Factorio Factorio Monthly Community Map - July 2018 |
- Factorio Monthly Community Map - July 2018
- Herding 101
- The joy of finally seeing a huge production line you've been working on coming to life
- Yeah that sounds about right.
- Concrete and brick allows you to easily do good looking decorations
- I'm low on space on my island map, so I handled all Kovarex processing inside the train turnaround loop
- The Grid, now with digital lakes!
- Bulk remote solar placement (Image heavy)
- First victory
- Beaconed Robot frames assembly.
- Launched my first rocket!
- 500 Hour Sea Block map with LTN and City Blocks
- I heard you like Spaghetti. I staggered my way to a launch in this first factory.
- The enable/disable all mods button is screwing me over so often. Can we have something like this?
- A new mod for Sea Block games (+ a good seed to start with)
- They're setting up an ambush
- Uses for cluster grenades?
- How can I undo this mistake?
- 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...
- Unclear on what to do next in first world
- How to control loading on Automatically moving trains?
- I create a visual representation of how expensive each science pack is in Seablock.
- How many belts of each thing on a main bus for 2 spm?
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 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: 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. Natural Tree Expansion Reloaded Previous Threads -- 2017 -- -- 2018 -- [link] [comments] | ||
Posted: 08 Jul 2018 01:13 PM PDT
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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
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Posted: 07 Jul 2018 10:04 PM PDT
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Concrete and brick allows you to easily do good looking decorations Posted: 08 Jul 2018 02:40 PM PDT
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Posted: 08 Jul 2018 10:01 AM PDT
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The Grid, now with digital lakes! Posted: 08 Jul 2018 01:57 AM PDT
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Bulk remote solar placement (Image heavy) Posted: 08 Jul 2018 11:30 AM PDT
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Posted: 08 Jul 2018 08:32 AM PDT
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Beaconed Robot frames assembly. Posted: 08 Jul 2018 03:48 PM PDT
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Posted: 08 Jul 2018 02:56 PM PDT
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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 [link] [comments] | ||
I heard you like Spaghetti. I staggered my way to a launch in this first factory. Posted: 08 Jul 2018 04:00 PM PDT
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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
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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: [link] [comments] | ||
Posted: 08 Jul 2018 08:01 PM PDT
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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. [link] [comments] | ||
Posted: 08 Jul 2018 03:45 PM PDT
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Posted: 08 Jul 2018 03:02 PM PDT
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Unclear on what to do next in first world Posted: 08 Jul 2018 07:31 AM PDT
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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? [link] [comments] | ||
I create a visual representation of how expensive each science pack is in Seablock. Posted: 07 Jul 2018 08:26 PM PDT
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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:
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. [link] [comments] |
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