r/factorio • u/zazer45f • 2h ago
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r/factorio • u/FactorioTeam • 11d ago
Update Version 2.0.43
Minor Features
- Added support for volume and speed activity matching for persistent working sounds.
- The swap-players command can now handle basic remote view and players in space platform hubs.
Graphics
- Changed items to stop drawing health and spoilage bars when the player is zoomed too far out. more
Balancing
- Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.
- Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.
Bugfixes
- Fixed a desync related to demolishers. more
- Fixed total raw item icons clipping out of the recipe tooltip. more
- Fixed unlimited building reach when train GUI was open from character view. more
- Fixed vehicles with portable roboports not being able to insert/remove equipment from themselves. more
- Fixed a potential stutter when stopping a variable music track. more
- Fixed variable music track intermezzo not being played correctly for subsequent tracks.
- Fixed the collision and selection boxes for many of the Gleba tree/fungi.
- Fixed a performance issue with lightning on explored planets. more
- Fixed tile auto-filling logic would sometimes ignore listed entities' (e.g. Asteroid collector's) buildability rules. more
- Fixed that picking rocket parts signal by pipette picked the item version of the signal, which wasn't compatible with the recipe version of the signal.
- Fixed that inserters could get stuck inserting items if the item spoiled into one of the crafting machines current recipe ingredients. more
- Fixed ghost (non-superforced) rotated fast replace of some fast replaceable entities that have rotation constrains after placement. more
- Fixed cutting both tile ghosts and non-(tile ghost) entities would remove the tile ghosts, despite not include them in resulting BP. more
- Fixed that remote equipment removal couldn't be cancelled. more
- Fixed that Ctrl+Click on empty equipment grid slot in remote view behaved unexpectedly. more
- Fixed production score script error when encountering recipe products of type "research-progress". more
- Fixed that trees on Gleba were taking damage from and absorbing spores. more
- Fixed that some tile types on Gleba were not absorbing spores.
- Fixed that the train control hint window was showing in remote view of other surfaces. more
- Fixed that undoing a fast replace would not restore wires. more
- Fixed a crash with rocket flying sound after a failed audio device switch.
- Fixed that it was possible to rotate blueprint with thrusters. more
- Fixed custom minimap widget would not restore zoom after save-load, would ignore zoom given during creation and would change zoom incorrectly when writing to zoom. more
- Fixed that canceling cliff deconstruction could break cliff deconstruction. more
- Fixed that manually placing a real entity on a ghost didn't set item requests properly. more
- Fixed a crash when drawing combinator with activity_led_sprites missing. more
- Fixed rocket target GUI was showing platforms unsorted. more
- Fixed platforms list not updating after platform was renamed. more
- Fixed crash related to boilers when configured to output fluid with lower temperature than default temperature of output fluid. more
- Fixed recipe raw for some gleba recipes would use some unexpected recipes to obtain spoilage. more
- Fixed decider's output constant was not covered by parametrisation. more
- Fixed display panel not updating rendered text after parametrisation. more
- Fixed consistency issue related to importing blueprint strings where assembler is given a recipe it cannot craft. more
- Fixed a crash when script tries to set deconstruction planner's entity filter to contain only quality condition. more
- Fixed a crash on saving when blueprint was made out of a train that contains a non temporary rail target. more
- Fixed util.rotate_position was working incorrectly. more
- Fixed changing deconstruction planner entity and tile filters by script would not replace all filters. more
- Fixed unit groups getting stuck while following a path, causing the units in the group to give up on their goal. more
- Changed asteroid spawning to be consistent regardless of what other game things are happening. more
- Fixed locomotive stop trigger being triggered repeatedly when hitting a disabled gate. more
- Fixed a crash when trying to open the logistics GUI while dead. more
- Fixed that galaxy of fame wasn't available when player died after winning the game. more
- Fixed that changing enemy expansion settings didn't update the enemy expansion map. more
- Fixed that choose elem button filters did not handle migrations at all. more
- Fixed that turrets could get stuck shooting at the wrong location when target-leading fast targets. more
- Fixed that entity quality conditions when rendering blueprints would render behind the entity. more
- Fixed importing upgrade planner string would not preserve fuel mappers. more
- Fixed potential crash when drawing an entity in the GUI at scale 0. more
- Fixed module slots configured in upgrade planner would not preserve positions when exported to a string. more
- Fixed various issues related to upgrade planner and Lua API. more
- Fixed programmable speaker alert quality wasn't shown in the alert slot. more
- Fixed it was not possible to use more than 6 recipe ingredients in blueprint parametrisation formulas. more
- Fixed it was not possible to configure infinity cargo wagon infinity filters in some cases. more
- Fixed that setting fluids on a FluidBox via Lua would give fluids to ghost entities, which would cause a consistency check failure. more
- Fixed space platform schedule was not updating logical operator when changed by other players. more
- Fixed manually changing upgrade target of entity was not covered by undo. more
- Fixed freeplay description was changing to space age freeplay even if space-age mod was not enabled. more
- Fixed some icons were not collected for galaxy of fame uploads. more
Modding
- Added AirbornePollutantPrototype::damages_trees.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.
r/factorio • u/Madhead45 • 9h ago
Design / Blueprint H.O.N.K (High-Speed Orbital Necessary Kart)
r/factorio • u/GandalfTheFeeder • 4h ago
Question Why are my trains not waiting in the waiting bay?
I have tried almost everything under the sun to get this working, but the second I have 2 rails intersect so I can get 2 different smelting arrays to co-exist, they just don't want to.
It obviously comes down to my lack of foundation knowledge on the signals. But this specific circumstance is really stumping me. Could anyone please enlighten me on what I am doing wrong?
r/factorio • u/bECimp • 6h ago
Tip just discovered you can place the "ctrl+C tool" on your hotbar without copying anything so that next time you can press one button instead of two. This game keeps proving QOL in places you would never expect
I pressed ctrl+C, missed the thing I was trying to copy and placed the result on my hotbar. Now I have ctrl+C binded on my hotbar?? I never knew it was a thing!:O
r/factorio • u/Defeactor • 11h ago
Question First time playing factorio
Also turned off biters is that fine?
r/factorio • u/0rganic_Corn • 7h ago
Design / Blueprint Smallest space research station? Suggestions welcome
r/factorio • u/jinks • 2h ago
Question What does that yellow exclamation mark mean? When I hover over it it goes away.
r/factorio • u/stayinschool • 32m ago
Discussion Building the Ultimate Factorio Blueprint Site – What Features Should Come Next?
Hey engineers!
I’m the dev behind FactorioCodex.com — a modern blueprint sharing and discovery platform. Inspired by what this community has been asking for over the years, I've been working hard to make it a tool you'd want to switch to. Here's a quick look at what’s already done and what’s still cooking:
Done & Live:
- Standard blueprint search with shareable/bookmarkable links
- Unique Factory Search - Search within books and sub factories for your production needs.
- User profiles (view other players’ blueprints easily – feedback welcome!)
- Working blueprint preview generator - Each sub factory is automatically rendered within a BP string (Example here)
- Tagging system
Blueprint stats - Components, Products, and Estimated production inputs and outputs of each factory/book
Partially Done / In Progress:
Filtering system – e.g., search for setups that don’t require specific tech
🛠️ On the Roadmap:
- Collections - Similar to Nexus mods, allowing users to create custom collections which can be exported directly to a BP string, voted on it, and comments
- Notifications – get alerted when your favorite creators post or update blueprints
- Blueprint cloning (like Git) – clone a blueprint to your own profile in case the user deletes the original
- Bulk import blueprints from other sites (paste multiple URLs?)
Now I’d love your help 👇
Which feature should I prioritize next?
Are there any must-have features I’m missing?
What would make you switch from other sites (or just start saving blueprints in one place)?
Drop your ideas, wishes, or feedback in the comments! Every voice helps shape this into something truly community-driven.
Thanks,
— FactorioCodex.com Dev
r/factorio • u/goore_e • 3h ago
Question why is the train signal not maknig a new colour block
r/factorio • u/TheQuarantinian • 6h ago
Question Can you hide the elevated train tracks so you can work on things under them more easily?
The tiny islands on Fulgora are very cramped for space and I have some plants making recyclers under the tracks at one spot which makes it hard to see what is happening under there without removing the tracks then putting them back.
Is there an easier way?
r/factorio • u/naokotani • 7h ago
Space Age How I sum up my Space Age production maxing strategy
Fulgora: green quality goods clogging belts shutting down the whole factory
Vulcanus: belts clogged with stone and no calcite
Gleba: entire belts of spoilage.
Nauvis: ...wait where is Nauvis again?
Aquilo: ice cream sandwhich base
Me: fiddling with combinators and belts so I can get 0.02% more sulphur on a space platform while it idles over one of the above dead factories with unfulfilled requests.
r/factorio • u/Storoyk • 3h ago
Base My first starter base vs my mid / late game base. I have spent 30 hours already in my first playthrough after 15 hours in the tutorial. I'm excited to unlock bots and blueprints so I can scale up massively. Magnificent game!
r/factorio • u/SkillyPotato • 1d ago
Space Age Fun fact: With 1310 legendary Cargo Bays you hit the Space Platform Inventory Limit of 65535 (59 Base + (1310 * 50)) = (59 Base + 65500)
r/factorio • u/Meet_Final_illusion • 11h ago
Space Age I have a spaceplatform that doesn't exist
Requests made do not get filled, even auto requests for construction
r/factorio • u/This_dude_553 • 15h ago
Space Age I thought I was ready for Aquilo
last night I finally worked my way out of being burnt out a bit with the game, and got stuff done, improved nauvis with biolabs, fixed power on vulcanus, replaced and upgraded most of my inner planet haulers so they now run at 300km/s and carry about 5 times as much cargo I thought I could handle going to Aquilo.... And then the big asteroids hit.... first time in the playthrough that I've actually lost a ship... guess I'll get to read the big asteroid stats and design a new ship tonight xd
r/factorio • u/1n2y • 11h ago
Question Do heat pipes consume energy on Aqulio
On all other planets heat pipes are not drawing energy instead they store it as heat. I wonder if this is also the case on Aqulio or are heat pipes actually drawing energy due to the cold and heating up buildings?
r/factorio • u/Stolen_Sky • 20h ago
Base After 1200 hours, I finally completed Seablock
If you've not played this amazing mod, I strongly recommend you consider rolling your install back to 1.1.110 and trying this out.
Seablock is a mixture of the old-school gold-standard of complexity mods - Bobs+Angels, all while stuck on a island in the ocean. Your journey begins on a 1x1 tile, with a rock containing just enough resources to get going. From these tiny and very restricted beginnings, your factory will bloom. You'll start with huge restrictions in power and land, yet blossom into a fully fledged megabase.
Seablock is an astonishingly well polished overhaul mod and a serious challenge that will at times confound and bewilder. And yet I've found it to be the most overall rewarding experience that Factorio has to offer.
r/factorio • u/Thejeff4 • 18h ago
Design / Blueprint My no crude oil ice platform maker
Instead of turning the excess ammonia into fuel which would need crude oil I void it by setting the cryo plants with the rocket fuel recipe whenever the tanks contains 5k+ ammonia which drains it under 5k and removes the recipe. Since the pumps prevent the ammonia from going back in the tanks only 200 ammonia can be refunded into the pipes in front out of the 1000 in the plants voiding the rest. Makes roughly 350~ platform per minute
r/factorio • u/mjh410 • 3h ago
Question Increase tech multiplier without affecting infinite tech.
I'd like to use the tech price multiplier but not affect infinite tech later in the game. I also do not want to use console commands as I don't want to disable Steam achievements.
Are there any mods that allow this?
**EDIT** There is a way to enable the use of mods without disabling Steam achievements. I have tested this, but I haven't found a solution to allow the change of the tech multiplier later in the game or a mod to have it not affect the infinite tech from the beginning.
**UPDATE** I think I have found a mod that works and it's current for Space Age. For those interested try this out: https://mods.factorio.com/mod/research-multipliers
r/factorio • u/Deathbite166 • 3h ago
Space Age Finally, i reached the border. now to the shattered planet!
After 240h i finally made it. i have around 24kspm, >100gw of power on nauvis, and started making legendary stuff. but hey, the factory must grow! and because i postet my silos: they grew from 60 to 200 xD
https://factorio.com/galaxy/Calcite%20III:%20Eta2-5.A5Y4/planets
man i love this game.
r/factorio • u/ajo-130 • 2h ago
Question What are these green squares and how do I get rid of them?
r/factorio • u/XorFish • 4h ago
Design / Blueprint Unloading 16 green belts from 2-8 trains
I'm designing my 3-6 belt purple science setup and it is the first science that needs proper belt unloading from trains.
This setup can unload 16 green of 100 stacked items from 2-8 trains with legendary nuclear fuel. The difficult part is that this requires a new train every 8.3 seconds. 12 legendary stack inserters can unload a wagon with 4000 items in 2.8 seconds, allowing enough time for a train to arrive. However this only works if all chests are drained at a similar rate.
I unload the chests at a similar rate by switching between the stack size 4 and 8 for the inserters that unload first every 2 seconds with a small overlap.
I do lane balancing but am not sure if it is really necessary.
Blueprint:
https://factorioblueprints.tech/api/string/c2292eb6ebc2f1fb94902ee9791eed232c423973
r/factorio • u/crazybigmanj • 16m ago
Question pipe through put
please help the pipe heading into the pump is at 98.8 petroleum but the pump is only getting 60 does anyone know why and or need more information
r/factorio • u/AliveViolent • 3h ago
Question Help understanding something (new player)
What do the arrows mean with the distances under them mean when i hover over pipes? Also pipeline extent is how long i can go before having to place a pump?
r/factorio • u/MiguelitiRNG • 1h ago