Factorio Factorio Monthly Community Map - April 2018 |
- Factorio Monthly Community Map - April 2018
- Version 0.16.37
- So this is the weirdest randomised train stop so far in my base..
- Just finished my first game
- [Suggestion]Rails also have walking speed bonus.
- I thought my vanilla bases were spaghetti but then I tried Seablock..
- Redmew - "Newbies Welcome" Deathworld MMO - Open Multiplayer
- Album of screen shots from my Xander Mod saves.
- Forum Spotlight: Diagonal Factorio
- Album, my first Bobs+Angels playthrough
- [Suggestion] End game tank attachment. Making an afternoon drive even more enjoyable.
- Celebrating Easter With My Family
- Could someone explain Angel's Bio Processing Mod?
- Factorio Community Map Results - March 2018
- Dynamically enabling train stations for the artillery wagon
- Pyanodon - no mining!
- Nice bob setup?
- Is there a way to have trains go to a refueling station only when they're low on fuel?
- [Serious] Having trouble wrapping my head round the new chest(s)
- My steam engines are lazy
- Bug with idle construction bots?
Factorio Monthly Community Map - April 2018 Posted: 01 Apr 2018 11:05 AM PDT What is this? The idea behind the monthly community map is to share a map exchange string at the beginning of every month, and get as many people as we can to start a new world with it. Then at the end of the month (or even periodically if you'd prefer!) we share screenshots and saves of our factories so that we can see how different people approach the same spawn; how they set up their base, how they deal with aliens, and how they arrange their science, power, and everything else. I hope it can highlight how many different ways there are to do things, inspire some new designs, and maybe seeing how veteran factorio players tackle problems will help out new players facing the exact same problems. (Of course, there's also the fact that it'll just be plain cool to see all of the different possible factories - the good, the bad, and the ugly.) The Community Map All right, let's dive straight into things here guys! Scenario's can be installed much the same as a mod from the mod portal if you've never messed with them before, so don't worry about that. Here's the link: Required: https://mods.factorio.com/mods/canidae/brave-new-world (If you've never played a scenario before, after adding this like you would any mod, you can't go to Play -> New Game. You have to go Play -> Scenario, and select the Brave New World scenario. It's at this point that you can add the exchange string below.) Exchange string: What your starting area should look like: https://i.imgur.com/uc8hDWc.jpg Also, while reading through the original reddit thread here, the author of the Robot Army mod (/u/kyranzor) mentioned that it seemed like a great addition to this map. I couldn't agree more, so I figured I'd add it as an optional here. Additionally, /u/ironcartographer recommended the idea of using a vehicle grid mod to help - that sounds like a pretty great idea to me too, so here's one of those: Optional Mod: https://mods.factorio.com/mod/robotarmy https://mods.factorio.com/mod/VehicleGrid This should be something pretty different from what we're all used to, so I'm looking forward to seeing how this effects the way everyone builds up their initial starter base and expands later on in the game. There are a few pointers on the scenarios mod portal page by the way, in case you wanted to give them a look. But if you'd rather go in blind, well, more power to you. ; P As always, if you have any suggestions for future maps, be it interesting seeds or awesome mods or scenarios, let me know below. That's enough from me! Go show that alien world what it means to be conquered by robotic overlords! Exchange String Help If anyone isn't sure how to use an exchange string, just go to new game like you're going to generate a new world, and at the bottom there's a text field labelled "Exchange String", just under seed and world type selection. Just copy the exchange string above and paste it into that box. That's it! You're good to go. Just generate the world and come back in a month to show us how your factory turned out! If you paste the exchange string in and the text turns red, check to make sure that you copied the whole string, including the three greater than/lesser than signs at the beginning and end, and make sure that your Factorio is up to date with the most recent version installed. (As of the time of this post, the most recent version of Factorio is 0.16.36.) Let's Players Also, if you're a streamer/let's player who will be recording yourself building a new factory on a community map, I'd be happy to add a link to your channel here! FactorioMMO /u/Factoriommo has generously volunteered to host the communities maps. Make sure to check out their sub and their Discord to stay up to date with them. This month's map is called [FactorioMMO] Reddit April Community Map and it's already up and running. Go stop by and see how they're doing! Check out their comment for more info. Multiplayer Servers If you have an open public server, let me know in the comments below or send me a PM and I'll add your server here! About Mods Since mods can affect how a world spawns and ores are distributed, as well as add or change items and functionality, it's important to make sure that we're all playing the same game by the same rules. There are a few select mods that either don't add any new items or change terrain, or that simply don't change the base game in a significant way, and I've decided to put together a list of these "Optional Mods" that I think are ok to use on any map. These will likely all be nothing more than convenience mods. Even Distribution is a wonderful example of a mod that, while very useful, does not inherently change the way the game is played. Then there are also mods like RadarPlus for RSO that do add new items, but still don't really change the way the game is played. Of course this list is by no means comprehensive, so if you think you know of a mod that fits this criteria, please suggest it. Likewise, if you think I've added something that I shouldn't have, please let me know why. Optional Mods Note: I can't conceive of any situation where this could be an issue, but if you're the author of one of the mods listed here (and can offer me some proof of this) and for whatever reason would like me to remove your mod from this post, I'd be happy to comply. It's entirely possible some of these mods either don't work with the current version of Factorio, conflict with each other, or in some manner just don't work. I can't test them all, let alone every configuration of them, so you might wanna back up your world before adding one of these. Previous Threads -- 2017 -- -- 2018 -- [link] [comments] | ||
Posted: 01 Apr 2018 06:19 AM PDT Features
Balancing
Bugfixes
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So this is the weirdest randomised train stop so far in my base.. Posted: 01 Apr 2018 02:46 AM PDT
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Posted: 01 Apr 2018 01:46 PM PDT Everything just get out of hand so quickly its scary. I was a bit disappointed that nothing really happens after you launch the rocket besides the science you get. In my mind I thought that after you launch the rocket you would go to another planet which had its own rare resources there. You would be able to bring it back to your first planet and expand even more. The game is still early access but I would love to see something like this in the future. [link] [comments] | ||
[Suggestion]Rails also have walking speed bonus. Posted: 01 Apr 2018 01:37 AM PDT That would be great, and increase player death. AAAAHAHHAHAHAHAHAAAA [link] [comments] | ||
I thought my vanilla bases were spaghetti but then I tried Seablock.. Posted: 01 Apr 2018 07:41 AM PDT
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Redmew - "Newbies Welcome" Deathworld MMO - Open Multiplayer Posted: 01 Apr 2018 09:38 AM PDT
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Album of screen shots from my Xander Mod saves. Posted: 01 Apr 2018 06:22 PM PDT
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Forum Spotlight: Diagonal Factorio Posted: 01 Apr 2018 03:25 AM PDT | ||
Album, my first Bobs+Angels playthrough Posted: 01 Apr 2018 11:04 AM PDT
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[Suggestion] End game tank attachment. Making an afternoon drive even more enjoyable. Posted: 01 Apr 2018 06:39 PM PDT
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Celebrating Easter With My Family Posted: 01 Apr 2018 05:32 AM PDT
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Could someone explain Angel's Bio Processing Mod? Posted: 01 Apr 2018 12:59 PM PDT What's the purpose of all the farming and gardens? What are the end products? Where are they used in the scope of the game's production chains in general? I play ABPy typically but I'm not seeing much use for Angel's Bio-Processing. Bob's Greenhouses are a little OP so I used PyCoal wood production typically [link] [comments] | ||
Factorio Community Map Results - March 2018 Posted: 01 Apr 2018 10:24 AM PDT This Month And there we go - March has come to a close! I really tend to enjoy more spaced out maps like this, though I suppose that's because my bases tend to descend well into spaghetti regions before too long, so I need the room. : P What can I say, if I'm not able to get bots soon enough, I just make things work and worry about making them pretty Hopefully this one wasn't too terribly challenging - I always like to give out a breather month after a sprint like the Jan-Feb map. The next map will be a little more... interesting. Anyway! That's all for this month. How did you do? Share your base with us below! As always screenshots and saves are much appreciated, but we'd all love to hear about any interesting challenges you face along the way as well. half the fun here is seeing what other people post as well as what they have to say about our own creations! Next Month Happy Easter by the way, hope the day is treating you all well. And in the spirit of the day, I left a little Easter egg of my own in the previous month's results thread talking about what I had in store for this month. (Totally intentionally I must add, I definitely had enough foresight to realize this month's map would start on Easter. Definitely.) For those of you who didn't happen to notice, this scenario caught my eye quite a few months ago and I've been hanging onto it ever since. Not only is it a genuinely amazing idea and a great way to add a little variety to the month, but I also wanted to spotlight something that cool. (Shoutout to /u/Daughie8, the author of this scenario.) I'm pretty excited to see what all you guys can make out of this map; it'll be interesting, one way or another! Working on the new thread as soon as I submit this one, but give me a little extra time since it is a holiday. ; P Hope you enjoy~ Previous Threads -- 2017 -- -- 2018 -- January-February 2018 - Results March 2018 - Results [link] [comments] | ||
Dynamically enabling train stations for the artillery wagon Posted: 01 Apr 2018 07:29 PM PDT I've got a setup for artillery wagons that works alright, but I'm wondering if there's a better way. Currently, artillery trains stop at a central depot to load up on shells and oil. (Flame turrets are the best for countering artillery-aggravated biter attacks.) The train leaves once full and makes a series of stops along the defensive perimeter, each time proceeding to the next stop after a few seconds of inactivity. Since aiming or firing the artillery wagon counts as "activity", this works pretty well. If there's nothing within auto-fire range, each stop is brief, but as I keep adding stops it still adds up. Revisit times are growing, and I'm wasting a lot of coal driving trains to stops that don't need service. What I usually do in these cases is enable the train stop only if it needs attention. (Usually based on buffered item/fluid counts.) Is there a way to do this for artillery trains? I would love if the radar or artillery turret could be hooked up to the circuit network, but that doesn't seem to be an option. (Maybe it could give a count of biters and nests within range?) I'm currently running 0.16.25 but didn't see anything relevant in the change log. [link] [comments] | ||
Posted: 01 Apr 2018 09:55 AM PDT
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Posted: 01 Apr 2018 04:39 PM PDT
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Is there a way to have trains go to a refueling station only when they're low on fuel? Posted: 01 Apr 2018 06:16 AM PDT | ||
[Serious] Having trouble wrapping my head round the new chest(s) Posted: 01 Apr 2018 11:52 AM PDT Having unlocked Robots recently, I've discovered the beauty of the logistics network, but I'm struggling to grasp how each chest works and their 'role' within a factory. The wiki was of some use but when it comes to application, I'm just not understanding where each chest is necessary. As of right now, my factory's setup is as follows: - Green/Yellow 'storage' for floating resources. This is currently one central area that will likely increase in size and/or number as the game continues - Purple/Blue 'crafting' areas Whatever I'm mass-producing, blue chests for the input, purple for the output. This leaves the Red Passive Provider chests entirely unused, with the exception being this Copper mine I have nearby, but even that is temporary given the eventual implementation of trains. Does this make sense or have I gotten this completely backwards? If someone could explain the function/purpose of each chest for me, I'd be extremely grateful. [link] [comments] | ||
Posted: 01 Apr 2018 02:53 PM PDT Am I doing something wrong here? https://imgur.com/a/huJRn Out of 3 engines in row, only one works as intended. Boilers have enough water, and 4-5 chunk of coal in them all the time. What's wrong here then? [link] [comments] | ||
Bug with idle construction bots? Posted: 01 Apr 2018 02:47 PM PDT So, I'm setting up my stage3 bootstrap base, plopping down blueprints everywhere, and I find that my construction bots aren't putting anything down. I check my materials - plenty. I check my power - plenty. I go looking round my map trying to find them - can't. I mouse over a roboport and see that they're all available - huh? Just the amount of belt I have ghosted down should be drowning them in "not enough robots". Any ideas? Edit: My bus blueprints do have a large amount of concrete under them, and I'm not producing that in the stage2 base. But bots should ignore the stuff they don't have supplies of to put down the stuff they do have supplies of, right? [link] [comments] |
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