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r/factorio • • 21h ago

Update Version 2.1.24

389 Upvotes

Minor Features

  • Restored the fluid pipeline visualization when selecting an entity.
  • Added "show fluid pipeline visualization when selected" interface setting, enabled by default.
  • Added --test-save, --test-scenario, --test-ticks and --test-arg command line options.

Graphics

  • Tweaked icons of simple coal liquefaction and acid neutralization recipes. more

Changes

  • When holding a wire, only entities connectable with it are selectable. more
  • Added Quickbar section to interface settings.

Bugfixes

  • Fixed that tiles which changed slightly outside of the screen could draw their old state when they become visible. more
  • Fixed that some prototype errors would not show the manage mods button. more
  • Fixed that input and output cargo hatch counts were reversed in tooltips.
  • Fixed that clicking the current research button didn't always open the technology GUI to the current research. more
  • Fixed a crash during sprite loading when a sprite path was invalid and some tile-effect prototypes were partially loaded. more
  • Fixed that robots would try to insert modules before the machine was able to hold them. more
  • Fixed that space platforms could get stuck trying to insert modules before the machine was able to hold them. more
  • Fixed a crash when destroying a locomotive in a simulation while train GUI was open. more
  • Fixed tips-and-tricks image loading when opening the tip from chat. more
  • Fixed a crash in map view related to entity invalidation while searching. more
  • Fixed space platform not dropping trash on arrival when all its requests were restricted to the same planet. more
  • Fixed a crash related to raising events for units added to unit group or removed from unit group. more
  • Fixed a crash when a unit tried to go around another unit whose target died in the same tick. more
  • Fixed out of map tile was missing absorption of other pollutants. more
  • Fixed tight spots level 4 had some resources too rich. more
  • Fixed that opening search via the hotkey in multiplayer and then quickly typing didn't work well. more
  • Fixed that the joining/loading/catching up GUI did not size correctly when mods were involved and multiple players were joining at the same time. more
  • Fixed that crushers had emissions and heating energy defined when they never used them. more
  • Fixed a crash when using request-to-save-and-quit in headless mode. more
  • Fixed that migrations could mix fluids of different temperatures within crafting machines. more
  • Fixed a performance regression with fluid flow on certain save files. more

Scripting

  • Added LuaBootstrap::finish_test() and LuaBootstrap::test_arg.

Previous changelog: Version 2.1.23

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 • • 55m ago

Discussion I made an app to play Factorio on Android using the new arm64 Linux version

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• Upvotes

When I saw that 2.1 added an arm64 version for Linux, I thought, my phone is arm64 too, maybe it works there. It took some work, but now I'm playing Factorio on my phone and it runs really well. I get 60 FPS and 60 UPS on my vivo X200 Ultra, even on a server save with a pretty big base.

It's the normal game from factorio.com, running on the phone itself. Nothing is streamed from a PC. The app doesn't come with the game, so you have to buy it, download the Linux arm64 version from your factorio.com account and load it in the app.

You can play with the buttons on screen, using your finger as the cursor, or with a real controller.

Things that don't work yet: it only runs on phones with a Snapdragon chip, so no Samsung Exynos or MediaTek for now. I've also only tested it on my phone, so I don't know yet how it goes on others. And huge saves use a lot of memory.

Before posting I sent an email to Wube to check it was ok, and they said they're fine with it being shared, which was really nice of them.

It's free and open source, the APK is in the releases: https://github.com/JulioFerrero/pocket-foundry

If you have a Snapdragon phone and try it, please tell me how it goes, good or bad. It would help a lot to know which phones work.


r/factorio • • 7h ago

Question I started wondering just how powerful humanity is in Factorio.

82 Upvotes

Considering that a single human is capable of conquering multiple planets and extracting every last one of their resources until they are completely depleted, just how destructive would the entirety of humanity in *Factorio* be?


r/factorio • • 51m ago

Discussion Is it just me or is Gleba the obvious first choice for planet?

• Upvotes

Like, in terms of actual boosts to your SPM, Vulcanus gives foundries (a bit over 2.25x iron/copper production), Fulgora gives EM plants (bit over 1.5x circuits, which is better than it sounds as it is multiplicative with itself), but... Gleba gives biolabs, which are an over 2x bonus to SPM *for free*, *and* you get prod 3s which are a +8% prod bonus to all electric furnaces, +12% to chem plants, +16% to assemblers, and a net +28% to your labs (resulting in a total of x2.56 science from those, ignoring quality), which very much adds up over time. And you get a bit over x1.5 to rocket fuel, heavy->light cracking, and light->petroleum cracking, if you're willing to import bioflux which you need to do anyway for biter eggs.

Sure big mining drills give x2 to ore patches but Gleba lets you get literally free iron/copper/carbon/sulfur/ice/calcite from space with the advanced crushing recipes, meaning you don't even need to mine ore patches (you can easily send lots of ore down from space now in 2.1 with the new unloading bays so that part isn't an issue)

Sure Fulgora gives the recycler for quality upcycling but Gleba gives epic quality in the first place. (Okay admittedly you need both, but.. you can gamble a few epic equipment pieces with just Gleba.)

Sure you get artillery on Vulcanus and sure Fulgora gives mech armour but Gleba gives spidertrons which do the job of both, and lets you have effectively a remote player on every planet.

Sure you get green belts on Vulcanus for x1.33 throughput on belts but you get stack inserters on Gleba which give you x4 throughput for a lower cost.

The only things I really miss from not doing Fulgora and Vulcanus earlier are cliff explosives, the recycler, bot speed research, and a foundry on Fulgora for holmium plates.

(And no Gleba is not that hard if you just make sure to put a spoilage outserter on everything and circuit limit your agri towers to not put too much fruit on the belt. Bots make it trivial if you just set up a spoilage requester somewhere, set all requesters to "trash unrequested", limit all outputs to one stack, and make sure things are close... maybe direct insert a few things like yumako mash/jelly. And the pentapods are a non issue as soon as you get spidertrons researched. I find it easier than Fulgora to build a 120SPM base on, and you have no risk of anything running out of raw materials as everything is literally infinite, not even just figuratively infinite like on Vulcanus, except stone.)

(Also if the devs see this, pretty please make the biochamber actually useful on all four planets like the other main planetary buildings, maybe make it able to make holmium solution?)


r/factorio • • 19h ago

Space Age All I needed was a place to store resources around Vulcanus that could hold its own against asteroids, but got carried away...

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508 Upvotes

r/factorio • • 1d ago

Design / Blueprint I created an algorithm that designs whole factories by itself: belts, inserters, pipes and poles, from ore to science, as compact as possible (open source)

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1.8k Upvotes

(edit: as compact as it possibly can, within time budgets) I've been working on a program that lets you create Factorio layouts, without any user intervention. Just configure your recipes, along with desired amounts and it creates a fully working factory for you. Also supports some Space Age mechanics. You can try it out now.

There are actually two separate projects I would like to share with you:

1. Fully functioning base builder (images 1-5)

How it works, roughly:

  • a linear program picks the recipes and machine counts (it handles by-products, oil cracking, productivity),
  • simulated annealing places the machines, a router lays belts, undergrounds, splitters, inserters and pipes (the same negotiated-congestion algorithm computer chips are routed with), poles get placed, and an independent validator checks every belt lane, rate, and pipe before anything is saved,
  • then it keeps shrinking the box for as long as its budget allows.

Big jobs can get split into blocks of custom size that are generated separately and stitched together. (images 3 and 5)

On single block builds it reaches about 110–130% area of my most compact hand-made designs. Hand-made designs still win and more compute has diminishing returns. I believe it works well as a proof of concept.

Space Age support is experimental: foundries, EM plants and biochambers work, meanwhile recyclers don’t, Gleba spoilage isn’t modelled, and Aquilo heating pipes are also not modelled.

You can set products and rates, machines per recipe type, belt and inserter tiers, which edge and coordinate each input and output uses, box size and shape, areas to leave empty, block size for big jobs, and the time budget. There are many, many more options in the README.

2 A bot mall optimizer

Using Google OR-Tools' CP-SAT solver, this finds optimal layouts for small malls and near-optimal ones for larger ones. Do note that solving complexity grows quickly.

You can set products and rates, quality, forbidden recipes, cells to leave empty, and where raw items arrive, with a weight per source to pull consumers closer to it.

I’ve had a chance to experiment with this in my own play through world, and the difficulty shifted to allowing as much throughput on rail as possible, with perfect timings.

It can dramatically help with city blocks designs

The idea is very similar to city blocks, and with just minor adjustments, it could reduce rail congestions. Specifically, for 174 about 5× less travel than a random layout, and the gap grows with size.

Try it out here

You can use Github codespaces (in the browser), which will automatically download all required dependencies. Otherwise you can use any operating system with Java 25. For help with configuration and running, LLM assistants are very useful.

Both are open source and any modifications are welcome, Github stars appreciated.

All the blueprint strings can be found in the READMEs:

v2 (belts): https://github.com/SeezoCode/factorio_optimizer_v2

v1 (bot malls): https://github.com/SeezoCode/factorio_optimizer

Quick links:

Happy to answer questions. If you create or build one of the blueprints, I’d love to see it!

TL;DR now i don’t have to play the game i like to play so much


r/factorio • • 5h ago

Multiplayer I forked Factorio Server Manager into a multi-server manager with a mod library, backups and a Windows build (no Docker needed)

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31 Upvotes

I run several Factorio servers for friends and got tired of juggling folders, so I reworked the old Factorio Server Manager (OpenFactorioServerManager) into something that handles multiple servers from one web UI. It’s a fork; credit to the original authors is in the README.

What it does

  • Multiple servers on one machine, each with its own saves, mods, config and logs
  • Mod library: every mod version is stored once, each server has a manifest. “Sync from save” reads the mods a save needs and either enables only those (Match save) or just adds them (Add from save). An Apply preview shows what will be added, removed, enabled or disabled before anything touches the server
  • Scheduled save backups with retention, pin, rename, and restore into any server (including a different one)
  • Factorio versions are pinned per server, so a new release never silently updates a server. Stable/experimental only change when you pick them
  • Watchdog with RCON reconnect, logs, inline server settings
  • Built-in Help tab with a quick start, plus a “danger zone” for wiping or deleting a server
  • The interface is available in English and Russian, but you can add any other language.

Running it

  • Linux: Docker, one command starts a setup wizard (optional macvlan so the container gets its own LAN IP)
  • Windows without Docker: unzip, run start.bat. It builds the server from your own Steam client (only factorio.exe is taken) plus the matching headless data downloaded from factorio.com
  • Windows with Docker Desktop: compose file generated by the wizard

Honest notes

  • Tested: Linux Docker (NAT and macvlan), Windows exe with a Steam install and with a manually entered Factorio path.
  • The Windows build needs a copy of the game, because there is no official headless server for Windows
  • Part of the old mod code still lives alongside the new system; cleaning it up is on the roadmap
  • Early release. Bug reports are welcome

Repo


r/factorio • • 9h ago

Question Is space age worth buying even with biters turned off?

43 Upvotes

I’ve got around 50 hours in Factorio but never really made it past trains and blue science solo. Thinking about getting Space Age and starting fresh with biters off solo save.

I mostly just want a game I can sink hundreds of hours into while watching something or listening to music. Is there enough progression and replayability in Space Age to get 500+ hours out of it without biters, or does it get boring after a while?


r/factorio • • 6h ago

Design / Blueprint Trying to design a new Tile Block, tell me why my designs suck and which one sucks less lol

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30 Upvotes

I know the rails cross over, I don't really care that much and prefer a smaller intersection over throughput. Style over function any day


r/factorio • • 15h ago

Suggestion / Idea FIRST TIME PLAYER, I just automated Red and Green Science. Tips?

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100 Upvotes

r/factorio • • 1h ago

Design / Blueprint Rate my first ship

• Upvotes

This is the first ship I’ve built that has managed to reach the Fulgora region and survive there. Could you suggest any improvements? Apologies for my language—I’m using a translator.


r/factorio • • 14h ago

Space Age The new planet graphics in orbit looks breath-taking!

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71 Upvotes

r/factorio • • 7h ago

Discussion They separated SA and base steam achievements

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18 Upvotes

I've been working towards the legendary fish and my Steamdeck has been offline for a week. The achievement was 0.9% of players when I got it then I turned on wifi and the achievement changed to 3.7% of players. Other things like finishing the game are now 10%.

Seems like a reasonable change but I was bummed to see my <1% turned into a 4% achievement.

Side note: I think 10% of players beating SA is a huge achievement for Wube given the amount of time and dedication it takes to complete. I'm an achievement hunter so I always look and I can't think of any game that has a high completion rate for an achievement that requires that much effort.


r/factorio • • 21h ago

Discussion The two refineries on the left are idle. Is there a problem, or is demand just low?

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199 Upvotes

How fast can you find out if there's a problem with the piping?

One underground pipe is missing from the Petroleum Gas line.

Since this new method highlights ALL pipelines, it does nothing to help identify this. In fact, it works againt us by making it seem that all lines are connected.

And no, I don't think going through each of the five lines clicking checkboxes or pressing keys is a decent solution.

Bring back mouseover display.


r/factorio • • 10h ago

Question Need speed advice. First Aquilo Round Trip Complete.

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25 Upvotes

She's ugly but she did it!

Spent a lot of time on this only to be a bit disappointed lmao, the new 2.1 update slowed down to ~220KM/S to 180KM/S and only capable of making 1 round trip before needing to "refill" the thruster fuel etc. Is this normal? Or did you build a ship that can constantly be on the go as long as nuclear fuel is present?

Also main question: What speeds are you guys targeting for Aquilo trips? I have half a mind to completely redesign this to be more compact/faster, but worried about rocket turrets to production ratio.

EDIT: Sorry guys i uploaded the wrong picture - i added nuclear to the ship (shown in the main post pic) because it was needed to make that first round trip which is what made it successful. I added the nuclear update at the end so very ugly implementation lol (see one of the comments below)


r/factorio • • 6h ago

Question How many agricultural towers does it take to saturate a stacked green belt for wood?

7 Upvotes

r/factorio • • 1d ago

Space Age Why does nobody ever talk about the Galaxy of fame

263 Upvotes

Me and my friends bothered to complete our first space age run and saw the pop up for the galaxy of fame. We where shoked to see that we were allowed to see othere pepoles saves and its amazing but why does nobody ever mention it. I think its an underappreciated part of the game and i think it should get more spotlight.

Also honoroble mention to Shizuko with the longest factorio run ever at 17583 hours
https://factorio.com/galaxy/Iron%20IV:%20Delta1-3.D2T5
I really want to se that save cuz the map only gives so much


r/factorio • • 15h ago

Question I’m having trouble understanding city blocking, are there any good videos out there to help me out that’s not Nilaus?

39 Upvotes

I’ve forever just stuck to the main bus, but I feel like I’m missing out not being able to understand how to city block properly. I swear I’ve looked at maybe a dozen or so blueprint designs just to see where I could take inspiration from or try to understand it and nothing clicks for me. It just hurts my head.

A lot of the comments are asking the same questions so I’ll update it here:

The biggest part I’m not understanding for city blocking is how I’m supposed to organize it and how I’m going to make the trains be able to move around the city blocks without making congestion. Do I make several train networks to separate them? Do I put them all on one? How do I plan for this? I have a lot of choice paralysis.


r/factorio • • 18h ago

Space Age Remote Medium Demolisher Demolishing

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59 Upvotes

This was the second attempt. This asshole kept going outside of his red box destroying my lanes and was sitting on some tasty tungsten. It had to die and glad I didn't have to go there!


r/factorio • • 2h ago

Modded Question Mod to disable pentapods?

2 Upvotes

Like the titel says: is there a mod to disable pentapods? I know that peacful mode exist but i want the biters and demolishers to remain as they are. I just hate pentapods (and Gleba in general).


r/factorio • • 2h ago

Question How could I generate a map like this?

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1 Upvotes

Idea is for the red lines to be infinite to both sides, made of water or whatever impassable terrain, so I only need to cover a 100 tile chokepoint or so.

Everything behind it is all free land.

I know I can do an island map with one chokepoint, but that's limited behind me by water.


r/factorio • • 12h ago

Design / Blueprint My horrible take/attempt at 8 by 8 balancer

12 Upvotes

Behold! A man-made horror. Sorry if that kind of posting is not allowed in here, I'm kinda new and really wanted to share! Anyway, that was an interesting exercise at least

You're free to scold me btw


r/factorio • • 17h ago

Question Do I need parallel pipes?

29 Upvotes

Hi

I Read that pipes have unlimited throughout. That means I can connect 20 offshore pumps at the lake, have a single pipe to my coal field and generate all steam/electricity there?
I have kids and not enough time to try every potential stupid idea myself…

PS: from answers i realise I’ll have to check my version - i Play via GoG and might have an older version running


r/factorio • • 8h ago

Suggestion / Idea Red and green science

5 Upvotes

The scheme is similar to transporting liquid metal from wagons. Criticism and suggestions are welcome. If anyone has more compact schemes (and for the whole science of Navius), please share them.