Factorio Factorio Monthly Community Map - July 2018


Factorio Monthly Community Map - July 2018

Posted: 01 Jul 2018 04:36 PM 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.)


Last Month's Results


June 2018 Results


The Community Map


So I've been trying to decide between two different kinds of "balanced but difficult" changes I could make to a map, and that usually comes down to tweaking biters. But it's not quite as easy as just cranking up the density; You don't want the map to become a literal sea of red because then it just becomes a slog to get through all of them (at least until you get artillery, then it's pretty great). Another idea I had was to thin them out, but increase their spreading. This idea kind of works, but then it requires a lot more manual repairing and ammo filling early game as well, which I wouldn't be terribly fond of either. It would be more difficult, sure, but that's not really the kind of difficulty I was looking for.

So finally I came up with this combination of settings: Slightly denser, more quickly expanding biters, with extra sensitivity to pollution, combined with the largest starting area size possible. Now, if you've never tried the very large starting size, here's a spoiler: It's very large. Anyone should have plenty of time to research and build up their defenses, there won't be any need to expand into biter territory for a fair bit, but by that point the biters will be ready to flood in.

As long as everything goes according to plan of course. Maybe it'll just become a horrible death world? Who knows~

Exchange string:

>>>eNpjYBBgMGZgYGBi4WFJzk/MYWJh4UrOLyhILdLNL0plYmLhTC4q TUnVzc/MYWFiZktJLU4tKmFiZmZJySwqYWZm5krNS82t1E1KLE5lYWF lTS9KLC4GCnNkFuXnQU1gKU7MSwFqYS0uyc8DCbCWFKWmFjOzsHCXFi XmZZbmghQCNTEwBt3lYmhokQPj//UMBv//gzCQdQHoRBAGAlYGRqAAD LAm52SmpTEwLHAEYUZGxlMpRjN91BbbM0Lk9RwYb+SYzT6bJu8AEYnY DWU8aHVgvPO2bPfddYuhIh2HoQyH+Q6MwStDtKZ2dcBE+h0YjcHgsz2 CUS2yzv1hVQnQLqhtHA4IBkSyBSTJyKj8+3b8ruxddoy7wh3OrbMIt2 dcYfNcUUDrkx1QkgWogZEJTsyaCQI7YT5ggJn5wB4qddOe8ewZEHhjD 9GhDCL4CoDE3A9A6wT4gKwFPUBCQYYB5jQ7mDEiDoxpYPAN5pPHMMZl e3R/qDgw2oAMlwMRJ0AEKwPcSKDLGKHMSAeIhCRCFqjViAHZ+hSE507 CbDyMZDWaG1RgbjBxwOIFNBEVpIDnAtmTAideMMMdAQzBC+wwnkO9Az MDAnyw9+G5FwsASkiaJA==<<< 

What your starting area should look like:

https://i.imgur.com/YdfYYlV.png

You're gonna need a bigger turret.


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 0.16.51.)


Let's Players


If you are a streamer or 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 community maps. Make sure to check out their sub and their Discord to stay up to date with them.


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.

Auto Deconstruct

Autofill

Auto Research

Better Icons

Bottleneck

Cardinal

Chem Flip

Clock

Color Coding

CredoTimeLapseMod

Dirt Path

Enhanced Map Colors

Even Distribution

EvoGUI

Factorio NEI

FARL

Foreman

Gah! DarnItWater!

Google Maps Factorio Style

Helmod

Laser Beam Turret

Long Reach

Manual Inventory Sorting

Max Rate Calculator

Module Inserter

Nanobots: Early Bots

Natural Tree Expansion Reloaded

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

There Is My Ghost

Undergound Indicators

Upgrade Builder And Planner

VehicleSnap

WaiTex

What is it really used for?

YARM


Previous Threads


-- 2017 --

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

April 2018 - Results

May 2018 - Results

June 2018 - Results

submitted by /u/ChaosBeing
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Herding 101

Posted: 08 Jul 2018 01:13 PM PDT

The joy of finally seeing a huge production line you've been working on coming to life

Posted: 08 Jul 2018 10:17 AM PDT

Yeah that sounds about right.

Posted: 07 Jul 2018 10:04 PM PDT

Concrete and brick allows you to easily do good looking decorations

Posted: 08 Jul 2018 02:40 PM PDT

I'm low on space on my island map, so I handled all Kovarex processing inside the train turnaround loop

Posted: 08 Jul 2018 10:01 AM PDT

The Grid, now with digital lakes!

Posted: 08 Jul 2018 01:57 AM PDT

Bulk remote solar placement (Image heavy)

Posted: 08 Jul 2018 11:30 AM PDT

First victory

Posted: 08 Jul 2018 08:32 AM PDT

Beaconed Robot frames assembly.

Posted: 08 Jul 2018 03:48 PM PDT

Launched my first rocket!

Posted: 08 Jul 2018 02:56 PM PDT

500 Hour Sea Block map with LTN and City Blocks

Posted: 08 Jul 2018 06:29 AM PDT

I have recently completed my rather long running streaming series on YouTube for my Factorio Sea Block base and a lot of people have requested a base review and tour.

The concept of the base is to have City Blocks produce single products and to communicate with each other through Logistic Train Network (LTN).

I have created a base review episode to explain and show the base: https://youtu.be/8w4ysrzEVb4

The base is also available as a Google map courtesy of /u/Geostyx hosting it https://factoriomaps.com/user/Nilaus/S21/2018-07-02-FINAL/index.html

If anyone have hundreds of hours to waste then the entire playlist is of course also available :) https://www.youtube.com/watch?v=jIIZM5JZpik&index=2&list=PLV3rF--heRVtVaX6YnSB2Lcp0zCmca_1c

submitted by /u/ChristianNilaus
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I heard you like Spaghetti. I staggered my way to a launch in this first factory.

Posted: 08 Jul 2018 04:00 PM PDT

The enable/disable all mods button is screwing me over so often. Can we have something like this?

Posted: 08 Jul 2018 11:36 AM PDT

A new mod for Sea Block games (+ a good seed to start with)

Posted: 08 Jul 2018 04:46 PM PDT

The mod pack I'm talking about can be found here.

https://mods.factorio.com/mod/seablock-mining

The short version is that this allows you to benefit from mining productivity research when you're producing ores. It doesn't have any other effects on the progression of the game, but it does give you another way to advance, by reducing how much mineral sludge you need to produce.

As for the seed, I happened to find one that has eight desert trees within the starting area, which should give you a huge boost in your ability to produce power in the early game. Consider it a consolation prize if you don't like the mod. The seed is 1724653274. Map exchange string:

>>>eNpjYBBgMGZgYGBmZuRKzUvNrdRNSixOZWZmZmC8JXcmraFFjgGE /9czGPz/D8JA1gWgehAGaWNgBArAAGtyTmZaGgODgiMIMzIwVousc39 YNcWeESKv5wBlfICKROyGijxohTIiVkMZHYehDIf5MEY9jNHvwGgMBp /tEQyIXSVAk6GWcDggGBDJFrAkY+/brQu+H7tgx/hn5cdLvkkJ9oyZs qG+AqXv7YCS7EANjExwYtZMENgJ8wEDzMwH9lCpm/aMZ8+AwBt7RlaQ DhEQ4WABJA54A4NHgA/IWtADJBRkGGBOs4MZI+LAmAYG32A+eQxjXLZ H94eKA6MNyHA5EHECRIAthLuMEcqMdIBISCJkgVqNGJCtT0F47iTMxs NIVqO5QQXmBhMHLF5AE1FBCngukD0pcOIFM9wRwBC8wA7jAeOWmQEBP tg7zrr9EAB7oHXu<<< 
submitted by /u/minno
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They're setting up an ambush

Posted: 08 Jul 2018 08:01 PM PDT

Uses for cluster grenades?

Posted: 08 Jul 2018 12:19 PM PDT

I have never made cluster grenades, I'm wondering if anyone has found a good use for them.

submitted by /u/skraaaaa
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How can I undo this mistake?

Posted: 08 Jul 2018 03:45 PM PDT

I spent 2 hours planning my red circuit factory and the trains to feed it, only to discover that loaders can't load between trains and chests. Back to the drawing board I guess...

Posted: 08 Jul 2018 03:02 PM PDT

Unclear on what to do next in first world

Posted: 08 Jul 2018 07:31 AM PDT

Unclear on what to do next in first world

So far in my first world I am mining copper iron and coal, I have automated red and green science production, automated steel production and red track production (although idk what it's used for I just thought I might need it later). When I was getting auto red and green science it felt like I had a goal, now I am unsure what my next goal should be and how to progress the game, so, to you more experienced players, what goals do you set yourself early on? What should my next move be? What should the move after that be? Thanks a lot!

Edit: Also how come I haven't seen any enemies and nothing has attacked me? I walked pretty far north and still nothing.

My world

submitted by /u/louiesc23
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How to control loading on Automatically moving trains?

Posted: 08 Jul 2018 08:09 PM PDT

I have a train that I wish to load and unload iron plates between them. However, when i switch my train onto automatic, it stops loading them in. Is there any way to stop this?

submitted by /u/nodoxplss
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I create a visual representation of how expensive each science pack is in Seablock.

Posted: 07 Jul 2018 08:26 PM PDT

How many belts of each thing on a main bus for 2 spm?

Posted: 08 Jul 2018 07:22 PM PDT

I'm terrible at maths.

Thats a lie, I actually came second last year, but when it comes to factorio, my brain falls out the window and starts a new life as an icelandic sheep herder. My question is as it is in the title, how many belts of each resource would you need on a main bus for 2k spm. No modules, no beacons. You get to choose what assembling machines. These items would be on the main bus:

  • Iron plates (duh)
  • Copper plates (duh again)
  • Coal
  • Stone bricks
  • Steel
  • Electronic circuits
  • Advanced circuits
  • Processing units

Preferably using red belts, but if the maths works out better for another type of belt feel free to do so.

Or if someone can guide me to how to do the math, or a website that does the math, that would be awesome. In hindsight why would a bunch of strangers do the math for me anyway.

submitted by /u/pygmyrhino990
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