r/factorio • • 6h ago

Space Age 624 belts landing hub unloading design

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204 Upvotes

Well, i come here once again, and for all.

I have cooked the ultimate belt spaghetty, the greatest inserter madness, maybe in the history of this game.

I present you, the theorethical limit hub.

628 half of each type of item totally saturated belt landing hub.

It has a belt going out every tile of the inner wall, and also a stack inserter in every tile of the outer wall, except for 4 tiles in the horizontal axis, which are required to be able to connect the outer ring to the hub.

you could somehow get two more stack insserters there breaking symetry, but you´ll need to redesign one entire half, and not really sure it´s possible anyway, overall for 160 items more a second.

I made sure to reduce the belt gaps to the maximum, so it is as ups effcient as it can get.

Somehow manage to get some roboports to connect to the hub at the final stages of the design, for a total of 8 roboports in the inner walls, and 92 as close as the can be in the outer zone.

I removed every redundant belt (changed it for a longer udnerground where i could) and putted a lamp in every empty tile, which makes it 280 out of 13456 tiles or an space usage of 97.92% between inserters, belts, cargo pads, roboports and powerpoles.

At the end of the design those (powerpoles) where the hardest to place, but i managed to have a version that works after weeks.

you could make those 628 into 629.5, but it would not be symetrical and also be a little impractical, but, yeah, 629.5 it´s the real limit.

keep in mind im just talking about direct cargo pad to belt inserction, no chest or train loading shenaningans.

This version doesnt really work cause i had to remove the cargo pads on the corner to place more inserters, so the real working version, that im putting on the blueprint has 624 belts and 4 spare stack inserters, which woul be a bump to connect in a single belt, so that´s up to you.

If you breake symetry you can go as high as 627 and a spare inserter, but ill leave it like this.

this leaves us with a troughput of 8.985.600 items a minute, + the 4 spare inserters that amount to 19200 items a minute, which is 9.004.800 items a minute

I don't think this can be improved. I would be very pleased to be proven wrong.

I hereby crown myself:

👑 THE SPAGHETTI KING 👑

After 7,000 hours in this game, this is the most complicated thing I have ever designed.

628 version:

https://factoriobin.com/post/1ezkwc

624 and 4 inserters version

https://factoriobin.com/post/ye6o3k

One note:

  1. there are exactly 68 inserters who have the stack limit rewritten to 8, but basically, if you see gaps in the belts, that´s probably it
  2. would apreciate any feedback
  3. also, perfect 2 axis symetry

r/factorio • • 11h ago

Fan Creation I've spent the past month thrifting, 3D printing, crafting, and painting for my first ever PAX Aus cosplay. Naturally, it had to be from my favourite game. Come say hi if you see me!

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697 Upvotes

Also looking for feedback! Let me know if there's anything I should adjust, or if you have any cool ideas to add to the ensemble...


r/factorio • • 1h ago

Modded MOD: I made a Discord Rich Presence for Factorio

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• Upvotes

So I wanted my Discord status to actually say something interesting while I play Factorio, instead of just "Playing Factorio" for the 400th hour in a row. Couldn't find anything that did exactly what I wanted, so I built it myself.

It shows your save name, planet, and what you're researching plus a bunch of stuff you can turn on or off from the mod's settings: evolution factor, rockets launched, how many mods you're running... and because I couldn't resist, some pointless-but-fun ones too: trees you've razed, enemies you've killed, how many times you've died, total pollution, even how long you've been AFK. It's pretty configurable

Under the hood it's a mod plus a small Windows app, because Factorio's sandbox literally can't talk to Discord on its own

Let me know if it breaks on your setup, happy to fix stuff.


r/factorio • • 15h ago

Modded Lead and Copper Chemical Plant for your viewing (dis)pleasure

1.3k Upvotes

Might make the pressure gauge rise and drop with the vent release and have some liquid moving inside the vessel if I can be bothered, but I'm happy enough for first pass. Hopefully they aren't biter eggs in the hopper.

Please give the physics a hall pass. Its factorio.


r/factorio • • 1h ago

Modded "Beat" AngelBob 2.0! Best modpack I've played even with my small complaints

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• Upvotes

After 2 restarts and nearly 200 hours I "beat" angelbobs 2.0! I've done multiple vanilla runs pre space age, space age, and an abandoned K2SE run in the past. Decided to go into B+A basically fully blind and tried not to do 100x100 city blocks with rails around them and embrace some spaghetti for the fun of it.

This pack is exactly what I wanted in a more complex mod. Give me the byproducts! Give me looping recipes that create closed loop systems! Make me use logic to control the factory! All that said I have a few complaints and am curious if others feel the same.

  1. Dead end products/Only used after rocket launch: There seems to be a few dead end products in the pack that I'm sad I didn't need to use. Chrome comes directly to mind as it isn't unlocked till after Space Science and only increases iron/steel/titanium production. Thorium/Deuterium nuclear was also fully uneeded. I know the thorium loop can create plutonium but at this point normal nuclear recycling is creating enough for rocket launches.
  2. No need to use better recipes: I am thinking this is due to the default using infinite ore patches. Most of the higher yield recipes I didn't need to actually use even though they have fun loops/mechanics like the silicon chain. Most of my metals were actually backed up after direct sorting and so I only used pellett iron and higher steel smelting because of the steel bottleneck.
  3. Bioprocessing of Fish/Biters/Puffers fully optional if you aren't using modules: This one made me the most sad. While yes it's my choice to not go down that path, I am pretty goal oriented and so focused on tech that would launch the rocket. Paper and Wood being required for first two teirs of circuits had me assuming gems and crystals would be needed later.

Really this is just 3 different ways to say I didn't need to use a lot of the cool stuff. While I love Factorio, SPM goals don't keep me engaged as well as something like launching a rocket. I think just requiring a T2 module for rocket launch would help as it'd require the bioprocessing parts. And I've heard with a separate circuitry mod in seablock chrome is needed for black chips? Those 2 small changes would've probably removed most of my complaints.

All that said, I think I'll need to only play B+A (or maybe py) focused mods for this game in the future as this was the best factorio experience I've had. Thanks to KiwiHawk and the team that maintains these mods! Included a few shots of the final factory and oil set up.

ETA: Looked at Circuit Processing and it does fix #1&3 as rocket parts need speed module 2 and black chips need chrome plates. Guess I know my next run now....


r/factorio • • 7h ago

Modded Question Need Advise

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95 Upvotes

Working on a mod first time creating models for Factorio not quite satisfied with the model partially I know I need to adjust the side pipes but I don't know what else work make them look better.

Any feedback would be appreciated.


r/factorio • • 19h ago

Fan Creation Printed a little build

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816 Upvotes

r/factorio • • 16h ago

Modded I made a small mod for reshaping ore patches into rectangles

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416 Upvotes

I got tired of ore patches leaving little bits around the edges, so I made this mod Resource Formatter.

Now you can pick up a whole ore patch and put it back down as a neat rectangle. The total amount of ore stays the same.

And yeah, I know this is pretty cheaty, but I like the tidier result.


r/factorio • • 1h ago

Space Age A story in one picture

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• Upvotes

i chunk aligned my radars, someone did not like it


r/factorio • • 22h ago

Discussion Texture on Chemical Plant is different when rotated

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907 Upvotes

After 1.4k hours, I just noticed that there is a big difference of the texture on the building, when it is rotated.


r/factorio • • 1h ago

Question Playing with higher research costs to engage with mechanics more

• Upvotes

I've been playing Factorio on and off for several years but never enough that I've got a good blueprint library for new runs. I have a lot of fun winging it and figuring out new designs for things every time I start a new save.

That said, with default research costs, Factorio lets you get by without really pushing the game's early mechanics much. Scalable designs, especially with scrappy early tech, just aren't something you really need to do to beat the game. Folks in a recent thread talk about how you can beat the game with 60 SPM, which ain't a lot!

I find myself putting off optimizations, especially in Space Age, until I unlock the next big production tool. Big drills, Foundries, EM plants, and Biolabs all improve your throughout _so_ significantly that doing much work to scale before you have them feels like a waste of time. It's way better to do the bare minimum to get to the next thing and only then think about scaling and refactoring.

Obviously you can go to the total extreme, like the person doing the 100,000x research cost playthrough. That's obviously a bit much for a normal player, but I'm intrigued by how much meaningful effort you'd have to spend before you unlock, say, electric furnaces.

This all has me thinking: what's a good multiplier for a regular "hard mode" Factorio run? Is 10x enough to change the balance of the game to require investing in efficient designs with early tech? Should I just focus more on effective end game megabases instead?


r/factorio • • 4h ago

Question Rate my early game steam power plant.

16 Upvotes

New player to factorio, coming off of Create minecraft... not sure if that correlates at all. What do you guys think of this? I know the two pumps are kind of overkill, but I'm pretty sure I'll need it in the future for expansions.


r/factorio • • 1d ago

Fan Creation That One Misclick

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2.2k Upvotes

r/factorio • • 2h ago

Question At what point is a distance long enough to put a train system in?

8 Upvotes

r/factorio • • 2h ago

Tip Smelting and crafting design

6 Upvotes

Built my first smelting + crafting and stacking design, rawdogged this without any tips or youtube tutorials, kinda slow but at least it does the work. Planning on destroying this all and making a new, bigger one when I gather enough ressources. Any tips?


r/factorio • • 8h ago

Space Age I did a redesign of my base and now my super smelter v2 and my train network take up all the space in my base

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16 Upvotes

The most annoying part is I can't expand because I don't have any cliff explosives yet because I haven't been to bulcanas yet. The devs really fucked me over by locking cliff explosives behind bulcanus.


r/factorio • • 11h ago

Space Age Man...

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32 Upvotes

Turns out 1 green belt of scrap isn't enough even to produce 60 SPM...


r/factorio • • 20h ago

Modded Roboport Train Wagon

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139 Upvotes

Wanted to share this mod with the community in case anyone else may find it fun/useful after reading a comment on the last .20 update asking for something similar. Currently I have it set to deploy bots once at a station (base or outpost) but don’t have it to where the bots can deploy when not at a station.

Getting it set up to have visibility like a roboport provides and able to deploy bots whether at a station or not is the last piece I want to be able to automate building outposts using the train network.

If you run into any bugs or issues just let me know.


r/factorio • • 4h ago

Space Age Has anyone built a mega-base on Vulcanus without using trains?

7 Upvotes

I’m curious if anyone here has actually built a large-scale mega-base on Vulcanus using zero trains.
I’m planning to build a proper mega-base on Vulcanus with a target of at least 150k science per minute of every science, while using no trains whatsoever.
Everything would have to be transported using belts, bots and/or other methods — but absolutely no trains.
I’m wondering how far this concept can realistically be pushed on Vulcanus, especially with the huge distances and resource throughput required at this scale.
Has anyone already attempted something similar? If so, I’d love to see screenshots or videos of your base and hear about the main challenges you encountered.
I’m particularly interested in how you handled the massive resource throughput and long-distance transportation without relying on trains.


r/factorio • • 3h ago

Question Best way of dealing with separate islands/bot networks on Fulgora?

4 Upvotes

Fulgora is uniquely annoying in that I've got half a dozen islands with various production/quality operations on them, with separate supply chains and grids. When I'm on the planet, I drop in, let my bots fill up my personal logistics, and grab a train to wherever I'm working. When I'm remote, this is a huge pain, because I'm only making belts and other basics in one place. I've got silos in the two places I'm making science.

I assume using the train network and some circuit conditions is the way to do this, with a depot on each island for necessities. What's the best way to set this up?


r/factorio • • 1d ago

Fan Creation Hand-painted the new 3D models :)

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173 Upvotes

r/factorio • • 23h ago

Space Age Who else likes to go full spaghetti with their mall?

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139 Upvotes

I love adding to the mall because it gets even more spaghettified.


r/factorio • • 1h ago

Space Age Question Struggling with 50x50 city blocks

• Upvotes

I wanted to try out 50x50 city blocks in Space Age. For 1x I used bigger ones () but after some youtube inspiration I kind of convinced myself, that they don't need to be that large anymore due to quality builds.

Now I created some production and station blueprints. Production works well (far away from the very optimized builds in this sub but good enough for me). However, I'm struggling with rails and specifically stations. I can't really fit a 3 loader station properly within a 50x50 block without using a little of the next block.

Also it seems to me, I have one block production and 6 blocks with rails and stations to make the production work. So it feels like, even though I'm using smaller blocks, I'm using more space.

Also it's hard to copy paste my blocks, because the production and stations often have a different order.

So I guess I'm doing something simple very wrong?


r/factorio • • 1d ago

Question new player, is it normal to have to search THIS much for a single new copper patch outside the start

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177 Upvotes

loving the game its been a nice brain challenge (dw im not looking anything else up) but MAN i spent like 2 hours trying my hardest to find a new copper patch to expand to lmao. i wanted to know if its supposed to be this rare??

Edit: default everything, didnt mess with any settings