The domain of this very forum is already forums.factorio.com
factorioforum.com is extremely close and will cause confusion. What distinguishes that forum from this one? Of all the factorio sites that could or do exist (e.g. factoriocheatsheet.com, factoriolab) I don't think there is a community ...
Search found 31 matches
- Tue Aug 19, 2025 3:19 am
- Forum: General discussion
- Topic: FactorioForum.com + Free Hosting β What Will You Build?
- Replies: 7
- Views: 1789
- Tue Aug 19, 2025 3:08 am
- Forum: General discussion
- Topic: It's the little things; password reset email in plain text
- Replies: 4
- Views: 927
Re: It's the little things; password reset email in plain text
From the title I thought you meant a new password was sent as "plaintext", meaning unencrypted. That is very bad practice.
https://security.stackexchange.com/ques ... ail-secure
https://security.stackexchange.com/ques ... ail-secure
- Tue Aug 19, 2025 3:01 am
- Forum: General discussion
- Topic: People who have just one save file...why?
- Replies: 34
- Views: 2998
Re: People who have just one save file...why?
I'm currently up to save 80, with about 90 hours played this run. I have never gone back to use older saves, except to maybe look at the screenshots of where I was back then. It's a waste of disk space, but disk space is cheap nowadays. For Nauvis and Vulcanus, each save was about 11 MB, but after I ...
- Sun Aug 17, 2025 7:06 pm
- Forum: General discussion
- Topic: Do you bother with slower belts after unlocking and producing faster ones?
- Replies: 8
- Views: 1131
Do you bother with slower belts after unlocking and producing faster ones?
I started blue belt production on Vulcanus but I always feel it's a waste to use express belts for everything. Especially lube for blue belts and tungsten for green belts. But red belts are entirely made of iron which is free on Vulcanus. Lube has to come ultimately from coal which looks like is the ...
- Wed Aug 06, 2025 3:37 am
- Forum: Gameplay Help
- Topic: Is early game Vulcanus and level 1 modules too early for beacon setups?
- Replies: 3
- Views: 447
Re: Is early game Vulcanus and level 1 modules too early for beacon setups?
Interesting. I thought the only use for beacons was cramming many speed 3 modules to make up for prod 3 modules. Meaning the speedup is not significant enough for a few speed 1 modules compared to doing an 8 beacon setup with a pair of speed 3 modules each. Although v2.0 buffed individual beacons ...
- Wed Aug 06, 2025 3:19 am
- Forum: Texture Packs
- Topic: Quality Glassware - Science flasks for mods to use
- Replies: 1
- Views: 5032
Re: Quality Glassware - Science flasks for mods to use
Wow, those are nice. I've never been a fan of all science packs looking the same except for color.
- Wed Aug 06, 2025 1:40 am
- Forum: Gameplay Help
- Topic: Is early game Vulcanus and level 1 modules too early for beacon setups?
- Replies: 3
- Views: 447
Is early game Vulcanus and level 1 modules too early for beacon setups?
I recently killed the small worm and started mining tungsten to create metallurgic science. My research base is at Nauvis but I want to setup one on Vulcanus. I saw a cool setup for creating circuits with 8 beacons per assembler. I only have a tiny scale production of level 1 modules. Is it too ...
- Sun Jul 27, 2025 2:02 am
- Forum: Spread the Word
- Topic: How to stop playing Factorio 8 hours straight?
- Replies: 5
- Views: 3998
Re: How to stop playing Factorio 8 hours straight?
Spend all your time prematurely optimizing, then realize it's way too time consuming and do something else
- Sun Jul 27, 2025 1:59 am
- Forum: Balancing
- Topic: Acid neutralizarion is 10x too fast.
- Replies: 21
- Views: 5780
Re: Acid neutralizarion is 10x too fast.
Actually I would agree with the premise.
https://www.reddit.com/r/factorio/comments/1hc1zbi/how_many_steam_turbines_per_acid_neutralisation/ here it says one chemical plant supports 33.3 steam turbines, each produce 5.8 MW, so 193 MW from a single chemical plant!
The Vulcanus solar panels produce ...
https://www.reddit.com/r/factorio/comments/1hc1zbi/how_many_steam_turbines_per_acid_neutralisation/ here it says one chemical plant supports 33.3 steam turbines, each produce 5.8 MW, so 193 MW from a single chemical plant!
The Vulcanus solar panels produce ...
- Mon Dec 23, 2024 1:22 am
- Forum: Ideas and Suggestions
- Topic: PLEASE change the planet distances...
- Replies: 19
- Views: 3237
Re: PLEASE change the planet distances...
I agree the distance is way too low. I setup my very first space ship to get to Vulcanus with one thruster, and I was surprised and disappointed it only took like 2 minutes.
- Sun Dec 22, 2024 2:24 am
- Forum: Ideas and Suggestions
- Topic: Spaceship automation: pause thrust after arrival
- Replies: 8
- Views: 2577
Re: Spaceship automation: pause thrust after arrival
This is unrelated, but on the first time I traveled to a new planet, I left Nauvis and Vulcanus on the automatic list, so immediately after arriving on Vulcanus the spaceship turned around and headed back. There only needs to be one station as you mentioned (not sure if there is a temporary stop ...
- Thu Dec 19, 2024 5:29 am
- Forum: Ideas and Suggestions
- Topic: Screenshot hotkey and JPEG output
- Replies: 0
- Views: 309
Screenshot hotkey and JPEG output
The /screenshot console command is nice. But what many games have is a dedicated screenshot key, perhaps PrtScn, so I don't have to open the console and scroll up to retype the command.
In addition, the output format is only PNG. On my screen, each screenshot comes out to 7 MB. The textures in game ...
In addition, the output format is only PNG. On my screen, each screenshot comes out to 7 MB. The textures in game ...
- Mon Dec 09, 2024 4:09 pm
- Forum: Gameplay Help
- Topic: Electric furnaces worth it without beacons?
- Replies: 13
- Views: 5292
Re: Electric furnaces worth it without beacons?
I agree with you, especially now full logistics is locked behind space science and artillery is far endgame. That being said, I do want to try my hand at a medium sized electric furnace array before I go to Vulcanus with the powerful foundries.
- Mon Dec 09, 2024 3:43 am
- Forum: General discussion
- Topic: Uranium processing flow chart with FactorioLab
- Replies: 2
- Views: 2962
Re: Uranium processing flow chart with FactorioLab
I don't think it matters since it's not practical to achieve exactly these rates, but here you go anywayNemoricus wrote: Sun Dec 08, 2024 9:03 pm You should include a few more places past the decimal point, since the numbers are so small that one decimal place isn't enough precision.
- Mon Dec 09, 2024 3:41 am
- Forum: Gameplay Help
- Topic: Overview of all circuit networks
- Replies: 5
- Views: 1057
Re: Overview of all circuit networks
Such an overview would probably be a complete mess. It's not clear what useful info you get from out of it. Do you know how many circuit networks you actually have? I guess way more than you think (either you're using none, in this case you wouldn't ask, or you're using a huge number of).
12 ...
- Sun Dec 08, 2024 8:29 pm
- Forum: Gameplay Help
- Topic: Overview of all circuit networks
- Replies: 5
- Views: 1057
Re: Overview of all circuit networks
There is no such overview and no history. If it comes to the number, it's just a counter that increments as soon as a new network is created and never decremented. Old numbers are never recycled. In my test sandbox, I have numbers > 16000 as far as I remember.
That's a shame. it would be a cool ...
- Sun Dec 08, 2024 6:40 pm
- Forum: General discussion
- Topic: Uranium processing flow chart with FactorioLab
- Replies: 2
- Views: 2962
Uranium processing flow chart with FactorioLab
I realized today FactorioLab can also show a useful flow chart for uranium (re)processing. (To avoid showing every single step like producing sulfuric acid for uranium mining, I set uranium ore and metal as inputs.) In the base game, the only other non-trivial production cycle is oil processing ...
- Sun Dec 08, 2024 6:12 pm
- Forum: Gameplay Help
- Topic: Overview of all circuit networks
- Replies: 5
- Views: 1057
Overview of all circuit networks
Every time I make a new circuit network it gets assigned a new network number, like 12. Is there a way to view all networks I've ever made? Even if I connect a wire and then disconnect it, so the network disappears, it still seems like it's counted somewhere.
- Mon Dec 02, 2024 9:24 pm
- Forum: Gameplay Help
- Topic: Electric furnaces worth it without beacons?
- Replies: 13
- Views: 5292
Re: Electric furnaces worth it without beacons?
I am in between nuclear power and foundries. I just started producing space science. Maybe I will make an electric furnace array for now before I unlock foundries.
- Mon Dec 02, 2024 3:29 am
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 92
- Views: 168029
Re: Space Platform 101 Discussion
I just noticed I don't have to be in space to build my space platform, I can build directly in map view... :space-age:
I guess I'm so used to just using the map for viewing and building in-person
also I noticed sending stuff into space takes a whole rocket but sending stuff down is completely free ...
I guess I'm so used to just using the map for viewing and building in-person
also I noticed sending stuff into space takes a whole rocket but sending stuff down is completely free ...