r/factorio 2d ago

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r/factorio 1d ago

Update Version 2.1.12

330 Upvotes

Changes

  • Changed rocket silo circuit 'Read orbital requests' to not include platform only requests.
  • Changed platform requests importing from platforms to allow providing the item to cargo landing pads.

Bugfixes

  • Fixed that the browse games GUI wouldn't show the vertical scroll bar in some cases. more
  • Fixed that ghost fuel requests could exceed the fuel stack size. more
  • Fixed music and wind sounds being affected by low pass filter. more
  • Fixed playing incorrect item sound in some cases with blueprint library. (https://forums.factorio.com/134925, https://forums.factorio.com/134926)
  • Fixed that expansion groups would wait indefinitely for all members to arrive. more
  • Fixed that expansion groups could get stuck in a passive semi-autonomous state, preventing normal pollution attacks. more
  • Fixed that select-all and other text shortcuts didn't work on non-QWERTY keyboard layouts. more
  • Fixed a desync when LuaSurface::override_pollution_type was used.
  • Fixed burner generators were not producing pollution. more
  • Fixed that upgrading trains on junctions didn't always work correctly. more
  • Fixed that roboports would not turn off when out of energy if not configured to passively consume energy. more
  • Fixed a crash when opening factoriopedia page on a land mine which has ammo category not set. more
  • Fixed that map editor instant blueprint building didn't work for equipment grid ghosts. more
  • Fixed that reverse rotate did not work nicely with things that rotation-snapped. more
  • Fixed that LuaEntity::set_filter() did not work for logistic storage chests. more
  • Fixed a layout issue related to tooltips and wrapped lines. more
  • Fixed a second layout issue related to tooltips and wrapped lines. more
  • Fixed a crash when queued construction robot orders are invalidated. more
  • Fixed that the electric energy interface equipment showed energy usage strangely. more
  • Fixed pumpjack frozen patches. more
  • Fixed cropped animation on assembling machine 2. more
  • Fixed some images failing to load on Macs with 8GB of unified memory. more
  • Fixed that enabling native resolution rendering on Mac required a restart.
  • Fixed that number input fields may not be focused depending on the GUI size. more
  • Fixed enemy spawners unable to spawn defensive units under certain configurations. more
  • Fixed that you could not set items too heavy for the base rocket silo in platform hub requests. more
  • Fixed that the bonus GUI could show some crafting machines even if they had the not-in-bonus-gui flag set. more
  • Fixed that dragging a decompressed blueprint string spanning multiple lines did not work. more
  • Fixed that simulation clamping was a little too strict. more

Modding

  • Added ScriptTriggerEffectItem::custom_event.
  • Added RecipePrototype::raise_on_crafted.

Scripting

  • Added LuaQualityPrototype::roll_quality().
  • Added LuaBootstrap::get_event_name().
  • Added LuaPlayer::editor_settings read/write.

Previous changelog: Version 2.1.11

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 11h ago

Complaint I don't think anyone can argue this isn't a bug with a straight face

1.0k Upvotes

Now imagine yourself in a fictional 2.1.7 where all inserters are properly able to grab items from belts without problems. Out comes 2.1.8 with the following patch entry:

  • Fixed inserters being able to grab items on the inner loops of tight corners. Inserters will now behave as pre 2.1 where they can fail to grab items if they are too slow to do so.

Everyone would loose their mind because this is straight up from bizarro world.

The thing is, whether or not things behave like this even depend on the material I place on the belt. I can reproduce it sometimes with wood, but I can't reproduce it at all with stone (though the long inserter can't grab it still).


r/factorio 10h ago

Complaint Devs refuse to fix a simple bug. I can't be the only one annoyed by this...

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607 Upvotes

When moving around in a space platform view, the star parallax scrolls faster than the planet. This makes them seem closer than the planet which contradicts the fact they are rendered behind the planet. I am not complaining about realism, I am reporting a geometrical impossiblity implied by the scene that feels off even when you can't explain it.

Compare these two recordings for yourself.

The fix is simple but the devs refuse to fix this and I don't know what to do anymore...
At least there's a mod for this.


r/factorio 5h ago

Base Just finished the base game for the first time! Is this considered a small base to have at the end?

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152 Upvotes

I went for 0.6 science/s and it basically doesn't produce anything else


r/factorio 7h ago

Space Age Fish is versatile

138 Upvotes

Given the necessary bootstrapping, you can make Nutrient, Spoilage, Coal, Heavy/Light oil, Petroleum Gas, Solid Fuel, Rocket Fuel, Sulfur and Explosives entirely out of fish and water.

Currently not doing Coal liquefaction, but you can.


r/factorio 1h ago

Fan Creation [OC] The factory must grow... and dance!!!

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Upvotes

Under my previous video, u/Cavalorn left a comment saying, 'Disco lab in your style would be oh so awesome.'

I got curious and looked into it. Turns out, it’s a literal disco-styled lab (haha).

I decided to whip up a quick project. Since the base concept was too easy to implement, I chose to spice things up by syncing the audio directly with the flashing lights.

Normally, you'd do this in-game using circuit network combinators, but I went a different route (shoutout to C#).

And here is the result.

Why this song? It's simple, this is the exact track that plays at my base whenever a train is parked at a station.

I just couldn't bring myself to make a shorter version of the video with this track.

Enjoy the video!


r/factorio 5h ago

Question Splitters clog up after 2.1 update

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25 Upvotes

Hi,

I updated to 2.1 today and noticed my build on fulgora clogging up, but I dont understand why. Shouldnt the left lane still continue although priority one is full?


r/factorio 17h ago

Suggestion / Idea A Request for Legacy Cliff Generation

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178 Upvotes

Hear me out!

Back in August of 2024 prior to Space Age launching, I had a super fun playthrough on a map where cliff generation was cranked up to 11, and cliff explosives were completely disabled. It was a super cool challenge as I couldn't build the same ol' reliable 2 lane train network I usually do, and led to some creative layout and defensive strategies.

However, ever since the changes to cliff generation that were noted in Factorio Friday Facts 401, cliff generation has become nearly inextricably linked to water generation. If you generate a map with huge water scaling and little coverage, the cliffs generate now as a huge mountains with very little continuity, despite the continuity being 600% higher than normal.

Overall, I do think the newer cliffs are way better on default settings, but I was mildly disappointed when I wanted to start a 2.1 run and wasn't able to get nearly as engaging cliff generation that has long continuous cliffs that take time to move around. It also doesn't seem to work properly with the old legacy "Lakes Elevation" setting. Cliffs still generate using the updated method mentioned in FFF 401.

Either way, I'm definitely in the smallest minority of Factorio players out there asking for more cliffs, but I'd love to see the legacy cliff generation make a comeback in the Island Elevation if at all possible. Or for the continuity/frequency setting to have more impact at larger water scales.


r/factorio 11h ago

Modded More Fluid from Quality mod release.

46 Upvotes

So yesterday i saw in the 2.1.12 changelog the addition of the "raise on crafted" event, which is exactly what i needed to make a mod i wanted to do since 2.0 SA released.

I always found quality and fluid to be annoying, legendary ice doesn't give more water, and you cannot use "more input fluids" to craft quality items.

This mods allow me to at least fix the first part, as the second is sadly engine locked and nothing can be done without being ugly.

So i present to you my very stupid mod.

Recipes that create/uses fluids and have at least one item as input (required for quality to be select-able) will not create/consume more fluid depending on the quality set.

The bonus is 50% per level, so +50% for uncommon, +100 for rare, +150 epic and +250 legendary (legendary is technically 2 levels above epic)

The bonus also scales with quality.

My favorite example is the foundry, with +300% productivity with research, 1 legendary calcite turns into 3500 units of molten iron instead of 1000.

It will also consume 3.5 times the lava, or 1750, but lava is free.

And because you obtained 3.5x the molten iron, you can also get 3.5x the iron plates, and with recycling you improve your odds of getting a legendary plate a lot lot lot more.

This "should" work for all machines and recipes that deals with fluid, even crafted ones.

I tested as much as i could but a lot might have slipped though or i just missed, if you find anything PLEASE let me know and i'll look into it.

Mod page : https://mods.factorio.com/mod/more-fluid-from-quality


r/factorio 15h ago

Base The Loop Of Despair

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93 Upvotes

My first base on Fulgora. It can (technically) make 60SPM.
It's fun and all, but i scream inside when i have to watch everything except Holmium is being voided, so only funny purple bottles are escaping this loop until i find out what to do with the rest of the stuff. I know scrap is practically infinite, but still, what a waste :')

It could've been smaller though, if i didn't chose to buffer each component before voiding it.


r/factorio 1h ago

Question Tips for new engineer

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Upvotes

Hey

I'm pretty new to what I think is called Cracktorio. 😅 I don't have many hours in the game yet. I just finished the tutorial and now I'm kind of lost on what I should be focusing on.

Right now I'm at the Military Science Pack stage and starting to think about trains.

This is my second-ish playthrough. I abandoned my first one after a few hours because my factory turned into complete spaghetti. This one isn't perfect either, but at least I left myself some room to expand.

I have a few questions:

  1. I think I've created way too much pollution and the biters are becoming really annoying from multiple directions. Should I just build stronger defenses and keep feeding them ammo, or is it better to take a car, load up on ammo, go on a big extermination trip, clear all nearby nests, and then build a much larger defensive perimeter?
  2. I'm constantly struggling with iron production. I'm not sure if I simply built too much too early and I'm producing things I don't really need yet, or if this is the point where I should finally build trains and connect my main base to another iron deposit.
  3. If I did overbuild, how many furnaces do you usually recommend per full belt of iron plates in the early game?
  4. How exactly does the enemy AI work? If I build a mining outpost far away, it seems like it'll be difficult to defend. How do people manage this in those huge megabases that cover massive areas? Do you defend every outpost separately? Do biters attack railways, power poles, or just the trains themselves?

I'd appreciate any advice


r/factorio 1h ago

Space Age Question Is this intended?

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Upvotes

It seems that you can't place space platform tiles past a certain point but you can place their ghosts? But also it doesn't work if you use blueprints? and it shows that you can place it with blueprints until you go into map view? The wiki says that it should be infinite in all directions except up in which you can only go 200 tiles. This was done on the latest experimental version.


r/factorio 1d ago

Suggestion / Idea The factory must glow — 1500 hours in, and 2.1 feels like the last window for HDR support

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407 Upvotes

I know HDR has come up before (I've read the old forum thread front to back), but it's worth revisiting now: Wube themselves call the 2.1 work "the update of our graphics and audio systems" (https://www.factorio.com/blog/post/fff-444), and the art team is clearly investing. A new unloading bay, redesigned pumps with new fluid-wagon loading models, a redesigned oil refinery, a redesigned assembling machine (the most-placed building in the game), diagonal flamethrower turrets, and a visual pass on the planets. FFF #444 even asks for suggestions to be posted during the experimental, so that's what I'm doing. If there's ever a cheap moment to add an HDR output path, it's while the pipeline is open.

To be clear, this isn't about making sprites "brighter", they're pre-rendered at a fixed light level. It's about what the engine composites live: night bases, lamps, lasers and flamethrowers, lava on Vulcanus, machine glow, the sun on a space platform. Deep blacks staying dark while lights genuinely pop, instead of everything clipping to the same SDR white.

(And yes, Windows Auto HDR / RTX HDR exist, but they work from the final SDR frame, after the compositor has already clipped the range. They can guess at highlights; native output just has them.)

Performance-wise this should be one of the cheapest features imaginable at runtime: the game is CPU-bound and the GPU is mostly idling.

Bonus: the game currently has no deliberate HDR handling, so on HDR displays you get whatever the OS/compositor decides. Historically that meant broken rendering on early Plasma 6 HDR and the classic Windows alt-tab black screen. And the old "PC HDR is a mess" objection has aged out: Windows, the Wayland color-management protocol, and KDE Plasma 6.2+ all have real HDR pipelines now. The ecosystem is finally ready for a native path.

And it's not niche anymore. Most new TVs, roughly 40% of PC monitors, lots of laptops. I'm ~1500 hours in, play on an OLED, and honestly the art is a big part of why I keep coming back: I just sit and stare at my base sometimes. All shots are SDR captures… imagine the highlights with real headroom behind them.

Not expecting this to be trivial. Even an experimental, opt-in graphics setting would be great. But with 2.1 slated as possibly the last major update, it felt like now or never.

Official forum: https://forums.factorio.com/viewtopic.php?t=135230


r/factorio 12h ago

Design / Blueprint 2.1 Platform-to-platform science production blueprints

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37 Upvotes

Hi everyone,

long time lurker, first time poster.

For 2.1 I wanted to try platform-to-platform sciences from asteroids production.

Here are some blueprints I am running for 1,5 mil. SPM factory.

I have created multiple static platforms over Nauvis to craft sciences that are supplied by multiple Harvester ships that are synchronized over signal, so they don't arrive to Nauvis at the same time.

https://factoriobin.com/post/iuk31q

Blueprints/Platforms are:

  • ¬2 belts of both red and green science
  • ¬2 belts of blue science
  • ¬2 belts of yellow science
  • ¬4 belts of white science
  • Harvester ship to farm asteroids
  • Platform factory to create platform foundations, legendary cargo bays/thrusters/collectors/crushers, but also beacons and inserters (I have left some space free for future expansion).
  • Legendary materials factory to provide leg. mats to Platform factory.

So the idea is to start with one Harvester ship and one Platform factory and gradually let Platform factory create mats for this eco-system of supporting platforms and scale up as you feel like to.

I am still crafting military and purple science on Vulcan (because of the stone).

All this is supplying labs on Nauvis through new unloading building and legendary trains.

I really like this concept of static platforms that don't need defence and don't need to move. It is also a huge storage/buffer of sciences over Nauvis on instant demand. It is super easy to multiply and it is truly “infinitive“.

Designs are not for sure perfect, they could use some optimization and space savings (at the same time I like that space in not a factor in a space), but they work and definitively prove the concept. They work OKish for normal quality buildings/modules, etc. as well (though I didn't test it much).

For the future I will optimize platforms further and I am also playing with an idea to have platforms powered by solars only (created on Platform Factory) as space is not an issue and it would truly self-sustainable and infinitive.

Any ideas and suggestions welcomed!

Take care,

Shaki
----
(Some parts of designs need to be credited to/inspired by Nilaus and Dorrian).


r/factorio 2h ago

Question Does anyone have a creative idea for the shape of a train based city block?

4 Upvotes

I really enjoy building city blocks and working with trains but hate the normal rectangular, hexagon or octagon shaped city blocks.


r/factorio 1d ago

Question Newbie here, why are my oil fields pumping oil so slowly?

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609 Upvotes

r/factorio 16h ago

Question How can I compress my red science belt?

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61 Upvotes

I've been starting to scale up and try to use correct (or mostly correct) ratios to expand my base now that I have legendary quality and have been making my own designs. A problem I have is that this isn't compressing the belt entirely (as evidenced by the small gap at the top, resulting in closer to 58 science per second.

The topmost assembler isn't always crafting. What I've observed is this:

  • The top two output inserters will eventually stop placing science briefly (because each assembler currently crafts 21.1 science per second, slightly over the 60 per second limit of green belts).
  • When this happens, the assembler keeps crafting, filling it's output and using up all input ingredients
  • The input inserters will stop adding ingredients because the assembler is full
  • The belt will then clear, the inserters will drop their items and then empty the assembler
  • Because the assembler now has an empty output it will try to craft again, but it has no input ingredients and so there is a small gap in time where the input inserters have to provide items, the assembler have to start crafting again, and only then can the output inserters drop the science to the belt again.

Now, I think I could fix this with some basic circuitry to prevent the topmost assembler from using up all of its input ingredients, but this feels inelegant and to me masks some underlying problem I must have with my belt balancing on the output.

Can anyone look at this design and identify what I can improve?

(Secondarily, if someone knows what the correct ratio of assemblers to beacons that would result in a nice even number from each assembler let me know - it irks me slightly that I couldn't get each assembler to make a nice even 15, 20, or even 30 per second to have perfect ratios)

Blueprint: https://pastebin.com/Ds5BqWJg


r/factorio 3h ago

Multiplayer Never played Factorio multiplayer — Is it worth it, and where can I find a group?

3 Upvotes

​Hey everyone,

​I’ve always played Factorio solo, but I’m looking to try multiplayer for the first time.

​Is co-op worth it? How does playing with a team change the game compared to running a base solo?

​Discord recommendations: I’m not in any Factorio Discords yet. Where’s the best place or community to find a group to play with?

​If you have a Discord group looking for another player or run a server, let me know!


r/factorio 4h ago

Question Need help understanding how to pull stuff out of uranium enrichment

4 Upvotes

I have a stack setup here that i will let stuff cycle through but i am not certain how i will pull out usable uranium 235 once all of these get full... I am very stumped on what my next step should be....


r/factorio 3h ago

Question Need help identifying these canister-looking items.

4 Upvotes

I'm on the railway level of the demo and given my OCD, I'm trying to repair everything exactly as it was more or less. Not looking to be convinced to wing it. I've figured out basically all the other objects, including the intended order of operations on the crafters (though one of the inserters seemed to be in the wrong spot so I adjusted that), but anyway these are the only things I can't decipher. Kinda disappointed the wiki doesn't show ruined sprites and I might add that myself someday. So what are these?


r/factorio 8h ago

Modded Burner Leech Fork (Fork) V3

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10 Upvotes

If you are like me and use the Burner Leech Fork mod, to supply your furnaces with fuel in early game without having to have a dedicated coal line, this mod is great. However, on the 2.0 version it kept constantly breaking for me everytime I moved a burner inserter, so, I created a fork of the forked mod (lol) and released it on Factorio mods! This version allows you to customize what inserters can be used to leech fuel, how many times it checks via ticks, and fixed a lot of code issues that the fork had. I also implemented all of the to-do's that the fork author wanted to create by LokiLaufeyjarson and I feel it's perfect now.

Let me know what you think if you're stilling using Burner Leech Fork 2.0!

https://mods.factorio.com/mod/Burner-Leech-Fork-v3


r/factorio 1h ago

Question Keyboard shortcuts

Upvotes

Is there a quick way to request item ingredients via personal logistics?

E.g. I want to request ingredients for handcrafting a new armor


r/factorio 15h ago

Base My first base and time playing

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22 Upvotes

Honestly, it's really difficult to get used to building and doing everything, but I've honestly had a great time playing. It's been fun figuring out what to build and how to organize everything. Yeah, if someone who has played a lot saw my base, it would probably make them angry or make them want to blow the whole thing up. But hey, we all start somewhere, and this is the first time I've played a game like Factorio, so it's been an interesting ride.


r/factorio 7h ago

Tip My even loading train station

6 Upvotes

This loads the chests in an even rate so as soon as there's cargo ready it loads into the train as fast as possible. Each block of 6 chests is it's own 'system' by connecting all 6 chests to the arithmetic combinator which divides by 6. The output is then passed to each of the 6 belt inserters which are also connected to their individual chest with a green wire. The inserter is only enabled if it has less than or equal to the average. This ensures that each chest has the same amount of material in them.

Each 'block' of chests uses a different output from the arithmetic combinator, 1, 2, 3 4. This value is then passed via the power cables to a final decider combinator which requires 'each' signal to be above 350 (8400 total) for a full train load, 700 for 100 stack items, 1400 for 200 stack items, etc. which then signals that this station can be picked up from. (I use LTN here, but can easily be done other ways). One o the constant combinators has the actual value I'm looking for (8,000 iron ore in this case). The other constant combinator has LTN specific values and arent relevant to this setup). This setup can easily be expanded to different size trains.