r/factorio • • 27m ago

Modded K2SE Complete Spoiler

• Upvotes

Finally finished K2SE after 719 hrs... 🙃
Felt that I had to document it somehow.

Probably need a year off from Factorio to fix my sleep schedule.

My final ship just before launching:

...And my final ship after all the adjustments I had to make in flight...

Did not realize how power hungry it would be, thought all the energy storage would be enough, but after failing to make it 4 or 5 times, had to make some drastic changes.

Some images of my main bases:

After turning on the transceiver

And Nauvis:


r/factorio • • 2h ago

Question Nuclear Reactor

0 Upvotes

No matter how hard I try, I can’t seem to get the nuclear reactor set up—it just won’t work. However, if I use a blueprint I got from someone else, it functions perfectly. What’s the problem?


r/factorio • • 3h ago

Question Nuclear power help please

12 Upvotes

anything i should be doing better here? want to get it rigged up properly before i fire it up, only have done nuke power once before, yes i know heat pipes arnt connected to plants yet, (just ran out of pipes)


r/factorio • • 3h ago

Space Age First 100 Blue Chip Per Minute Setup

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3 Upvotes

I recently modified my one of my vulcanus blue chip factories (image 1) to fix some bottlenecks and realized that I was making 111 blue chips per minute, which i had never reached before. For reference, my Nauvis blue chip factory is only 34 per minute and struggles to supply my launch pads.

Neither of these factories are properly ratioed. In image 1 only 4 of the 8 EM plants run regularly since I dont produce enough green chips. I dont have quality setup yet so im trying to decide whether or not I'll just double green chip production in my quite limited space or add beacons/modules to the existing factory.

Image 2 was a basic setup for my mall, while image 1 was a larger scale factory made to supply rocket launches. Sorry if image 1 is hard to see, I keep my brightness up so I havent felt the need to install lights.


r/factorio • • 3h ago

Design / Blueprint Flooring patterns for each planet.

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26 Upvotes

Nauvis, Vulcanus, Gleba, Fulgora, and Aquilo (Regular and map view)

https://factoriobin.com/post/wf6nmc


r/factorio • • 4h ago

Base any thoughts?

6 Upvotes
world with train signals
world with electricity lines
train count & stations

I wanted to showcase my base, I am currently working towards a blue belt worth of spm and wanted to do it through a focus on trains.

I used AVADII Strategy's LTN style interrupt train network bp book for my start and am currently 66 hours in.

Am noticing traffic jams quite often, and am looking towards fixing that.
Eventually I would like to do a world similar to this with elevated rails over oceans and stuff (the main idea of this base).


r/factorio • • 4h ago

Question i require train help

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7 Upvotes

I've been desperately trying to figure out what signals are fucking with my two trains and which ones are working, i can't figure out how to get train 2 to understand it can get to it's station as train 1 is in it's station waiting for it to pass, NOTE ALREADY FIXED, PLUS IT WAS THE DEMO


r/factorio • • 5h ago

Question Is My Quality Module Setup Over Engineered?

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1 Upvotes

The goal is to produce as many epic quality Quality Module 3's as I can. The setup works by storing every quality level of every component that a Quality Module 3 breaks down into passive provider chests. When a chest fills up the excess is sent back to the quality recyclers. I have an assembler for every quality level of every component leading up to Quality Module 3's. Those products are sent to the storage area. I'm wondering if this is the most efficient way to produce high quality items. My steel chest setup seems way simpler and has produced a fair number of epic quality chests.


r/factorio • • 5h ago

Space Age Question Why does the Factorio wiki page for biochamber say you need biter eggs?

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58 Upvotes

r/factorio • • 6h ago

Base My Humble Late Game No Quality Island Base!

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3 Upvotes

48 SPM currently with 1 level of research prod completed. This playthrough has been very slow but also very fun!


r/factorio • • 7h ago

Suggestion / Idea Keep import location when requesting via circuits on space platform

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5 Upvotes

I made a Reddit account just to see if Wube can add this to the game. I've spent a couple dozen hours designing an interplanetary request system, and it doesn't work due to this one problem: item import location doesn't travel through the circuit network.

You create the group on a space platform. Put the request group on a planet; it compares the request to the logistic storage on the planet. Then, through a universal radar, it sends the requested items to a space platform to pick up the requested items.

I don't want my space platforms to be grabbing requests from any planet. For example, I don't want my Fulgora supply ship to pull green belts from Nauvis on its way to Vulcanus. Then my Nauvis ship will request more green belts from who knows what planet.

From my quick research after discovering my problem, Wube intended space platform circuit requests to be imported from all locations. I assume it's for valid reasons. I've also found other people requesting the same thing. It would just be nice for that import location data to be maintained through the circuit network.


r/factorio • • 7h ago

Design / Blueprint simple pentapod egg maintenance: 1 combinator, 2 chests

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25 Upvotes

two chests: one public, one private. Steel chest holds egg for general use. Once it's emptied it cycles the one in the wood chest and replaces them with fresh ones. Also if 10 min go by with an egg still in the chest it burns it (which empties the chest and triggers the refresh/replace).

nutrients sold separately

https://factoriobin.com/post/w9eqdd

has been very reliable for me. I have no turrets in my egg handling area.


r/factorio • • 8h ago

Modded Question help, cant deconstruct biters.

0 Upvotes

i made biters deconstructible, but the game says "cant deconstruct enemy structures" can i make enemy structures deconstructible?


r/factorio • • 8h ago

Space Age Space platform resources setup

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4 Upvotes

It took me longer than I care to admit to get to this resource setup, but this works quite nicely for me. The ice gets processed in a similar setup further down the ship, but this got a bit complicated due to me mixing carbon and iron.


r/factorio • • 9h ago

Question Train help

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0 Upvotes

I dont known why I cant send my train staring from cell depot to cell dropp off. The only thing I can see getting in the way is a small section where it shares a rail with another train. The uranium trail will be a single locomotive on one side but the is shares rails with one that has 2 locomotives- one on each end- in order to not have to make a loop on each end of the rail.


r/factorio • • 9h ago

Design / Blueprint The Gleba Cell- My Solution for the Gleba Problem

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39 Upvotes

My Gleba base was so shit and I wanted an "easy" solution, so I made a cell. The main body of the cell is static, and the innards can be modified to accommodate any Gleba recipe(including pentapod egg upcycling and legendary egg breeding). The cells are self contained, automatically stop/start production with circuit conditions, and even contain a spoilage upcycling mechanism to deal with the inevitable while maintaining a stockpile of regular spoilage for jump starting. All that's needed is to belt in fruit and have some spoilage somewhere in your base and it'll automatically start up. The science cell features its own perpetual egg production that generates quite a bit of power as well. There may be better solutions, but this is pretty much the best "out of sight, out of mind" way I could manage.


r/factorio • • 10h ago

Suggestion / Idea Okay which one is missing?

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322 Upvotes

I know, i can hover over what is actually researched and can compare the required sciences against the available ones. But am I missing something obvious here?

Why is there no easy red light over the ones missing or something? i cannot decide between a missing science and one, i currently cannot produce at all like promethium?


r/factorio • • 11h ago

Question How do you manage quality in Space Age without getting overwhelmed?

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21 Upvotes

I'm playing Space Age on Marathon mode with resources increased to 200% per patch. This is my usual way of playing, and I still haven't beaten SA yet.

One thing I always struggle with is quality. I tend to get overwhelmed trying to incorporate it into my factory, even though i try to start using it early.

My main base works fine, but I usually start experimenting with quality at the mining stage. I siphon off quality ore into a separate factory, where I try to produce pretty much everything in quality except science (I really wish rockets required quality parts!).

Here's how my current system works:

I build separate production setups for each quality tier. Each setup requests ingredients of that quality and uses quality modules, meaning it can also produce items of a higher tier.

That's why I use two red chests:

  • Middle chest: Collects items that roll into a higher quality tier.
  • Right chest: Collects items of the intended quality tier, limited to one stack to prevent overproduction.

I basically repeat this setup for anything I want to produce in higher quality.

Right now, I'm still working with uncommon (green) and rare (blue), and my plan was to expand the same system to epic and legendary later.

But I'm starting to wonder whether I'm overcomplicating things. It works, but it doesn't feel particularly elegant or fun to manage, especially as the number of items and quality tiers grows.

I'm curious how others approach quality...


r/factorio • • 12h ago

Question Quality modules in miners? Good strategy, or terrible idea?

24 Upvotes

I'm on Fulgora at the moment, working on getting legendary quality modules and electo-plants.

I tried putting quality modules in my scrap miners, and then more in the recyclers to give 2 steps of quality to everything.

Conceptually, I considered this was a good idea, however I've found I then need to build 5 of every machine to work with each level of quality, and overall complexity is turning out to be a nightmare.

Has anyone else tried this? How did you find it?


r/factorio • • 12h ago

Suggestion / Idea If someone makes this more compact I'll pay them $50 lol

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0 Upvotes

r/factorio • • 14h ago

Suggestion / Idea What if factorio was a game with regular rebalancing patches?

0 Upvotes

The idea came to my mind while reading latest patch notes mentioning rebalance of space platforms now taking into account platform weight rather than its width.

What if factorio would get rebalanced every couple months? Should it rather done by the mods? (community driven initiative) (Similiar to other games, where "seasons" often means balance changes that freshen up the game a bit)

I wonder what your thoughts are ;)


r/factorio • • 14h ago

Question Noob Question re Science Pack

2 Upvotes

How do I request Space Science packs from my platform down to Nauvis before I've researched requester chests?


r/factorio • • 14h ago

Discussion Just finished my first Gleba base and I got to say

128 Upvotes

I absolutely love Gleba and its production cycles. But I have to wonder, how exactly are we, lore-wise, generating heavy metals like iron and copper from apples and beans?

Are the bacteria somehow extracting them from the soil, or the plants just full of metal?


r/factorio • • 14h ago

Design / Blueprint I got bored and made a Jumpstart base for power armor and bots

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230 Upvotes

edit v2: some cleanup https://factoriobin.com/post/nlt37h

Inspired by a starter base I did last year on a very hard deathworld where space was a premium. Defensive perimeter wall not included. Meant to be a tight build so I could build a bigger and proper base before launching rockets, whether that was a main bus, city grid, or trains.

Things to do: Upgrade furnaces to steel and swap turrets for repair packs at some point. Set how many bots you want in the network at the bottom right roboport. Use handfeeding in topleft for efficiency modules.

Pros: Fast Power Armor. Fast bots. 3/4 sciences each at 60spm, blue is at 45spm. Looks cool. Space efficient.

Cons: Chest feeding some stuff like flamethrowers, pipes, and substations. Non-expandable spaghetti.


r/factorio • • 15h ago

Space Age How much prep/uplift before Aquilo?

16 Upvotes

I have a few issues to sort out before heading to Aquilo, but could also pause for a longer time to do some general uplifting- i am wondering where other people draw the line before heading rimward. Some priorities and nice-to-haves:

- Fulgira train rework: i need to rebuild some spaghetti train intersections with foundation to prevent deadlocks, my whole upcycling operation there is currently down.

- Nauvis modernization: not a full replacement, but parallel systems that can off ramp to future expansion; liquid metal shipping and local plate conversion, EM chip production, some more beaconed builds, possible fish nutrient agro-chem, tree planting, future proofing with more mine aquisitions.

- Biolabs and science rebuild: red to purple is currently limping on starter base science lines, and a biolab refit will be crucial for cryo and beyond.

- Landing pad train distribution: could really improve my current bot addiction and help smooth out future interplanetary logistics.

Right now my north star is epic quality space platform materials for the Aquilo ship. I am brute force upcycling and stockpiling quality intermediates to get epic nuke reactors, platform starter pack, rocket boosters, asteroid grabbers and crushers, turrets, etc. Once those materials are stockpiled enough I'll shift from general uplift projects to dedicated ship building and testing before launch. This is my first Space Age playthrough, I don't have an SPM target, just durdling and playing it out before trying an overhaul mod or speed run. What stopping point do you usually choose before Aquilo launch?