r/factorio 20h ago

Question I'm 20 hrs into a 40hr run, and i'm only at volcanus. should i give up?

13 Upvotes

i've been factorying as hard and quick as i can, but on default settings i had to search far and wide for enuf ore to get off planet in a reasonable amount of time..

it took me 15 hours to have a self sustaining base on nauvis.. is that bad? what am i doing wrong


r/factorio 9h ago

Question Is the demo temps similar to real game temps?

0 Upvotes

Hi I'm considering buying this game but I mainly game on an old laptop with a gtx 1060. I've always been particular on games I buy based on the temps on this old machine. I've played the demo and the temperature on the demo is reasonable for me. Is the temps of the real game similar to the demo or is the demo too small to really test this old machine?


r/factorio 1h ago

Question What would that be

Upvotes

found this walking near my base, I didn't eliminate any nest of biters here, what can it be? and how to destroy


r/factorio 20h ago

Fan Creation Factorio Server Manager - An OFSM Replacement

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0 Upvotes

New Server manager for Factorio Servers. It can handle multiple servers (instance) at once, along with mods, and the console, each server in it can be different versions, and supports any version that has a factoriotools/factorio container as I'm creating child containers for each instance. Also has backup and restore capabilities. Release 1.0 is out now.

Main reason for this project is that one got tired of OFSM being buggy with 2.0, if you leave it running for quite a while the console behaves weirdly, and essentially being abandonware at this point. Looked at trying to update it, but im not much of a Go dev... Ended up rolling my own way in C# Blazor. The build was AI assisted, but a fair bit was hand coded.

Links:

https://github.com/jrdiver/FactorioServerController
https://hub.docker.com/repository/docker/jrdiver/factorioservercontroller/general


r/factorio 10h ago

Question About ups... my computer specs are below

0 Upvotes

Cpu-5600g

Ram- 16g 2666mhz * 2

Graphic - rx580

So... my base factory is under 40~45 ups now.

If I bought 5500x3d, can I maintain over 60 ups for a while? I've heard the L3 cache is important on this game.


r/factorio 23h ago

Question how to put the interface together again? IDK what I change?

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0 Upvotes

r/factorio 2h ago

Question Why are there so many biters (been about 22 hours but most of it was afk after i forgot to turn my laptop off)

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0 Upvotes

Im currently very scared to start setting up my drills(only have 4 currently) on my copper because there is a nest right next to the copper vein I started automation of gun turrets just to be able to start clearing them out


r/factorio 3h ago

Question New player

0 Upvotes

Hey, new player here.

Since years i love playing games like factorio (logistics etc) like dsp, satisfactory or other games.

I tried factorio's demo months ago but i didn’t like it idk why, maybe because my worlds got "erased" because the tutorial cut the game with missions.

Now I'm asking here the question if some people can help me because i don’t know if i should buy it or not.

If yes should I do again the tutorial or just launch me in a new world.

Also what are the best settings to play for a new player like me ?

Thanks for help


r/factorio 23h ago

Suggestion / Idea Gleba mod idea?

0 Upvotes

Gleba is my own hell personally, But what if Gleba had a mechanic where machines slowly became biologically integrated with the planet the longer they remained in one place? Buildings would gradually grow vines, roots, fungal growth, slime, etc. over them, and after being continuously placed for a certain amount of time, they'd gain a small productivity bonus. Deconstructing or moving the machine would reset its growth. The longer it stays, the stronger the effect becomes, up to a reasonable cap. For example, a machine could gain +1% productivity every 10 minutes, eventually reaching +10% after 100 minutes. This would make Gleba's factory design fundamentally different: instead of constantly rebuilding and moving machines around, you'd be rewarded for making solid, permanent designs and letting your factory "grow into" the planet. The mechanic would be exclusive to Gleba, and the visual growth on buildings could become progressively more noticeable as their symbiosis develops.

Later in the Gleba science progression, you could unlock Symbiosis Modules that amplify this effect. These modules wouldn't simply give a flat productivity bonus like normal modules; instead, they would increase the rate at which a machine develops its Gleba symbiosis. For example, a Symbiosis Module could make a machine gain an additional +X% productivity per minute that it remains continuously placed, potentially allowing highly established machines to become significantly more productive over time. The modules themselves could require Gleba-specific materials and research, making them another reason to invest heavily in the planet. This would create an interesting trade-off: you could rebuild your factory whenever you want, but doing so means sacrificing the biological growth you've accumulated. The goal would be to make Gleba feel like you're not simply building a factory on the planet, but gradually building your factory into it.


r/factorio 5h ago

Question Guys, how fucked is my bug problem? until recently I was getting by with grenades and red rockets but they are getting way too strong and I'm just now researching laser turrets. Normal turrets are not dealing nearly enough damage. I don't really want to start over since this took a lot of time

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23 Upvotes

r/factorio 15h ago

Suggestion / Idea 70HRS in any opinions?

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20 Upvotes

me and my brothers first run through space age, any opinions on the red circuit set up?

were 70hrs in and he a lil stuck on gleba


r/factorio 11h ago

Question What mod does the best job of adding new ores and balanced recipes and (times Starting Resource Overhaul) forcing you to make tactical decisions about what to even produce and what to produce it out of (or arguing over same in co-op)?

3 Upvotes

i.e., say there’s some iron but no new patches for miles, so this forces you to make creative use of bronze and tungsten to achieve most of what you normally would with iron while keeping iron in reserve and using very strategically, live on grenades instead of bullets while starting out... etc. It seems like Angel/Bob stuff has this niche covered, but there are a bunch of them with not all mutually compatible and I don’t know where to start to get the funkest mix. From what I can gather, the best approach for this specific goal is Vanilla Galore rather than Angel’s Galore, then adding in BZ ores like Tin/Lead/etc. individually. Can anyone confirm or suggest better than that


r/factorio 11h ago

Suggestion / Idea Automatic ghost placement

17 Upvotes

In a recent Dosh stream he was saying that placing buildings matching to a blueprint would be much easier if all buildings worked like power poles. A specific example would be dragging an assembler and it only dropping on ghosted locations instead of anywhere it fits. So I thought about how to do it and how easy it would be to implement.

The amount of coding required is actually very small.
1. When a player places an entity over a matching ghost set a ghost placement flag. That type of placement is already checked for in order to set recipes or some rotation things.
2. The flag once set stays set as long as the player holds the mouse button.
3. When the flag is set do not place the entity the player is holding unless the location under it is a matching ghost. This is the only step that requires more than 1 line of added code. Ideally in this step the placed building would placed according to the ghost rotation and not the cursor rotation.

Optionally it could be added as an interface option so old players aren't confused by the new behavior. Also in step 1 above it would probably be good to exclude buildings that already have a drag placing behavior.


r/factorio 10h ago

Question Couple of early space age questions

3 Upvotes

Tryna be mostly spoiler-free as figuring things out blind has been fun! We finished Fulgora and just made our first science on Vulcanus

  1. Vulcanus seems way easier than we expected? Like we can make a lotttt of raw inputs but the science production seems relatively simple and cheap. What do I do with all these foundries?? Should supply our base from here or is ship throughput too limiting

  2. If I don’t want to keep finding ore patches on Nauvis, would it be realistic to set up iron ore harvesting from space? Can you set up multiple landing pads and target them separately? Or is this also not throughout scalable

  3. Minor fulgora question, do you produce more power if your lightningrod accumulator grids are spread out across the map? Or does that don’t matter


r/factorio 15h ago

Question How does the steam engine generate electricity without the use of copper?

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1.1k Upvotes

"okay bro the transport belt doestn even require power who caaaaaaares!444!" i do obsiously


r/factorio 18h ago

Question Does anyone have a good set of mods to make Factorio feel like a “dying is fun” sort of roguelike experience for co-op chaos?

14 Upvotes

I’m doing this already and we’re having a blast, though I just read about a ton of mods that seem to be potential options so I can’t be sure 100% sure to write here what I have installed vs. what I just read about. I love Ultracube and Py with biters off to give pure engineering puzzles. But to give you an idea what we’re after with this, we want something playable and balanced but sort of crazy like Rampant Fixed + Enhanced Enemy Ai + Enemy Factions, Real Rain + Water is Not Infinite + Terrain Evolution 2 (incompatible with each other, sadly, I think), Power Overload + Realistic Reactors Reborn, Resource Spawner Overhaul, Angel/Bob’s stuff to increase types of ore and diversify recipes. The idea being that landing on this planet, like in real life, isn’t guaranteed to be safe for life at all so you *may* be doomed off spawn; you will depend on a little bit of RNG, and have to decide how to build your “economy” based on what resources you happen to land near (or be able to navigate past dense enemy nests to get to). Your pumps can deplete the lakes but the rain can refill them but the rain blocks solar but it also puts out fires, enemy factions hunt each other so you need to be careful not to wipe out a natural predator allowing another to proliferate unchecked, etc. but you can use pheromones to bait one closer to another; maybe you need to depend on explosives for weaponry because you need the nickel to replace steel instead of using it on weaponry because there isn’t enough copper where you are to support the path you would have taken normally and you may have no choice but to argue over what to use to make what; basically stacking anything that can create more of the sort of emergent stories you get in Rimworld, and that force the players to argue over hard decisions together while under time pressure (while making survival and victory less likely, but hopefully possible in at least a majority of spawns). A chunk of mods I named here aren’t compatible with each other, which is a big reason I’m coming here to ask: someone may have a good idea what is or isn’t compatible; and even once we know the compatible set, there may be different combinations and we’d still want to know what set we could combine to get the most dynamic possible result. It sounds like we might want to load it through 2.0 and not 2.1?


r/factorio 7h ago

Question Hi everyone, i don't understand why my tanks aren't filling up more?

1 Upvotes

r/factorio 12h ago

Space Age Question What do you think of my ship

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7 Upvotes

i want your opinion on what you guys think of it, what could i do to improve it or if its a piece of crap and i should quit playing


r/factorio 8h ago

Modded Question Looking for a way to keep ore patches from overlapping

2 Upvotes

I play with few mods, but one involves a lot of ore, and I keep running into multiple patches overlapping, especially with the advanced miners from Space Age. Any way to set a minimum distance between patches or something?


r/factorio 18h ago

Tip My solution for clearing and surviving biters

10 Upvotes

First, let me apologize for no images. I'm on switch 2, and do not have the switch app.

Next, here's the issue: at some point, I need to clear biters, sometimes lots. In the current save, I'm spending time off-planet, my factory on nauvis is about where it needs to be, and I'd rather not have to babysit. So I walled off to the edge of my pollution cloud, but laziness until now resulted in loads of nests within the perimeter. I want to clear them, ideally relatively quickly and without constantly dying. Also, I really don't care for the controls of the vehicles, hate dodging trees and rocks, and it's just another thing to load out and keep track of.

So what I do is pretty simple.

* MK2 Power armor
* Five personal lasers
* Two portable reactors
* Three exoskeleton
* Two energy shields
* Personal roboport
* Stack of lasers
* Stack of large power poles
* Construction robots
* Large power pole and lasers blueprint
* Rocket launcher and rockets
* Stack repair kits

With this, I run power out to wherever I'm going, since I'll need it there anyway. Once I start to encounter biters, if it's a particularly big nest, I'll plop down lasers and pole print. If they are damaged or die, the bots fix or replace them. Otherwise, I just run around, avoiding spit where possible, and my lasers torch everything. Typically, I'll zoom out and hit the large spitters with rockets if they get too annoying. But yeah, I can outrun everything, and they just disappear. It's easy and entertaining.

It's truly a lazy man's technique. Took me a while to iterate through strategies, so I thought someone might find this useful.


r/factorio 13h ago

Modded Question Searching for factorissimo mod that is currently being updated!

3 Upvotes

hello im preparing tons of mods for my 2 run but i cannot find factorissimo anywhere, anybody has the link for the current mod that is being updated?


r/factorio 20h ago

Question Answered What's wrong with my city block?

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165 Upvotes

what can i change about my city block design to make it work better? i end up with deadlocks that don't seem to make sense a lot of the time, and i have a hunch it might be due to the extreme amount of chain signals i'm using. the trains will end up on either side of the paths (L and R), but even though they wouldnt crash they still refuse to move.

this is the first time i've made a city block, so i dont really know what to do or check for to make sure crashes or deadlocks dont happen.

i was thinking of using 1-2-1 RHD trains for this, but it might have to be smaller because of the left and right block borders being so small.

blueprint:
https://factorio-blueprints.com/blueprint/hex-city-block

edit: thanks yall for the tips! i think im just gonna redesign the whole thing with all the advice I got, starting with only using two lanes and making each side equally spaced to make more room for the trains to fit between blocks. i can update with a new blueprint once i'm done, but im not sure that this post will be relevant by then. thank you!

second edit: i have a revised design done now, it's a lot different and there are some flaws (eg. the stations take up way too much room, the rails are WAY too dense and there are too many of them overall), but it works for now i think. thank you to everyone who gave me advice! if anyone has any extra tips on the design i would appreciate it, but for now i think im just adding this to the people invested.

updated blueprint:
https://factorio-blueprints.com/blueprint/hex-block-v3


r/factorio 2h ago

Question Old Save Conversion, Landfill Removal and Deleting Nauvis

4 Upvotes

Hi everyone,

I recently decided to finish off getting the last of the DLC achievements in the game (So far I have 82/88 - only missing the shattered planet, promethium and DLC speed running achievements). Thing is, the original save I got most of my DLC achievements on was eventually transitioned to a modded save, without backups.

I bit the bullet, but also didn't want to have to redo the early-game again, so I used one of my old pre 1.0 saves where I had already launched a rocket. So I could quickly get back into the new planets.

I've now tackled Gleba, Vulcanus and Fulgora, however, Nauvis is in a pretty rough state, having not really been touched since I first loaded the save back up. One big issue is that when I originally made the save used landfill everywhere, of which, I cannot pick back up.

My guess is this is due to 1.0 changing landfills properties or tile type to something that looks the same but behaves differently, given they added the force deconstruct mode.

So this is a 2 part question, firstly, is their a way to reconvert that landfill properly into the correct 2.1 version of landfill that can be used with blueprints and the deconstruction planner. WITHOUT commands (removing steam achievements).

And secondly, is it possible to completely delete Nauvis's surface from the save and restart their? Removing all the somewhat broken aspects of the save and shrinking the file size in the process. (If it is possible, will this also block achievements given its file modification)?


r/factorio 2h ago

Design / Blueprint Aquilo power v3 ... + suport

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3 Upvotes

Full evolution in one post.

Made a droneless variant. Hook this settup to a heavy krued source, and it runns permanently.

I did cutt of the underground belt/pipe weave below, so it has to be conekted to work. Each part can be expanded to the north, so there are no bottlenecks to report.

The inserters aren't wrong. I use bobs adjustables for some quality of life.

C&C wanted.


r/factorio 4h ago

Fan Creation biter model work in progress

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56 Upvotes

Worked a few hours off the sprite and realized I got the mouth completely wrong.

Legs are still a bit funky too but the base forms are done so just have to refine the shapes.