Factorio setups

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The concept of a Main Bus is to put the most used and useful ingredients in a central spot to use for assembling machines. This is a good measure to combat "spaghetti factories" as it forces someone to plan a structured layout and move everything to use items from the bus. Which is also a downside as there are more belts used and therefore more room for belt-buffer and everything is less compact. Whether one uses a bus is often decided before starting a map or when first building an array of furnaces.

Power production

A bus often starts at the smelting of iron, copper and steel and then over time and distance gains more and more different items. When one doesn't have enough production to saturate a belt or splits it into more then this can be called a "fake"-bus as it can not be saturated. This is especially deceiving when the item isn't moving and all belts have filled up as these belts can't carry the amount they lead one to believe they can.

This can be done to reserve room for later expansion, blueprint-ghosts are a good usage for that as they don't allow the belt to be filled with non-usable items. The direction of a bus, being horizontal or vertical depends on personal preference and how one likes to work on the production that splits off it, which can almost always be expanded for greater use later on. The orientation of and how wide the players monitor is also plays a role in this decision. A corner is not unheard of but very unusual and is often only necessary when a lake appears that is not planned for.

What items one puts on a bus is personal preference.

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Some items are a good candidate to be built "on-site" meaning not carried by the bus but rather made where they are needed. A good example for this are copper cables as they consume more space on a belt than in form of copper plates. Each of these Items would get a dedicated line of belts from which one would draw from if there is need for the item. Having all possible items on a bus results in a huge wide bus with a lot of belt-buffer for expensive items and standing belts of output-items that wont get used in another process.

These items are often just put into chests for personal use rather than on a bus. The width of the bus can become a problem if it is very wide. Players sometimes choose to only build on one side of the bus until they can estimate that they wont need more belts on the bus.

It is advisable to leave space between the groups of belts of one item for underground belt to surface and for other things to cross the bus. A recommended numbers is two free spaces for every group of four belts, although leaving more space can be useful too. Same with the production that is to the side of the bus, leave space between the builds for later expansion or belts that go between, at least three, six to ten is fitting. Grouping differing items together can cause problems when splitting them off, hence only groupings of two differing items is recommended.

Having smaller groups of only one or two is also not a bad thing. When logistic robots are available one might start moving some items by robots instead of using the bus. Some players eventually phase out the main bus entirely in favor of robots.

This may happen at a later stage in the game up to which a bus is a very good tool to reduce clutter. But robots have their own difficulties and require a lot more resources and knowledge of the game. For very large amounts of items railways may be a better alternative that can not only carry large amounts of ore but also the intermediate and end-products.

This can lead to designs of a base consisting of only train-stations with small logistic networks without any belts. For a comparison of belt, logistic robot and railway transport systems, refer to the Transport use cases tutorial.

One reddit post mentions the use of cargo wagons as a means to increase throughput and reduce the size of a bus. When one wants to use the items on their bus one could directly take items off the bus as if it is just a belt, though that would mean an extremely long bus and useless lengths of other belts.When you have enough materials to craft furnaces, you are advised to pick automatic fueling.

Combine ore and coal by using the dual Line technique. Regular or even Burner Inserters will load furnaces. Have more technology for this design. The power poles in the middle power all inserters on the central line. It uses splitter to combine ore and coal on a half side of the belt. You can add a space between furnaces to maintain power poles.

Steel takes 5 times to process as iron Plates. So, you can receive the Iron Plate production. Mirror on the opposite side if you need more production. This design can save space and generate max use of Fast Inserters. Create some tiny blueprints to complete the main structure first. Add power poles and inserters manually. The design uses 3 Copper Wire Assemblers. It can facilitate having very long columns of green circuit production.

While Iron and Copper move left, circuits will go to the right. It can distribute materials effectively. The chests between assemblers will start as iron. They will be improved to turn into Passive Providers and Requesters after that. They require a very large amount of circuits to craft.

Long-Arms can lunge from the belt of half Advanced Circuits, half greens.In other languages:. This will lead you to a menu allowing the customization of your world.

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If this is your first time, you won't need to tinker with these. If you haven't yet played the tutorial and campaign levels yet, you should play these first however.

The "First Steps" campaign is a basic tutorial, the "New Hope" further teaches the basics of the game. You can change these options to make the map generate in different ways. Changes to world generation can greatly affect the difficulty of the game. The first tab in the world generation screen allows the player to choose a preset for the world generation. A preset is just a quick way to change the settings in the other two tabs.

For new players, the Default preset or the Rich Resources preset are suggested. The Resource Settings tab allows changing how frequently and strongly resources and enemies spawn. Resources and enemy bases are controlled by 3 values: frequency, size, and richness.

If you would like an easier time to begin with, consider increasing the frequency, size, and richness of the resources while decreasing the same for enemy bases. Note that it may be recommended to increase the size and frequency of crude oil for beginner-level players, as oil can be very difficult to find depending on the world generation seed compared to that of other resources, combined with the fact that oil is a necessity for making progress as well the fact that pumping oil will gradually decrease it's yield, requiring the need travel further to find even more oil.

Also note that the game can be completed with enemies disabled completely set size to nonehowever dealing with enemies is usually a major part of the game. More information about world generation can be found in the World generator article.

Please refer to Keyboard bindings to learn more about key bindings and how to configure them. Make sure that you have the four solid resources close to your spawn location; CoalCopper oreIron oreand Stone.

These should be found within a reasonable proximity to each other; the farther apart they are the harder it will be to route them for combined use. It's also advisable to have a source of Water in your starting area, as it is required for Steam Engines. If your spawn area doesn't have one of these resources, or they are too scarce or too far apart, simply hit the Escape key and choose "Restart.

This may need to be done several times until a passable world is created. Later we will also need Crude oil. However, being a liquid, it is much easier to transport over distance than the four solid resources. It's okay if your starting area doesn't have immediate access to oil, as you won't need it until later in the game when long distance liquid transfer is possible. The same goes for for Uranium ore.

It is used for end-game power and weapons and it can only be mined after oil has been acquired.

Official Factorio Wiki

Everything in Factorio is made from these seven basic resources, and you will need all of them except for uranium if you intend to finish the game. You begin your journey with a Stone furnace and a Burner mining drill.

This means you only have to harvest a limited number of resources by hand. First of all, you should place your drill on the edge of an iron deposit, facing towards the furnace. You can change the direction of the Drill by either pressing "R" before you place it, or after placing it by hovering over it with the mouse and pressing "R". The little yellow arrow shows where the mined iron ore will come out.Recent changes: - Updated 0.

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Sankey diagram Boxes and lines. Horizontal Vertical. This calculator is copyright Kirk McDonald. It is licensed under the Apache License 2. This calculator is the result of a few years' worth of fooling around, off and on, with performing calculations using Factorio's recipe graph. You may find an essay on the subject, which outlines the techniques used in this calculator, here. Features of this calculator include: Proper handling of oil products. Obtaining numbers for these recipes can be tricky, as several of the items involved may be produced from multiple recipes.

Support for modules, including beacons. Support for the mining productivity bonus, introduced in 0. Support for "expensive" mode. Arbitrary numerical precision. Calculations are performed using bigint rationals, so errors from floating-point calculations should not be an issue. Support for multiple simultaneous outputs. May display rates per second, minute, or hour. Do the numbers in the "beacons" column represent the number of modules or the number of beacons?

They represent the number of modules. What does clicking on an item's icon in the "Factory" tab do? It omits the dependencies of that item's recipe from the solution.

factorio setups

The intent behind this feature is to model the case of building a factory when you are shipping in one or more ingredients from elsewhere. For example, if you are making an advanced circuit factory and want to ship in electronic circuits, and want to see the remaining copper cable requirements on their own. Clicking on the icon a second time will restore its dependencies.

This feature is not compatible with certain items, namely those that have no dependencies, and those that don't map one-to-one with a recipe. How do I interpret the pipe numbers on the "Factory" tab?

Pipe throughput is inversely proportional to the length of the pipe. This means that the longer a pipe is, the more parallel lanes of pipes will be required.

Say the solution calls for units of heavy oil per second.

factorio setups

The "minimum pipe length" setting controls the minimum number of segments that a pipe will be permitted before the calculator uses multiple lanes of pipes. The number of pipes will be omitted if only one pipe is required. How can I give you money? I'm on Patreon. Render debug tab: Last solution:. Topological order Alphabetical order.

Decimals Rationals.In other languages:. Electricity has to be produced before it can be transferred to consumers over the electric system. There are multiple methods to produce electricity:. Each steam engine needs 0. One offshore pump can supply 20 boilers and 40 steam engines. The above ratio can be calculated from information available in-game: One boiler consumes 1.

One steam engine consumes kW of energy stored in steam, so each boiler can supply 2 steam engines: 1. This produces the ratio. The optimal ratio is 0.

This means that you need 1. A "close enough" ratio is accumulators to solar panels to megawatts required for example, a factory requiring 10 MW can be approximately entirely powered, day and night, by accumulators and solar panels - this approximation differs from optimal only in that it calls for 20 extra solar panels, which is negligible but remember that the difference between the "close enough" ratio and the optimal ratio increases as you add more solar panels.

The optimal ratio of accumulators per solar panel relies on many values in the game. These include the power generation of a solar panel, the energy storage of an accumulator, the length of a dayand the length of a night. There are also times between day and night called dusk and dawn which complicate the calculations.

In vanilla factorio, without mods which change any of these values, the optimal ratio will be the same.

Tutorial:Quick start guide

This ratio is. If the player uses mods which change the power generation of solar panels, or the energy storage of accumulators, but not the length of days, a simplified version of this equation can be used. This equation could also be used to remember the vanilla optimal ratio given its simplicity. In general, nuclear power is produced by the following production chain: Uranium ore is mined and processed to uranium and uraniumthen uranium fuel cells are created from the two.

These fuel cells are then burned in a nuclear reactor to create heat. The heat can be used to convert water to steam using a heat exchanger and the steam can be consumed by steam turbines to produce power. A reactor without neighbor bonus needs 4 heat exchangers so that all its heat gets consumed. Try this checklist before you completely revamp your power source.Numbers given are for a fully-compressed belt; note that inserting directly onto a belt will usually not fully compress it.

Numbers from this Reddit post. Given an amount of uranium ore, what are my odds of getting the necessary 40 U to start enrichment? In general, items with "tiers" e. The compression ratio describes how efficiently a crafted item can be transported, compared to its inputs. There are two ratios to consider: the stack compression ratio and the belt compression ratio.

The stack compression ratio is how many stacks of input it takes to create one stack of output. For example, Iron Plate has a stack ratio of because it takes Iron Ore 2 stacks of to create Iron Plate 1 stack of Copper Cable has a stack ratio of because 1 stack of Copper Plate turns into 1 stack of Copper Cable Because trains transport stacks of items, but belts, inserters, and robots transport items by countwe have to take both into account when designing item transport systems.

The compression ratios, and their relative values for a given recipe, can inform the best strategy for dealing with a particular item. This means transporting Rocket Control Units by train will be 3 times worse than transporting its inputs. But one belt full of Processing Units and one belt full of Speed Modules will produce one belt full of Rocket Control Units, which would be 2 times more efficient than transporting the inputs. Combining these facts, we should consider using trains to move the Processing Units and Speed Modules, crafting the Rocket Control units near the Rocket Silo, and using belts or bots to move the Rocket Control Units to the Rocket Silo for consumption.

You can use these numbers to understand some guidelines: High compression ratio recipes should be done before transport. For example, your trains will be twice as efficient when transporting Iron Plate rather than Iron Ore.

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Low compression ratio recipes should be done after transport. For example, it almost never makes sense to bus or ship Copper Cable.

Factorio Tutorials: Belt Array

A setup with 25 refineries is ratio-perfect. All other values have been rounded up meaning some buildings will be occassionally idle. You can make Solid Fuel from oil without water.

Pro tip! The refinery setup consumes almost exactly 3 blue belts of coal you'll need to do some balancing and produces just short of 1 blue belt of plastic. Note that Stone Furnaces and Steel Furnaces consume energy at the same rate, so this table works for either.

You can use this data to make mixed-belt smelter setups, or configure correct request ratios into Requester Chests. Numbers listed are for iron, copper, and coal. Radar coverage is 7 chunks wide and tall. A chunk is 32 tiles by 32 tiles.Home Discussions Workshop Market Broadcasts.

Change language. Install Steam. Store Page. Factorio Store Page. It is only visible to you.

factorio setups

If you believe your item has been removed by mistake, please contact Steam Support. This item is incompatible with Factorio. Please see the instructions page for reasons why this item might not work within Factorio. This item will only be visible to you, admins, and anyone marked as a creator. This item will only be visible in searches to you, your friends, and admins. This guide covers just about everything to do with smelting in the Factorio.

Covering both belted designs and robot-based setups. This item has been added to your Favorites. Created by. Xterminator Offline. Guide Index. Other Resources. Hey there, and welcome to my first Steam Guide! I figured it was time to put together some guides here on Steam that have more of a focus on a specific subject. So, to start it off we have smelting!

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Smelting and setting up furnace layouts is one of my favorite parts of Factorio, arguably one of the most important because without a sufficient smeltery the rest of your factory will suffer. So, let's get started! The following section will cover ratios, which are an important starting point to create an efficient and powerful smeltery. Ratios are used throughout the whole game and are the key to optimizing your factory to the max.

However, in this guide, we will only be focusing on smelting ratios, or more specifically, furnace to belt ratios.

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