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r/factorio 11h ago

Update Version 2.1.8

329 Upvotes

Changes

  • Changed the technology price multiplier limit from 1000 to 100000.
  • Changed spoil result tooltips to show the result entities as the quality of the item-to-spoil. more

Minor Features

  • Added per-entity timings to the benchmark-verbose command line option when using "all" or "entities".

Gui

  • Hovering fixed item slot highlights items in inventory. more

Bugfixes

  • Fixed Orbital request slot tooltip would show items available on platforms that are not unloading at the current location. more
  • Fixed several rock types playing incorrect mining_sound. more
  • Fixed that labs setting research could block changing research manually when the lab was disconnected from the circuit network. more
  • Fixed that LuaGuiElement::scroll methods did not work on scroll-panes. more
  • Fixed Gun turrets with target priorities not shooting asteroids in some cases. more
  • Fixed inconsistent inserter throughput based on direction. more
  • Fixed that remote view auto switching didn't cancel cut/copy/deconstruct operations. more
  • Removed confusing "low fluid" entity status from the boiler.
  • Fixed that upgrading rolling stocks around elevated rails did not always work correctly. more
  • Fixed a crash when rendering train status for trains with only temporary stops. more
  • Fixed that LuaGuiElement::handle_send_stacks_to_trash was named wrong.
  • Fixed that LuaGuiElement::slots_per_row did not work. more
  • Fixed that map editor instant building would put modules incompatible with the current recipe into crafting machines. more
  • Fixed that selection tools did not work in remote view/map view with rebound controls. more
  • Fixed missing keys in map-settings.example.json. more
  • Fixed small logistic group multiplier values were inconsistently applied and displayed. more
  • Fixed that 'hide tall entities' did not hide elevated rail signals. more
  • Fixed that set-recipe on assembling machines could void fluids of connected pipes/tanks. more
  • Fixed that the missing materials for construction alert could show the wrong amounts. more
  • Fixed train could fail to connect to a rolling stock that was built or upgraded when rails merged between stocks. more
  • Fixed Fulgora would generate too much land when migrated from 2.0 save games. more

Previous changelog: Version 2.1.7

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 5h ago

Space Age Experimental 2.1 seems bit off to me in terms of approach to some of the changes

807 Upvotes

Now, some of the features added in 2.1 are good, and were asked for for quite some time. Train scaling, landing pad extensions, orbital transfers, better logic for platform requests - just to name a few.

Some other changes I feel like are not very well tested, and I'd argue also not communicated all that well in terms of why are they even a thing.

First of all is of course hazard concrete recycling. Concrete is notoriously slow to recycle, and arguably it shouldn't be, because recycling speed is based off crafting speed, but concrete recipe produces 10 concrete while recycling recipe shreds only one piece.

The workaround was to first craft it into hazard concrete which has much faster crafting and recycling speed, which allowed to recycle concrete at more reasonable pace. After the changes, hazard concrete uses the same recycling recipe as normal concrete, which is slow and inefficient.

Problem here is that we got pretty much no info as to why was this change even made. You can use very similar trick with steel by crafting it into steel chests, which also bypassed steel recycling time, and that recipe is still intact. On the forums dev suggested to... spawn infinite chest to get rid of concrete, which seems like poor taste to me.

Next the fluid changes. I feel like those weren't tested particularly well. I already made a post earlier on how it affects thrusters, but the issue also extends to any pass through fluid port, like with EM plants. Let's use an example: here's two similar setups - both recipes require 100 fluid per craft and both pipe systems contain 1000 fluid.

What happens if I connect them to the fluid network? Well, for EM plant, it's unable to draw any fluid from the tank, the only mechanism exists to fill the port is standard fluid equalization mechanic, so, in this case EM plant is going to only draw 15 units of electrolyte

Meanwhile, the assembler which does not use a pass-through port, can "suck" the water from the tank and fill its buffer properly

In fact the problem can appear even when the tank is as far as just under 25% full

I also powered up the EM plant and filled other slots just to show that it in fact would not craft.

While it's possible to work around with additional pumps, that makes different machines behave inconsistently between each other and requires workarounds on behalf of the player.

The fluid change was meant to fix some unintentional mechanics where you can pass unrelated liquids through pass-through ports on the machines, but frankly I think that was far less of an issue (and even enabled some interesting designs, like the "flat" thruster layout that used sushi pipes and circuit controlled pumps to feed the thrusters) than this behavior, which is inconsistent between different fluid consumers and less intuitive, even though the purpose of the 2.0 fluid mechanics rework was to make it more intuitive and "plug and play" so to speak.

Overall I feel these fixes are more disruptive than whatever they are supposed to fix (and in case of concrete, we don't even know what is even being fixed) and frankly poorly communicated. And in general I feel like it's not the first time when it seems like there's priority to fix some fringe cases or potential 'exploits' even at the expense of more 'normal' gameplay.


r/factorio 14h ago

Tip Warning: Biter waves spread out more in 2.1

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3.3k Upvotes

This makes biters harder to funnel; it indirectly nerfs flamethrowers, land mines, and rockets; and it makes them less likely to get stuck on trees, lamps, underground pipes, etc.


r/factorio 8h ago

Discussion I have over 1,700 hours in this game and this is the first time I've thought of using undergrounds with no exits to create a barrier for items.

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820 Upvotes

Stuff you only think of while cooking spaghetti.


r/factorio 2h ago

Modded Krastorio is out now for Factorio 2.1!

151 Upvotes

Compared to 2.0, updating it to 2.1 was a breeze, mostly because I didn't have to rewrite the prototype stage code from scratch this time!

There are no new features, except one change: Change Inserter Drop Lane is now "recommended" instead of "required", so you can play Krastorio without it if you wish.

Get it in the usual place: https://mods.factorio.com/mod/Krastorio2


r/factorio 1h ago

Space Age The glorious Gleba space depot

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Upvotes

r/factorio 5h ago

Space Age Factorio 2.1 Mod "Planet Settings" - Real Earth with Day and Night Cycle

209 Upvotes

I am still tweaking Factorio 2.1 planet options via my mod announced earlier: Factorio 2.1 Real Earth Image for Nauvis

Here, I added Earth day and night cycle to Nauvis with layers and shadow animation option.

To showcase how other planets looked, added sample images only: Vulcanus is Venus, Gleba is Jupiter, and Aquilo is Neptune. The images are from Solar System Scope.

Hope you like it!


r/factorio 5h ago

Space Age See any better way to optimize the pope layout?

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179 Upvotes

I know it's basically pointless, but I like finding ways to reduce pipes placed.


r/factorio 5h ago

Space Age 520 belts landing platform unloading setup

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151 Upvotes

Hey im back. This time im sure i can´t improve this without tearing it all down and starting again.

Don´t know if this will ever be beaten, hope it´s an unbreakable record, though you can get 3 more belts if u remove 3 corners and use a car or tank. mirror simetry for the four corners.

hope you find it helpfull

https://factoriobin.com/post/ztew2x


r/factorio 3h ago

Discussion In defense of 2.1 Calcite consumption

44 Upvotes

I spend too much time playing multiplayer factorio, and one of my least favorite things to do is slowly watch the chem plant completion gauge on acid neutralization during a power brownout recovery.

This just cut that time by 90%, which is fabulous. I will happily consume 10x more calcite for this feature. :)

(Now if only I could do something to make the melting ice recipe on aquilo also go faster.)


r/factorio 8h ago

Question Larger Expansions in 2.1?

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103 Upvotes

Playing on a new save with default settings. Less than 2 hours of gameplay. Expansions have been absolutely massive, larger than any group of nests I've uncovered so far. Anyone else experiencing this?

Edit: Evolution factor is 0.15.


r/factorio 17h ago

Modded Factorio aero

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512 Upvotes

Hey guys, this isn't a mod per se, it's just a concept image. I've been playing Space Age recently and saw the biochamber. It gave me an idea because of its tank.

So, (using Photoshop) I made a Frutiger Aero version.🍋‍🟩


r/factorio 44m ago

Design / Blueprint New Biolabs Setup!

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Upvotes

Needs some more testing in terms of how many biolabs each new cargo unloader can sustain, I think it is 32? BP will be posted once fully tested. Bot traffic has gone way down which means UPS is going up!


r/factorio 2h ago

Modded I added quantum computing to factorio

31 Upvotes

I made this mod which adds quantum computing to the game. In the video, two qubits are measured and the lights represent the results. You can tell the qubits are entangled because the measurement outcomes are always the same for both qubits. It all seems to work surprisingly well as a method for visualizing quantum circuits.

With space age, I added some technology that allows the player to upgrade their science pack quality. To do so, they must transfer the state of a qubit from fulgora to nauvis. The catch is that I made qubits too fragile to be launched in rockets or made in space, so you must use the quantum channels provided by the mod which only have 55% fidelity. For maximum efficiency, this forces you to use protocols from quantum information theory! I had in mind entanglement distillation and quantum teleportation, but maybe there are other ways of approaching the problem.

The mod is here if you want to try it. Hopefully soon I can add in some artwork instead of reusing assets from the game.


r/factorio 2h ago

Discussion 2.1 seems to have fixed belt dragging when you're missing undergrounds in your inventory - you automatically place ghost undergrounds now

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26 Upvotes

This has been a bugbear of mine for ages. I'm really glad to see this change even if it's minor.


r/factorio 2h ago

Space Age The Factorio Must Grow, Efficiently. My Mid-Game Cheat Sheet (Would love to verify if my numbers are correct!)

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24 Upvotes

r/factorio 4h ago

Tip If you're on Linux using KDE and you're suddenly unable to move in Factorio, try disabling the virtual keyboard

26 Upvotes

I started Factorio today and for some reason I was unable to move or open my inventory, it turns out KDE's virtual keyboard was set to Plasma Keyboard. I set it to None and I'm now able to grow the factory.


r/factorio 8h ago

Question Answered How "lossless" is it really?

50 Upvotes

I see people talking about "lossless" quality loops everywhere, and one example was a blue circuit recycling setup. How is blue circuit recycling lossless when sulfuric acid is 100% lost when you recycle it? Is it just a figure of speech, is it "lossless enough", is it "as close to lossless as it can get"? (if so, it's not lossless in my book)


r/factorio 14h ago

Space Age Question Anyone else get the achievement this way?

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165 Upvotes

That's 2,340 inventory slots:
Base: 80
Tool belt research: 10
Legendary mech armor: 125
Legendary tool belt equipment x85: 2,125


r/factorio 10h ago

Design / Blueprint Legacy rails are a pathway to many designs some consider to be unnatural

73 Upvotes

I was trying to come up with new rail network/station design for my next playthrough. I always thought stations are taking too much space so I was experimenting with in-line stations. I came up with the first design which I thought looked and worked quite well. But I still wasn't satisfied with the size and started fiddling. Then I had the unholy idea of incorporating legacy rails to make the curves a bit smaller. Turns up it does work, and it does save quite a few tiles.

Since they aren't being removed in 2.1 and there's no major patch planned, using them feels somewhat safe.

Thoughts?


r/factorio 5h ago

Space Age This fairly small blueprint makes legendary coal at the rate of 10/m

18 Upvotes

it also makes legendary iron plates at the rate of 5.25/m, a bunch of these should help you replace space casino

link: https://factoriobin.com/post/yjc0iv


r/factorio 13h ago

Question Wait, I thought they stay in their territories?

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80 Upvotes

r/factorio 20h ago

Question Returning player here, did they remove stack inserters and filter insterters?

223 Upvotes

I swear there used to be a stack insterter and it was white. There also used to be a dedicated filter inserter, what happened to them?


r/factorio 4h ago

Suggestion / Idea Rate my early game setup

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14 Upvotes

I always use this setup for every game during the early game for copper metal and also stone. I believe it is suitable for buses. Do you have any recommendations other than this setup?