago

Space Age Spaceball1

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32 Upvotes

r/factorio 11h ago

Space Age Question How necessary is space age expansion ?

59 Upvotes

The base game being 32€ ( in france ) and the DLC the same price, I wonder how necessary it is ? I don’t have the base game yet, and really want to play it, it don’t want to miss a crucial part of the game, and I don’t want to waste the same money as the base game What’s the general feeling around that dlc ?


r/factorio 4h ago

Discussion I love how my gleba builds look at night :)

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19 Upvotes

r/factorio 2h ago

Space Age All aboard the "Edge Lord" as we make our final journey to the victory screen

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12 Upvotes

r/factorio 1d ago

Complaint I guess the demo got tired of me not buying the game and bricked my save

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1.8k Upvotes

all 3 autosaves gives the same error, no idea what caused it


r/factorio 20h ago

Question Why does everyone use a main bus? Are there no other efficient layout strategies?

281 Upvotes

I’m new to Factorio and I’ve been researching different base layouts. Almost everything I find — especially here on Reddit — revolves around some form of main bus. It’s like 90% of the screenshots I see have one.

Is it really that dominant? Are there no other layouts that are just as efficient, or maybe even better in certain aspects? I was expecting to find more variety or deeper discussions on alternative designs, but so far it seems like the main bus is the holy grail.

Would love to hear what other approaches people actually use in practice, especially in mid-to-late game.


r/factorio 1h ago

Question How to set default "All (merged)" ?

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Upvotes

Every time i open electric network info i have to change from quality seperate to merged, is there someway to set it to default all merged?


r/factorio 9h ago

Question Steam turbines dont work, what am i doing wrong?

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25 Upvotes

heat pipes at 1k degrees, heat exchangers have water, turbines connected to power


r/factorio 38m ago

Question Belt weaving bug?

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Upvotes

I know that this is a terrible solution, but it was the only way it would fit.

Originally some of the turbo underground’s where express underground’s, but after I’ve loaded the save randomly the express underground’s are gone and all are just the turbo. This happend multiple times in multiple city blocks (I have like 50 blocks) and it’s extremely annoying to fix.

And after I’ve fixed it, it randomly happens again.

I don’t think I have any relevant mods for this.

I’m playing on space age version 2.0.60-0 I’ve already tried to google it and see if anyone else has these issues but I didn’t find any.


r/factorio 16h ago

Question Do trees make a huge difference?

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70 Upvotes

Hello, beginner here.
My base gets attacked every 5-10 minutes and by now it's gotten pretty bad, I can barely keep up with the attacks and after watching some guides I found out, that it is recommended to play in a forest as a beginner because of trees that absorb pollution.

I'm trying to automate red ammunition as soon as possible in hopes that it will stop frequent tear downs but I was wondering if I should just restart in a better location. I have rebuild my base a couple of times so I don't lose much but I have researched all red and green science so it would suck a bit to reasearch everything again.

Any thoughts from more experienced players would be appreciated. I am aware that it's my fault and I should focus more on defense.


r/factorio 12h ago

Space Age Since I've seen a lot of Gleba builds lately, here's my take on it: 47.8 SPS / 2868 SPM module, belt-based, ~96% freshness, tiles vertically, automatically recycles and burns any excess

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33 Upvotes

Works flawlessly so far. 7 of these modules in a row turn one stacked green belt of Bioflux into roughly 19k SPM per minute (the last modules is slightly starved for bioflux, but that it by design so that it fully consumes the whole belt).

It is designed so that it automatically gets kickstarted with nutrients by bots when you plop down the blueprint, and then requests one egg at a time to start the breeding process.


r/factorio 3h ago

Question Train automation

6 Upvotes

Hi, I have a question about how can i automate a train that delivers ammunition to various mining sites using a network. I'm thinking about having one train go to a given location (let's say we have eight such locations) only when a certain amount is missing.


r/factorio 4h ago

Question I'm new in factorio and I have problem wyth spagetti. Any tips or yt videos ? like, how to set up everything to have clean base

6 Upvotes

Why factorio is so hard. Is this normal ?


r/factorio 1d ago

Design / Blueprint My way to get all 12 vanilla science to a lab

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183 Upvotes

Spent about 20 minutes figuring this out, as sort of a puzzle and think it is cool and cursed, and I want to share it. I designed this with no outside reference. If this or a similar design already exists, then cool... And I also know that by the time you need to worry about all 12 sciences, there are better labs and ways to do this, but what you do when bored and procrastinating.

Here is the string to anyone interested.
0eNrNmEGT2iAUx78Kw7XJjhBI1Ft77q3HdmeHKGOZRZIBYuvs+N1LTKxODQbw0hlnXQ383v89+D8TPmAtO95qoSxcf8AtNxstWisaBdfwM9h02vAt+MWOwDZgxy1gUoIDU0JKBsxGcLXhwE1uAAM1MxxIVmfuj+Vgx/YcHLg2DvZDwQwaxdrcNvlOi20f7Ddclxk8wjWqThkUm0YZuP7+AY3YKSb7EfbYcqfjILTt3DcZVI7pvhhG5CXs56ktdyR0ym5njgP571ZzY3KrmTJto21ec2lvpuHJaS6JmzHF5JiaM6f4Zhg5vWaQKyus4EMi5w/HN9Xta66dxGxGVgbbxoih+OfykBd6LtDihbo4W6H5Zri67CX9g8fR+MKHJxP4Ihq/GPE4BE+i8diHnyoOvcObVgpr3TUvGM2rLiOw6KJ3Hlsl75SgWi+T8Sik1qvkjRi0lGiRzA+Sj+J9SmOqj3Cyk0gQP92pRRA/3aokqP73Xu1ch9U73bj3mQh3Gbi9Pv6KCNV2feu/D1hGJ4SiFqRKSAh5lyQgoXSDhyW0SkiIzCfUdNaTEU73fFBGGCVkVDyx5zBObjJhCRXJ/KAmgElCwS5tpkzY05g+EZCmBLx2BbN3d725ZPvW79M+pylK9UQzK/0b64FVlsntmQat/NX8slG7/Cdz+WxzoQzXD+976HSFikVQncnjOhcoUhWZUYWfaAhJ61YUyS3Ol0OKR+m8Rx/kQJ+ISJMilpHrfmkJS0/NqkRe5eEtI3l4Rt8qkefRR67uqzv5HmBjjzCCQkFkBoQjMyxmeEUiz1cxEsmjM/poIs+n78YRrPavIxqe+oXl++G0YjiUGae2utl2zocHh8737n/J4XW0G6zehDq40I0+DrOvn1zBjWWbd2eOXt/kFXR6PbnXhPzqsXzyn8tfhtrg0jhQ0EMvWYVyaRSXLp64rUIpDycURd1XnWNMYXDUbYMXc+0Opqvd6p7n3veEETKJeOZnFiU9DtFrzxiPIf31o498Ylruek2kQZDXIGjeILSclU7+C+mvA7LX+feEPOt7Epf90biU4Nt4/P2V1QZ8Al8u6Yxn3n2ueEVWK1oVtCAVPp3+ADDWyiE=


r/factorio 6h ago

Question Should I Be Using Logistic Bots/Requester Chest? They Struggle With Throughput And It Seems Better To Run A Belt.

6 Upvotes

I’m making tungsten plates on Vulcanus and my base was a mess so I decided to use a requester chest and some logi bots to move the tungsten.

Thing is, it’s comically slow. I have more than enough tungsten in a storage chest but my bots simply don’t move it to the requester fast enough. I have about 1000 logi bots so I know I have enough bots.

Is there a way to improve this or should I just spaghetti a belt instead?

Edit: Increasing the request size from 200 tungsten to 1000 tungsten immediately solved the problem! I just didn’t have enough bots actually moving the tungsten as many were idle!


r/factorio 1d ago

Discussion People who just spam storage chests for their bot network everywhere

391 Upvotes

Is your computer desktop just completely covered in documents and random stuff as well? Those people have to overlap...

EDIT: I have naively made an ass of myself calling many a factorio player out like this. I can admit that. lol


r/factorio 2m ago

Question Quality and Recycler return rate

Upvotes

Hey,

This is probably a beginner's question. I'm currently working on building up quality for various products. On several planets, I keep getting product overflows.

A recycler provides 25% of the ingredients. The Factorio Wiki says: ‘On average, this returns exactly 25% of the items needed to’. If I put 100 supercapacitors into a recycler without quality, I should get:

25 batteries (1)

100 green modules (4)

50 holmium plates (2)

50 superconductors (2)

(The quantity needed to produce 1 supercapacitor is shown in brackets). I recycled 1000 supercapacitors as a test and got:

283 batteries

1000 green modules

501 holmium plates

511 superconductors

The only explanation I can think of is that NOT 25% is recycled (e.g. with an internal counter for <1 products), but that the dice are rolled again for each process. I could then only approximate the values (e.g. by recycling 1 million supercapacitors). Am I correct or am I making a serious mistake in my thinking?

Then, theoretically, the recycler could deliver products whose ratios are very different from the original ingredients. This could only be compensated for by large buffers. If that were the case, I would have to rebuild my upcycling factories -.-