Factorio Factorio Community Map - March 2020 |
- Factorio Community Map - March 2020
- the biters killed 3 of my beloved personal robots this meant war here is the aftermath of the massacre rest in peace number 4
- I'm on my first playthrough... shocked to find my logistic network has become the avatar of a whimsical elephant god
- That moment when you are actually considering moving your whole base 2 tiles to the right. :|
- Auto Building Outpost (from Space Exp + Krastorio Run)
- This may be the best spawn I will ever have
- 21600 Steel/min Outpost that looks like a TIE Fighter
- Moving Stations
- [AUS] Not necessarily new, but casual player, looking to take things further.
- Request: can cars moving slowly do no damage?
- Lazy Bastard craft counter
- All of the sharp dips in power are all the times i crashed my car into the exact same power pole connecting the top half of my base to the bottom half
- Looking for a “brave new World part 2”
- Transitioning to megabase, looking for red circuit blueprint
- First steps to automate the construction of mining and on-site smelting outposts
- My first time playing it
- Factorio Community Map Results - January-February 2020
- My base before easier oil handling and production. I restarted since i didn't want to rework all those pipes.
- Vanilla train improvements?
Factorio Community Map - March 2020 Posted: 01 Mar 2020 01:21 PM PST 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 After starting the year off with a bang, it's always good to take a break and play a slower game. So as usual, I'll be making a breather map for everyone to take a break on and experiment with, and maybe let some new players join in without instantly throwing them into the murkiest depths of the deep end. (Though if you've already read the results thread like good boys and girls it should sound like I'm repeating myself, so I'll stop there.) Playing with some of the terrain settings lead to a cool looking series of island blobs and strips, and I immediately knew that was the seed I was picking. It should be fun to play around with. Don't take my word for it though, see for yourself! Exchange string: What your starting area should look like: https://i.imgur.com/0E6eBcq.jpg That's about it from me. I tweaked just about every setting there is to make the game just slightly easier, but it won't be anything you'll really notice. The hardest part of this map will probably just be finding enough flat, wide open space to put your mega malls and furnaces rather than facing off with biters or resource shortages. Have at it, and let me know what you think! 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 button just above play labelled "Import map exchange string" - the icon looks lik a little arrow going into a tray/bucket. Just copy the exchange string above and paste it into the box that comes up when you press that button. Press confirm, and 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 run into any issues 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 0.18.9.) 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! 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. For example, if one person's playing vanilla and someone else is playing with Bob's mods, even if they use the same seed and map settings you still couldn't very well say they were playing the same game, and the way they'd play would differ enormously. On the other hand, playing with 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, aren't going to change the way you solve problems or the kinds of problems you'll face themselves. As such, these sorts of mods are perfectly fine, even if some people are playing with them and some people aren't. 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. I've decided to put together a list of these optional mods that I think are ok to use on any map below. The list is by no means comprehensive; it simply serves as an example of the sorts of mods that should be fine. Optional Mods Note: I can't imagine 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 -- 2019 -- January-February 2019 - Results -- 2020 -- [link] [comments] | ||
Posted: 01 Mar 2020 11:36 PM PST
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Posted: 01 Mar 2020 05:52 PM PST
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That moment when you are actually considering moving your whole base 2 tiles to the right. :| Posted: 01 Mar 2020 07:08 PM PST
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Auto Building Outpost (from Space Exp + Krastorio Run) Posted: 02 Mar 2020 04:37 AM PST My friend and I designed an outpost that you place the blueprint down summon the train and the train auto-builds all the required components, and even auto-starts the turbines so no main-power is needed, its fully self sufficient and kick starts itself once the train arrives. this is only possible due to mods ( that i know of) blueprint: https://pastebin.com/q0S1LJSA [link] [comments] | ||
This may be the best spawn I will ever have Posted: 01 Mar 2020 11:23 AM PST
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21600 Steel/min Outpost that looks like a TIE Fighter Posted: 01 Mar 2020 01:43 PM PST
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Posted: 02 Mar 2020 03:15 AM PST Is there a trick how to easily move a loading or unloading station? I have recently "upgraded" my standard stations design after realizing some flaws in the earlier one that made them prone to deadlocking with more than two trains, but upgrading would require me to move several stations that are stocked to the ceiling with products/ressources. Is there any trick or tipp or best practice on how to handle that situation? My solution so far: Create storage chests with the items as filter and a single item nearby and as many drone ports as possible, disable the station, replace steel chests in the station with active provider chests and mark those for destruction after they are mostly empty, one after the other to utilize both logi and construction bots. But now I have just too many of the items in my logistic storage, which isn't great in itself. [link] [comments] | ||
[AUS] Not necessarily new, but casual player, looking to take things further. Posted: 01 Mar 2020 11:25 PM PST Hey, I was just wondering if there was anyone who is either around my level of experience (not new, but at the same time, never spent enough time delving into the deeper stuff) or who would be willing to start again, and take things at a leisurely pace, while I learn the game. Thank you! [link] [comments] | ||
Request: can cars moving slowly do no damage? Posted: 02 Mar 2020 07:56 AM PST I'm a perfectionist when it comes to repairing my items. If there's 1 damage, I will repair it. So I wish that if cars were moving slow enough (maybe under 15-30 kph) they would do no damage. Anyone else? [link] [comments] | ||
Posted: 02 Mar 2020 07:53 AM PST I am planning on trying a lazy bastard run and have been doing some initial testing to plan the early game. As I was doing so I realized how hard it is to keep track of how many items I have crafted. Is there a mod to add a simple count of how many items have been handcrafted? Also, this would not be a bad thing in the base game but might be superfluous. Edit: Thanks for your help! Never realized you could pin an achievement. [link] [comments] | ||
Posted: 01 Mar 2020 12:16 PM PST
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Looking for a “brave new World part 2” Posted: 02 Mar 2020 07:20 AM PST Ive been playing the scenario BNW, iam now looking for somthing with the same start or a upgraded version, so somthing like BNW with robots to start with and no charcter to run around with. Anyone got a idea for a scenario ? [link] [comments] | ||
Transitioning to megabase, looking for red circuit blueprint Posted: 02 Mar 2020 07:14 AM PST What's your go-to blueprint for red circuit production? Bots, belts, doesn't matter. I'm using an old one I got from FactorioPrints two years ago and I'm sure there's some better ones. [link] [comments] | ||
First steps to automate the construction of mining and on-site smelting outposts Posted: 01 Mar 2020 12:53 PM PST
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Posted: 01 Mar 2020 12:46 PM PST
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Factorio Community Map Results - January-February 2020 Posted: 01 Mar 2020 12:31 PM PST Time's Up Hands off the keyboard! Another month has come to a close, and it's time to share whatever you've got done with the rest of us! Did you finish everything you would have liked to this time around, or did you wind up still having a few big, unfinished plans? Run into any particular issues, or were you pumping those rockets out like nobody's business? Here's the place to share your stories, screenshots, saves, or whatever else you've got! This Month 2020's first map has come to a close! ...We all officially live in the future now. I have to wonder how many people have started a Bob's/Angel's run at this point, seen all of the stuff they'd have to do and noped out? It's got to be a pretty fair percentage. I know the only thing that got me through my first run was determination and wanting to see what crazy processing chain I'd have to create next. Good times~ Well, you guys know the drill by now. How'd your game go? Anything you would've done differently looking back on it? I'm looking forward to diving through all of your screenshots and saves, so let me at 'em! Next Month Following the unwritten law of monthly map complexity, I'll be making a pretty tame vanilla world for March. If you're a newcomer to Factorio or the monthly maps, this will probably be a good map for a first try. Don't be afraid to ask for a hand if you need one either - we're ready and happy to optimize you into a lean mean factory creating machine. This will also be our first map on the 0.18 release! The graphical and audio improvements are pretty great, and I'm excited to be able to play with them now. On that note, I haven't actually started on that new map, but it's going to be a pretty calm map so it shouldn't take too long to whip up. I should go do that... Well, while I get on that, how about you guys get on the comment section and let me know what you thought of that last map. Any suggestions for future maps are also always appreciated, so leave any ideas below! Previous Threads -- 2019 -- January-February 2019 - Results -- 2020 -- January-February 2020 - Results [link] [comments] | ||
Posted: 01 Mar 2020 09:59 AM PST
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Posted: 01 Mar 2020 01:30 PM PST Anyone know if there are any plans to make smart train networks in vanilla a little less of a hassle? I've set up very simple networks without much trouble, but the larger your train system gets, and the more depots you have, it gets confusing fast if you aren't a whiz with circuits. It would be pretty cool to have some advanced research projects to build smart rail systems. And, yes, I'm aware of LTN. I will probably try it out on my current save, just wondered about vanilla. [link] [comments] |
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