r/factorio 14m ago

Question Help With Train Signals

Upvotes

Hi, I am trring to make an organized railways system, and for some reasons it still gets to "stalemates" and causing trains to get stuck, even though there are planty of signals in each intersection etc. Any idea why the trains get stuck like this (in the screenshot) and how to fix it?

(The buttom one should go to the Iron Smelt, the left buttom one should go to the Iron Ore Station, the left upper one should go to the right, and the right one should go to the Oil Processing station)
(The left one should go to the buttom, the right one should go to the Iron Smelt Station, and there is another train to the right heading to the Oil Processing Station)

r/factorio 20m ago

Question When/how/why were train stop colors changed?? Colors from my old blueprinted train stops are entirely different from new manually set colors

Upvotes
Copper Train Stop from my blueprint
Manually set colors for a copper train stop by hand
Side by side

The inconsistency looks really bad and I'd rather not go through my entire blueprint library just redoing train stop colors. I don't even particularly prefer the new coloring method or the old coloring method, but I do want it to actually be consistent across everything I've made. I can't even track down when or how exactly this change occurred in the changelog to mod it back the way it was.


r/factorio 31m ago

Space Age tankbelts the best logistic

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Upvotes

I have started to use tankbelts about a year ago, and now I can say that this is the best logistic decision ever.

  • Tankbelts provides your huge bandwidth with optional filter
  • Reduce amount of belts, amount of space, amount of inserters, and I believe reduce UPS a lot
  • What is very interesting, it allows you to create very flexible design patterns which can be scaled without changes for a huge numbers, just add more tanks, add more toolbelts, and no other changes are required.
  • Instead of trains, you can load and unload items from tankbelt whenever you want, you do not need to create stations, stop tanks for this action, it is just works at any place.

It is pretty easy to put new tanks - just put red or yellow belt before each turn to prevent issues.
Also you can create blueprint from prepared tank (with filters) and put tanks to the belts from blueprint. So you need to learn few such tricks to establishing and managing tankbelts, but actually they are just works

Video is an example of my science tankbelt.
The biolab design pretty simple, I created it when I have about 10k spm, and now I have about 1 mln spm on prometheus science (2 mln on mining productivity), and design was not changed - just copy paste and add more tanks.
Now I have legendary tank with 6 legendary toolbelts, it fits about 2k of each science per tank.
And I think that fully equipped should be able to supply up to 400k science pack per minute. Just need to balance to put more gleba science because of spoilage.

I also use tankbelts for stone and coal, so the rest of things on Nauvis are just pipes, it really reduces amount of belts I need for my base (for the moment all Nauvis science pack can produce about 100k per minute, the other planets are about 40k, and prometheus ~25 in average), so I have small buffer and autoresearch which changes between mining productivity and research productivity, so I have non-stop research


r/factorio 34m ago

Question I don’t have blueprints?

Upvotes

Please help me Umm I just started playing again and I don’t have the blueprint buttons showing anywhere?? wtf is going on. Are blueprints a mod? I’m a newb for sure but literally every YouTuber I see is using blueprints and I don’t even have the buttons for them near my hotbar or anywhere lol


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 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 2h ago

Question Keyboard shortcuts

3 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 2h ago

Space Age Question Is this intended?

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5 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 2h ago

Question Why isn't Factorio not on the Steam Train Fest?

0 Upvotes

Is it because Factorio is too hardcore into the technical operations of train logistics and programming. We aren't so concerned if it looks pretty.


r/factorio 2h ago

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

6 Upvotes

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


r/factorio 3h ago

Question Confused with interrupts

0 Upvotes

So I have 3 provider stations (A,B,C) and 3 receiver stations (D,E,F) that all handle the same product X. I do have more sets of these setup that handle different products and I do have a generic train scedule to dynamically service them all with my trains. So far so easy and basic.

Now I add two extra conditions that make this complicated.

1) Station F should always be serviced last. So only go too F when D and E are full. This could, for example, be easily solved by a low priority on F.
2) A should never service F. If there is a train in A I want it to wait until either D or E is open again.

Heres what I tried to solve it:

Give F a special name that is not the same as D and E.

Have an interrupt that services D and E as usual.

Have a second interrupt "If Destination full or no path" and "X > 0" and "Condition" == 0 goto F

Provide the train at A with a signal "Condition" = 1)

Sadly this does not work as it seems like "Destination full or no path" does not get triggered after the normal service interrupt has been evaluated and the train is set on station D or E with a "Destination full" condition.

Any other idea how to fix this?

*Hopefully obviously this example is scaled down for practical purpose and should work for any number of stations.


r/factorio 3h ago

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

5 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 3h ago

Design / Blueprint Calling Fellow Rail Engineers: LHD Intersection Help

1 Upvotes

Hello. 2.0 brought rail changes, both good and bad, and soon things like the old small roundabouts will no longer work at least according to FFF-377:

In some future Factorio update when we decide to drop 1.1 savegame compatibility (Let's say 2.1), we will eventually get rid of the old rail shapes completely.

So trying to make my own "LHD Chunk Aligned Modular Blueprint" of sorts. The main difficulty with these things are... intersections. Or more accurately, "space-saving intersections that can easily be pasted over straight sections". Before someone mentions it, I've heard that roundabouts and intersections are "bad for UPS" -- I'm not a power-user that need absolutely unstoppable throughput at minimal UPS, and I know to avoid deadlocks with proper spacing for train intersections and having stations unload both ways. Even tempted to use roundabouts, they just feel so massive after 2.0 and I cannot find a good BP that I fully understand.

This "2.0 Intersection Compendium" has several nice blueprints, including one by u/ruspartisan, included below.

1a. Gorgeous work. Simple, nice curves, symmetry, fits nicely over other tracks, all fits in the chunk. Great.

Then here's the LHD variant in the thread:

1b. ACK! MY EYES! WHY THE CURVED LINESSS. Credit to TiMatic.

Now no shade to TiMatic -- this may be **the only actual true Chunk LHD Intersection with this degree of separation** -- but the curved rails kill me. *Factorio* does not have "exclusion zone" or such on its BP's, meaning that whenever you paste this you need to destroy the rails before placing, possibly breaking things and just being a PITA. But I'm hoping and praying for something more.

The problem arises in the LHD variant that the signals in the "big" triangle near the middle "flip" to the other side in the "small" triangles. That's why they curve the rails, to fit the two signals needed there.

u/Kano96 made [a thread](https://www.reddit.com/r/factorio/comments/1gaiyxr/looking_for_a_new_railset_look_no_further/) awhile ago with some BP's. His LHD intersection, despite a missing signal here or there, brought new hope, as he fits 2 signals in the tiny area with a special diagonal rail. I compacted it a bit to be smaller as his is 45x45 to make this:

2a. Note the 2 rail signals next to the cursor, which allows proper splitting.

However, it's still only part of the puzzle, there's still a missing chain signal on each for the right-side (compare to the previous, where it forms nice "X's"). Finally with some more playing around I was able to get this:

2b. YES! WE DID IT, IT'S FINA- wait what

On the verge of greatness, our John Wube himself decides to rob me of victory and says the middle intersection cannot separate the signals.

- V453000, probably

I'm guessing the train gods do not like the Yellow/Cyan "X" meeting at a point like that, it makes it to where it cannot separate the signals.

So my question to you fellow rail engineers: is my dream lost. I understand you cannot always have everything you're asking for, that there's sacrifices to be made.

  • Can be pasted over Straight Rails without issues
  • 4-Tile Spacing
  • Left-Hand Drive
  • [Optional] Allows a bit of spill-over from 1-4 trains at the end of the Neighbor chunk without blocking off other directions as much with its tail-end, which I found become an issue if there isn't the 2-signal separation at least on exits.
  • [Optional] Chunk-fitting (spilling over a bit is fine, Straight BP's can be modified to have their signals "further"... but typically avoid going too big as it creates issues and more limitations on what you can do beside intersections).

The other kicker: I don't actually really understand rails. I've spent dozens maybe close to 100 hrs with them but they're sorta a topic I feel barely confident in.

Like is 2a. really that much more interrupting than the ones from ruspartisan and TiMatic that I'm trying to emulate? I try playing with the trains on it like choo-choo toys and all the basic cases are handled, it works fine, I think the only main difference issue is that the "minor" intersection (the Cyan "X" or "^" in 1b, 2a, 2b) interferes with the "main line" intersection, but I have very little understanding how impactful that really is. I try to measure a train into the Obligatory Straight Rail Buffer™ after an intersection and this does not seem to cause any difference, but I know enough buffer room fixes just about anything so maybe I'm disguising "sloppy" signalling with it.

I'll probably use the 2a for now, Krastorio + 2.1 biter changes is ruining my base. I'll post the BP's in the comments. (Also all the love to you V45, I still love your rail changes)

Tl;dr LHD Intersection -- is the 3rd picture decent enough, is the 4th picture "fixable" at all.


r/factorio 4h 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 4h ago

Question Help with railk signals

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0 Upvotes

how can I organize the rail signals for this


r/factorio 4h ago

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

5 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 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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157 Upvotes

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


r/factorio 5h ago

Question Splitters clog up after 2.1 update

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20 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 6h ago

Question (2.1 experimental) Water / Fluids no longer transfer on space platform when deleting connected tanks?

0 Upvotes

Before trying out experimental version, if 2 tanks were connected, and I deleted one of them, the fluid transferred to the connected one..

So I assumed it was the same, however I just went to delete a few water tanks on my platform and the water just disappeared, didn't transfer into the connected tanks, causing me a bit of frustration.

Is this a bug, or did they intend to change this?


r/factorio 7h ago

Space Age Fish is versatile

144 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 8h 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.


r/factorio 9h ago

Modded Burner Leech Fork (Fork) V3

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8 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 9h ago

Space Age Am I cooking with this Vulcanus setup?

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4 Upvotes

r/factorio 9h ago

Question Why are my bots not building on Aquilo?

0 Upvotes

Hello

I don't understand why sometimes parts of my blueprints are not being built! Sometimes bots are waiting for an ice platform or a layer of concrete being built before they can place the building on top. I get that. Yet I have watched them wait for several minutes and the ice platform never arrives. Once I manually place the ice platform and/or the concrete, the building commences.

I made sure that I have enough additional bots in my inventory. The battery is powered, I do have ice platforms and concrete in my inventory and I have enough personal roboports so they could support all the construction bots. There is no roboport building within reach that might messing with things.

What is going on and how can I fix this? Thank you for your help, this is driving me crazy!

Edit: Once i leave the area, wait for the bots to run out of charge and return to me and then return to the ghost buildings, the bots finish the built no problem! But there has to be a better solution than that!

Edit2: My character is standing very close to the ghost building, literally right outside the screenshot.

Edit3: This is not about roboports being overwhelmed. There are no roboport buildings on the planet yet. Just me and my personal roboport. When I check the map, there are no bots flying anywhere, except the handful that you can see on the screenshot.

Edit4: I play vanilla, no mods at all!


r/factorio 9h ago

Question designing an aquillo/edge ship for the end of a 40 hour speedrun

1 Upvotes

is it necessary to produce all rockets/railgun shots on board or can i buffer enough ammo by sending them from another ship for a trip there and back