r/factorio • • 59m ago

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r/factorio • • 4d ago

Update Version 2.1.22

231 Upvotes

Optimizations

  • Improved turret range overlay performance on high-resolution displays. more

Bugfixes

  • Fixed cargo pods spilling items on ground even though they would fit into space platform hub inventory after sorting. more
  • Fixed selector combinator's quality select switch wrong initial state. more
  • Fixed equipment sprite not having default GUI flags applied. more
  • Fixed table sorting clickable area. more
  • Fixed tutorial level 1 not detecting quickbar was set. more
  • Fixed a crash when migration removal removes all roboport equipment while personal robots are active. more
  • Fixed square compression artifacts in lava shader.
  • Fixed a crash when drawing mining drill in illegal direction. more
  • Fixed that heat-fluid-inside boilers would continue to work even if their input pipeline was overextended.

Modding

  • Split WaterTileEffectParameters::textures to noise_textures and image_textures.
  • Removed WaterTileEffectParameters::texture_variations_rows/columns and secondary_texture_variations_rows/columns. The numbers are now derived from image_textures dimensions.
  • Added selection tool preselection events: on_player_start_selected_area, on_player_change_selected_area, and on_player_cancel_selected_area.
  • Added SelectionToolPrototype::send_pre_selection_events bool to enable preselection events for that specific tool.
  • Added selection_mode, position, and cursor_position properties to area selection and preselection events.
  • Added BoilerPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added FluidEnergySource::minimum_input_temperature and maximum_input_temperature.
  • Added FusionGeneratorPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added FusionReactorPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added GeneratorPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added MiningDrillPrototype::minimum_input_temperature and maximum_input_temperature.
  • Added ThrusterPrototype::minimum_fuel_temperature, maximum_fuel_temperature, minimum_oxidizer_temperature, and maximum_oxidizer_temperature.
  • Changed FluidEnergySource::maximum_temperature behavior: "unlimited" is now specified as nil instead of zero.
  • Removed FluidBox::minimum_temperature and maximum_temperature.
  • Replaced UtilityConstants::building_buildable_tint, building_buildable_too_far_tint, building_ignorable_tint and building_not_buildable_tint with build_preview_tints, which also covers tile and map view build previews.
  • Added BlueprintItemPrototype::build_preview_tints.

Scripting

  • Added LuaEntityPrototype::minimum_input_temperature, maximum_input_temperature, minimum_fuel_temperature, maximum_fuel_temperature, minimum_oxidizer_temperature, and maximum_oxidizer_temperature reads.
  • Added LuaFluidEnergySourcePrototype::minimum_input_temperature and maximum_input_temperature reads.
  • LuaFluidEnergySourcePrototype::maximum_temperature read will return nil instead of zero when the maximum temperature is unspecified.
  • LuaEntity::set_fluid_filter, get_fluid_filter, and get_fluid_segment_filter now return/take a FluidID instead of a FluidFilter.

Previous changelog: Version 2.1.21

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

Fan Creation I’m making a Factorio mod for Minecraft

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816 Upvotes

I’ve decided to port Factorio to Minecraft. for now, the AI has created the models for the blocks, whilst I’m writing some of the code myself


r/factorio • • 13h ago

Base As a high functioning 43 yo AuADHD male, I find the train stereotype offensive. Anyways, here are my trains.

668 Upvotes

r/factorio • • 11h ago

Modded Nullius has been updated for Factorio 2.1.

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320 Upvotes

r/factorio • • 7h ago

Question Trains choose an occupied parking spot, blocking the station. Once it clears, the situation repeats itself a moment later.

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109 Upvotes

I added a chain signal before the entrance to the junction's holding area. That put a stop to this behavior. But why did they choose an occupied lane when there were 5–6 empty ones?


r/factorio • • 5h ago

Design / Blueprint Gleba starter base (100 SPM)

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74 Upvotes

I've finished tweaking my Gleba base concept and finally published it on factorioprints.

This build is based on a criss-cross pattern with horisontal belts providing nutrients/removing spoilage and vertical belts delivering resources to their destination.

Works completelly on conveyors/inserters and splitters, bots-free.

It's built with red belts but fastens up with express and turbo conveyors (everything is overproducing and can be even more productive with Speed Modules 3 in beacons)

There are built-in coolers for iron/copper bacteria and small smeltery arrays. Base is producing iron/copper plates, plastic, sulfur, rocket fuel, lube and carbon as well as ~100 Agricultural science per minute.

Every lane of resources (except for nutrients) is cycled to be in constant motion and every lane is equipped with filtered splitters for spoilage removal.

Everything is powered up by 2 heating towers that burns spoilage and excess of Yumako fruits/Jellynuts (this is required for red belts, completelly unnecessary on blue and green).

Print includes guidance displays for easier start for beginners and those who struggles on Gleba and it's spoilage mechanics.

Science production can be mirrorred to the bottom left part of the base to double Agricultural packs amount.

BP link: https://factorioprints.com/view/-P4I4_y27uAiwsYcXehx


r/factorio • • 28m ago

Base 5 Hours worth of progress

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• Upvotes

r/factorio • • 20h ago

Base Quick peek at my Mandatory Spaghetti base! ^_^

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264 Upvotes

i just need to get yellow science up and i can leave. please. my mind is filled with the slow hum of churning machinery. i havent eaten in days. i touched my wrist to check for a pulse and my arteries are fucking weaving inbetween eachother with underground belts


r/factorio • • 15h ago

Space Age A really nice use for the combat shotgun

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81 Upvotes

It is my favorite way of dealing with the early pentapods when arriving to Gleba!


r/factorio • • 17h ago

Modded Fulgora Replicators

89 Upvotes

Just saw this video on youtube about a new mod. Whoa!

First time posting.

https://www.youtube.com/watch?v=fUDrSWEvNEI


r/factorio • • 23h ago

Design / Blueprint Optimised legendary inner planets hauler 595-748 km/s

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234 Upvotes

r/factorio • • 17h ago

Base I find it rather pretty how industrial machinery hides in vibrant nature here. Worth putting efficiency modules to keep these trees around

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69 Upvotes

r/factorio • • 11h ago

Suggestion / Idea Factorio in VR

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23 Upvotes

im working on a mod for Factorio to play in vr

is based on the work of https://github.com/GDani31/factorio-3d-mod and this mod for command & conquer https://github.com/Cesarus85/Generals-Zero-Hour-XR

today I have reached the point of being able to see and place structures in the map,

is using the version of Factorio made for linux arm64 and built for the headset Pico 4 Ultra (I don't have a quest to test, but is not that much different )

if someone wants to help me, here is the repo https://github.com/lucahttp/factoriovr


r/factorio • • 13h ago

Discussion Gleba has fried my brain

26 Upvotes

Nauvis- pshhhh easy. Could dominate it in my sleep

Vulcan (that's what I call it) - let the LAVA FLOW

Fulgora - had me sweating but one of my favorites tbh

Gleba- screw this place. Man the amount of bull crap and stupid stuff on this planet. This place is literal hell. I HATE this place


r/factorio • • 16h ago

Question rails as perimeter of city block vs city blocks that rails pass through

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47 Upvotes

r/factorio • • 13h ago

Discussion Is Gleba really this bad?

25 Upvotes

I'm trying to do all of the planets without dropping starter supplies (besides my Rare Mech Armor with fun gear installed). I actually *tried* to do Gleba after Vulcanus and before Fulgora. I foresaw *alot* of mistakes with my factory while I wasted items that spoiled while I tried to work out the issues with my factory. I even took my save file into freeplay mode so I could work out a layout and then transfer it back to my regular . Even with that I lost the will to even work on Gleba. I couldn't see how Gleba can actually function and sustain itself without in person management.

I loaded a save file from before I left for Gleba and went to Fulgora instead. As an aside, that's the easiest inner planet IMO, I thought Vulcanus was easy but Fulgira...I barely built my typical factory at all. I went from nothing to rocket silo and launching Science packs in no time.

Does Gleba get easier? Will the factory eventually run itself? Just trying to harvest enough seeds to plant new trees seems like a losing game. I *barely* make my seeds back and that's with Prod 2 modules in my processing Biochambers. The two biomes are so far apart and I have to either hope I can use belts (not always possible it seems) or slog through enough to get trains going and that seems like a real mental pain on this hell hole planet.

I came up with some real Rube Goldberg system for black starting the Gleba factory from just spoilage and no nutrients at all. It worked but...damn was it annoying. The circuit logic I think I will need to really make this factory work seems like I will be pulling what's left of my hair out.

I almost want to quit the game this planet annoys me. Just thinking forward to trying to create the Agricultural science and send it off to be used before it spoils and still loses it's research value... is mentally taxing. This spoiling mechanic sucks all the fun out of this game. It's not a fun challenge, it's an annoying challenge.


r/factorio • • 21h ago

Base Coming from satisfactory (part 2)

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56 Upvotes

Well my save has about 6 hours in the past 2 days. My last post asking about enemies blew up. And someone said post updates as I play, so here’s my first. So far the enemies haven’t been that bad. Especially once I got armor piercing rounds and grenades. I just cleared out every enemy camp I found. This game is very good. I’m still trying to gauge what’s under and over production. (I did boost mineral rates)


r/factorio • • 16h ago

Design / Blueprint I've been studying the way of underground belt-fu, developed this neat rocket fuel setup. It can make solid fuel from both light oil and petroleum gas, it's easy to add both kinds of chem plants, and you can activate the petroleum supply only if you're low on light oil to unclog the system

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20 Upvotes

r/factorio • • 1d ago

Space Age Deathworld Marathon 600/600 — Is this even possible, or should I just reroll?

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174 Upvotes

Yesterday, I decided to start what might be the most brutal Factorio challenge I've ever attempted: Deathworld Marathon with 600/600 settings.

I barely managed to survive long enough to reach oil and flamethrowers. And then I started wondering if this run is even worth continuing.

The nearest iron patch is ridiculously far away and surrounded by an insane number of biter nests. And uranium? Well, the world generation apparently decided to troll me — the only patch I've found spawned in the middle of a lake, with just 130k uranium. Seriously?!

So here's my question: Is this actually beatable, or should I just give up and roll a new seed?

In theory, I could try to survive long enough to launch a rocket using only blue science, escape to Vulcanus, and continue developing from there.

But honestly, I'd really like to spend more time on Nauvis. Once you get to Vulcanus, the game becomes significantly easier, and somehow a lot less interesting.

What do you guys think? Has anyone actually beaten Deathworld Marathon on 600/600 settings without rushing off Nauvis?


r/factorio • • 14h ago

Question Rail World disables achievements?

7 Upvotes

Finally got around to tackling a rail world again and purposefully set out for a bunch of achievements.

Much to my dismay, when I built my first space platform and launched that rocket, I didn't get a single one.

I didn't even research solar panels, lasers, or any of the advanced sciences...

What gives? :(


r/factorio • • 20h ago

Suggestion / Idea Production red circuits

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25 Upvotes

r/factorio • • 23h ago

Suggestion / Idea a stone smelter that fits well into your smelting setup

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40 Upvotes

Whenever I visit players' servers, I’ve never once seen a well-designed stone smelter that fits in nicely with the rest of the smelting setup - so I came up with this version. In my opinion, it looks great and blends in well with the others.

It’s easy to build yourself, but for those who can’t be bothered, I’ll just leave the BP here: Плавильня камня - FactorioBin


r/factorio • • 20h ago

Base Finally took the plunge

26 Upvotes

After downloading/uninstalling the demo a handful of times. After saving/removing lets plays from my library. I finally just bought the fucking game.

I played a decent chunk of the tutorial and decided to move on to free play. After two hours of general tinkering I decided to restart

Safe to say I'm obsessed. Any beginners hints/tips would be welcome.


r/factorio • • 17h ago

Discussion Legendary Quality In 2.1

12 Upvotes

Hello, I recently set up a save for 2.1 and got to working on quality, still early days but nothing I haven't done before. I got to thinking that without space casinos anymore getting things like legendary iron and coal will be much harder on Nauvis. Obviously you can do iron on Vulcanus really easily but does that mean we will need to be shipping everything from Vulcanus to Nauvis for biolabs? Interested to know your thoughts.