Factorio Factorio Monthly Community Map - April 2018


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:

>>>eNpjYBBgUGFgYmBm5mFJzk/MYWZm5krOLyhILdLNL0oF8jiTi0pT UnXzM0FSbCmpxalFJUzMzCwpmWCaKzUvNbdSNymxGKSYNb0osbgYyOD ILMrPg5rAUpyYlwJUylpckp8HVlVSlJpazMLExF1alJiXWZoLVcjAKC bAwNDQIgfG/+sZDP7/B2Eg6wIDAxgDAVAZUAAGWJNzMtPSPjAoODAwL HBkZGSsFlnn/rBqij0jRF7PAcr4ABWJ2A0VedAKZUSshjI6DkMZDvNh jHoYo9+B0RgMPtsjGBC7SoAmQy3hcEAwIJItIElGxt63Wxd8P3bBjvH Pyo+XfJMS7BkzZUN9BUrf2wElWYAaGJngxKyZILAT5gMGmJkP7KFSN+ 0Zz54BgTf2jKwgHSIgYkYrkEiaCwweAT4ga0EPkFCQYYA5zQ5mjIgDY xoYfIP55DGMcdke3R8qDow2IMPlQMQJEAG2EO4yRigz0gEiIYmQBWo1 YkC2PgXhuZMwGw8jWY3mBhWYG0wcsHgBTUQFKeC5QPakwIkXzHBHAEP wAjuMB4xbZgYE+GC/QfB4FQCmWJML<<< 

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.

Arumba Lights

Auto Deconstruct

Autofill

Auto Research

Better Icons

Bottleneck

Cardinal

Chem Flip

Clock

Color Coding

CredoTimeLapseMod

Enhanced Map Colors

Even Distribution

EvoGUI

Factorio NEI

FARL

Foreman

Gah! DarnItWater!

Ghost Copier

Google Maps Factorio Style

HandyHands

Helmod

Killkrog's Blueprint Manager

Laser Beam Turret

Long Reach

Manual Inventory Sorting

Max Rate Calculator

Module Inserter

Nanobots: Early Bots

Natural Tree Expansion

Orphan Finder

Picker Extended Version

Quick Item Swap

RadarPlus For RSO

Remove Mod Names

Research Queue

Sensible Station Names

Squeak Through

Stop That, Silly Robot!

The FAT Controller

Upgrade Builder And Planner

VehicleSnap

WaiTex

What is it really used for?

YARM


Previous Threads


-- 2017 --

April 2017 - Results

May 2017 - Results

June 2017 - Results

July 2017 - Results

August 2017 - Results

September 2017 - Results

October 2017 - Results

November 2017 - Results

December 2017 - Results

-- 2018 --

January-February 2018 - Results

March - Results

submitted by /u/ChaosBeing
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Version 0.16.37

Posted: 01 Apr 2018 06:19 AM PDT

Features

  • Added waterfill. One tile of waterfill requires 500 units of water to be produced.

  • Iron and steel chests now (rarely) spawn randomly in the world. These chests have a chance to contain assembling machine 1s, stone furnaces, boilers, steam engines, transport belts, and science pack 1s. The intent is to provide players with a sense of pride and accomplishment for discovering these chests.

  • Science packs are now called Kool-Aid packs.

  • Added train speed limit signs, which allow the maximum speed for a rail block to be set.

  • Added train jump ramps, which allow trains to jump a maximum of 20 tiles over all entities. Trains require a stretch of straight rail at least 60 tiles in length after the jump otherwise they will derail.

Balancing

  • All Kool-Aid packs now require the use of an assembler in order to be made.

  • The steam engine and boiler are no longer available at the start of the game and now require a new research, Power Generation (20x Kool-Aid pack 1) before they can be made.

  • Burner drills and inserters now benefit from fuel acceleration bonuses.

  • Offshore pumps will occasionally get jammed with fish, which must be manually removed by the player.

  • Added a Kool-Aid pack 3 tier research, 'Automated Fish Removal', which allow for inserters to remove fish from jammed offshore pumps.

  • Water is now finite, with one tile providing 500 units of water before it is irreversibly converted into a new tile type, 'Dry Lakebed'. Dry lakebed still requires the use of landfill before entities can be built on it.

  • Nerfed bot throughput by 20%, to make belt lovers happy.

  • Nerfed belt throughput by 20%, to make bot lovers happy.

  • Nerfed train throughput by 20%, to keep it fair for all parties involved.

  • Buffed throughput of bots, belts, and trains by 25%, because why not?

  • Items will now overflow off the ends of backed up belts, and these items are placed on both the ground and nearby belts.

  • Nuclear reactors now explode when they reach 1000 degrees.

  • Construction robots can now carry cliff explosives and will self-destruct near cliffs that are marked for deconstruction.

  • Explosives can now be thrown, and have 75% of a grenade's damage and blast radius.

  • Entities will explode when destroyed if they contain any of the following; Grenade, Cluster Grenade, Explosives, Cliff Explosives, Explosive Cannon Shell, Explosive Rocket, Artillery Shell, or Atomic Bomb. The power of the resultant explosion is equal to the sum of the explosive items inside.

  • Trains will now derail if they make a 90 degree turn, or greater, when travelling in excess of 250 km/h. Any explosives carried by the train will detonate on derailment.

Bugfixes

  • Fixed long-standing bug where biters and spitters were completely unable to swim.
submitted by /u/Burner_Inserter
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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

Just finished my first game

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.

submitted by /u/FatalClutch
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[Suggestion]Rails also have walking speed bonus.

Posted: 01 Apr 2018 01:37 AM PDT

That would be great, and increase player death. AAAAHAHHAHAHAHAHAAAA

submitted by /u/sir_ramen
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I thought my vanilla bases were spaghetti but then I tried Seablock..

Posted: 01 Apr 2018 07:41 AM PDT

Redmew - "Newbies Welcome" Deathworld MMO - Open Multiplayer

Posted: 01 Apr 2018 09:38 AM PDT

Album of screen shots from my Xander Mod saves.

Posted: 01 Apr 2018 06:22 PM PDT

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

[Suggestion] End game tank attachment. Making an afternoon drive even more enjoyable.

Posted: 01 Apr 2018 06:39 PM PDT

Celebrating Easter With My Family

Posted: 01 Apr 2018 05:32 AM PDT

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

submitted by /u/paco7748
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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 later... never.

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 --

March 2017 - Results

April 2017 - Results

May 2017 - Results

June 2017 - Results

July 2017 - Results

August 2017 - Results

September 2017 - Results

October 2017 - Results

November 2017 - Results

December 2017 - Results

-- 2018 --

January-February 2018 - Results

March 2018 - Results

submitted by /u/ChaosBeing
[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.

submitted by /u/ooterness
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Pyanodon - no mining!

Posted: 01 Apr 2018 09:55 AM PDT

Nice bob setup?

Posted: 01 Apr 2018 04:39 PM PDT

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.

submitted by /u/YouGotDoddified
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My steam engines are lazy

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?

submitted by /u/diablek
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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?

submitted by /u/Illiander
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