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    Factorio Factorio Community Map - May 2020

    Factorio Factorio Community Map - May 2020


    Factorio Community Map - May 2020

    Posted: 01 May 2020 02:13 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


    April 2020 Results


    The Community Map


    Wow, this month went by way faster than March. I could hardly believe it a few days ago when I realized it was nearly the end of April!

    If you missed the results thread, the TL;DR version is I think I'll be sticking with small-to-mid sized mods to give the maps a twist and a little longevity, while not being completely inhospitable to newer players. On that note...

    Required mods:

    Rocket-Silo Construction

    Transport Drones

    Optional Mods:

    Shortwave

    Autodrive - Requires Shortwave

    Steam Trains - Requires Fluid Trains

    Renai Transportation

    Exchange string:

    >>>eNp1Ur9rFEEUfpPzyHqCHHIIgsYrUkU2xCQiHHIzFiKCWvkH5HZv Tgf2di6zu0Ui4hUphTRptElaL5BesAjYGFAQbbSLaGEhcqJYCee8nZ2 99TQP3tvvve/9mpkFOAWngQDsDgZNAMacY75sBdqj2qP4rfiy1+PKlY oXw8d9lbS5K0WabJg+rfCQd9dcrxVxTDTap45QMpzsUI5iGf4diRXn0 e5gLu93IlGtUCRdW2vjQJbXb0J/YybV0UOoj0aoGh0CpAqkn2YTHctk 6pwvw1jJwI14HIvwbqMrRRQnijc80YqchfmlBRT3yLSO4qsJD/21Rjc JYtELBFe67PIlLCv7geh0AOpXAYZa9ykh5H5t7/rH9S1KzArzLAPDLL Lv2cgNC26zI6lZC5YLfZZS+VEAZmisR2RZDhsDQ24gScidz9XVaO6gS X4//f72lrdCycVrtW/Dxb2mJh28xancPHmM8sweBWzPQ5pRHyh5/Qrl KyXTWFFF0/O0WXlf0u5JjXYeaVM/C3a1pm1TY6STyi97kk8WvKOT59A XcQWbz6B5iaYMeUvczEC2yQg7b9kz4xRdvwjFHdrjEx7YsS8K8ycW+f chiueYiMyy/zxDBQe2c/OllG+j7/PNtPXYNiMlBJj1U8eMh4xtZb5VZ gnzW8DzCw/u/QHpHNai<<< 

    What your starting area should look like: https://i.imgur.com/OEIxdKA.png

    As for the actual map itself, I went with nearly zero lakes (but a massive ocean) which is pretty unusual. I haven't made a a wide open plain type map in a long time, so megabase builders rejoice! (I totally didn't do this on purpose with certain mods in mind or anything.) I left most of the settings pretty near default, with minor tweaks to resources and I made the biters slightly less prevalent.

    Let's see, anything else... Well! If you have any more interesting mods to recommend let me know below, and let the building begin!


    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 like 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 0.18.22.)


    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!

    Good old /u/Galapagon is at it again! There's a server for May up and running as we speak. You can find more details on his post below, so be sure to stop in and say hi!


    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.

    Armor Plating

    Atomic Artillery

    Auto Deconstruct

    Automatic Fill

    Auto-Blueprintify Text

    Better Icons

    Bottleneck

    Cardinal

    Chem Flip

    Clock

    Color Coding

    Credo Time Lapse Mod up to 0.18

    Dirt Path Redux

    Ekusplosion

    Enhanced Map Colors

    Even Distribution

    EvoGUI

    FactorioMaps Timelapse

    Factorio NEI

    FARL

    FNEI

    Foreman

    Gah! DarnItWater!

    Helmod

    Long Reach

    LTN - Logistics Train Network

    Manual Inventory Sorting

    Max Rate Calculator

    Module Inserter

    Nanobots: Early Bots

    Natural Tree Expansion Reloaded

    Nixie Tubes

    Orphan Finder

    Picker Extended Version

    Quick Item Swap

    RadarPlus For RSO

    Recursive Blueprints

    Recursive Blueprints Extended

    Remove Mod Names

    Rewire Tool

    Sensible Station Names

    Shortwave

    Slower Quickreplace

    Squeak Through

    The FAT Controller

    There Is My Ghost

    Train Supply Manager (TSM)

    Undergound Indicators

    Unminable Robots

    VehicleSnap

    WaiTex

    What is it really used for?

    YARM


    Previous Threads


    -- 2019 --

    April 2019 - Results

    May 2019 - Results

    June 2019 - Results

    July 2019 - Results

    August 2019 - Results

    September-October - Results

    November 2019 - Results

    December 2019 - Results

    -- 2020 --

    January-February 2020 - Results

    March 2020 - Results

    April 2020 - Results

    submitted by /u/ChaosBeing
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    Circuit based output balancer

    Posted: 02 May 2020 02:43 AM PDT

    Play the way you want, not the way you see others play.

    Posted: 01 May 2020 08:41 PM PDT

    When I first started playing I was always intimidated by the community for absolutely no reason, messing with the starting settings felt like blasphemy, as if playing on default is the only way you can be a real engineer.

    Biters were always ruining the fun for me, but instead of completely turning them off, I set the starting area to 200% and the time factor of evolution to zero. That way the biters only evolve when the pollution cloud hits them, it made the game much more balanced and enjoyable for me, more focus on building, with the tower defense aspect of it a little less annoying.

    Just thought I'd share this for any newbie struggling with the game.

    The settings are there, tweak as you will. Can't keep up with the biters after a while? Disable evolution. Resources keep depleting and you're not really into setting up train outposts? What's wrong with you! But yeah you can change that too.

    Bottom line is, it's YOUR game. Nobody in the community will judge you for playing the way you see most fit. After all, if you're not having fun, what's the point of even playing?

    submitted by /u/Rolph133
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    The factorio paradox

    Posted: 01 May 2020 08:02 PM PDT

    Guess i have to walk

    Posted: 02 May 2020 12:32 AM PDT

    Frostorio Mod Idea

    Posted: 01 May 2020 08:38 PM PDT

    Introduction:

    Winter is coming. The pollution, caused by the factory, reacted with the planets atmosphere in unexpected ways. The result was a massive drop in temperature. First it was just snow, but as the pollution increased further, so did the cold. Meter thick sheets of ice now cover the surface. The planet's biosphere has completely collapsed. Only the factory remains as the last sign of life. Long rows of boilers work day and night to keep the could at bay. A seemingly endless amount of steam pipes weave through the machinery, emitting the essential heat from the boilers. From all over, long trains plow through the snow towards the factory. Transporting oil from almost dried up wells, to be refined into fuel. The last coal vein depleted a long time ago. How many more days will it take for all to be frozen over.

    Basic Concept

    As the sum of all chunk pollution values increases, the global temperature level decreases. This results in tiles first being covered in snow, then ice. To stop the world from completely freezing over, the player can use heat emitting buildings to establish a frost free area. Such buildings could be:

    Furnaces

    Boilers/Heat exchangers

    Reactors

    Pipes filled with steam/heat pipes

    Laser turrets?

    Without heat, the machinery will freeze over and cease functioning.

    Implementation

    Temperature

    The global temperature T could be calculated by taking a starting temperature Ts. Then subtract the global pollution P, multiplied by FT (Factor for deciding how much pollution is worth one temperature unit)

    Formular: T=TS-P*FT

    When T is below 0, snow can appear.

    For snow to appear on a tile, the temperature of said tile TT must be below 0

    Calculation: TT=T+TH

    TH is the sum of all heat sources affecting that tile

    Snow

    When a tile can accommodate snow layers, it has a certain probability to be covered by one. This probability can be indirectly proportional to TT. Each tile can accomondate several layers of snow. When TT goes above 0 due to changes in T or TH the snow will start to melt one layer at a time.

    Snow layers can also be mined by hand. Snow can be walked on, however, walking speed will be reduced according to the number of layers. Tiles covered with snow absorb significantly less pollution.

    Ice

    If the number of snow layers reach a certain threshold, the snow will be replaced by ice. Ice can not accommodate structures. Tiles covered with ice absorb practically no polution.

    In the game

    Depending on the starting temperature, the effects on the early game will be minimal as the global Temperature will still be above 0. In the midgame, where the player has the bug problem probably under control, first patches of snow could appear. The player may decide to let spawners absorb more pollution. This will effectively be trading evolution for higher temperatures. Towards the late game, most of the map is covered by snow, with sporadic patches of ice mixed in. By then the player will have dedicated heating complexes and ways of distributing the heat across the factory. At some point the player will be in danger of being trapped in a death spiral, where the heating produces more pollution than the ground can absorb. This would result in a race against the could to launch the rocket before everything comes to a halt.

    Snow and structures

    If a tile accommodates snow and a structure, the snow will have a negative effect on the structure.

    For production buildings (Miners, Assemblers,…) the crafting speed will be reduced.

    Power generating buildings will have reduced power production.

    Spawners will have their spawnrates reduced.

    Ice and structures

    If ice forms on a tile with a structure, the structure will be destroyed. This also goes for spawners/worms.

    Rails and Trains

    Rails can be covered by snow and destroyed by ice like any other structure. However, when a train drives over a tile with snow, the snow will be removed. Additionally, the train will be slowed down according to the number of layers of snow on said tile. This way, long stretches of rail do not have to be heated as long as the traffic is high enough.

    Aliens and the Temperature

    As the aliens are living things, they probably won't react well to a freezing world. As such, when the temperature decreases, the spawnrates will also decrease. Additionally, attack speed and walking speed will also decrease. Spawners will act as heat generators, like boilers and such. However, after a certain drop in global temperature, the spawners heat will not be enough to keep the tile temperature above 0. As such, snow will start covering the spawner and as soon as the firs ice appears, the spawner will be destroyed. Bigger bases could resist lower temperatures as the spawners would heat each other.

    Additional thoughts

    Dedicated snowplow trains just driving along the tracks; sounds nice.

    Tl;dr: Frostpunk but with less amputees and more "WTF where did all my iron plates go?".

    submitted by /u/gwaca
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    Follow up to yesterday's post: 18000 red belts with U-238 and close to 100 U-235, you do the math

    Posted: 02 May 2020 02:47 AM PDT

    Any faster way to load a wagon ? [Krastorio 2+ LTN]

    Posted: 02 May 2020 04:18 AM PDT

    Asked gf to try this game, this is the result after a day of playing

    Posted: 01 May 2020 10:11 PM PDT

    Factorio Timelapse - Vanilla | 4K

    Posted: 02 May 2020 08:06 AM PDT

    Personal logistic switch

    Posted: 02 May 2020 07:36 AM PDT

    Modlist idea (fully thought through)

    Posted: 02 May 2020 05:48 AM PDT

    so I was thinking, "there are so many mods that I always have enabled like bottleneck or factory planner wouldn't it be great if we could have saved modlist?"

    so here is my idea, you know how in the mods page in the game there is that top bar with "manage", "install" and "updates"? what if we could save modlists next to those tabs, they would work similar to the manage tab, just with "base mod" and whatever mods you wanted to put into the list. Then you could choose to enable/disable certain mods or all/none of the mods all at once.

    using a modlist: the functionality of a modlist is identical to the "manage tab" just with a shorter pre-selected mod list to choose from. You can enable/disable individual mods or enable/disable the entire modlist

    creating a modlist: maybe there is a green plus next to the search bar in "manage" which would prompt you to create a name for this modlist and put all enabled mods into that modlist. then you can choose to manage those mods as said above.

    editing a modlist: to edit a mod list would be similar to how to add and remove mods in the manage tab, to remove a mod from a modlist you simply have to click the red trashcan next to changelog for any given mod. To add a mod to a modlist you could have a green plus next to the search bar (like when creating one) which would update the selected modlist with all currently enabled mods. to remove the entire mod list there could be a red trashcan in the top left of the modlist list (opposite to the search bar) and would prompt you if you really want to delete the entire list, click red cancel, or green confirm.

    why a modlist?: I have many mods as I have already said which I deem essential, like bottleneck and factory planner, if you want to use a different set of mods, the fastest way to do that is to disable all mods, then individually select all of them, and sure you would have to do that the first time to create the list, but after you would not have to.

    I do know that there is a "sync mods with save" but then it immediately restarts your game, not allowing you to choose more mods along with it.

    TL:DR: modlists that players can create in the mods tab that contain player chosen mods.

    submitted by /u/Epb7304
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    Is this belt balancer legal?

    Posted: 01 May 2020 02:17 PM PDT

    block with red & green science - 1.5 k/m

    Posted: 02 May 2020 06:28 AM PDT

    My first fully automated factory up to gray science pack

    Posted: 02 May 2020 09:22 AM PDT

    How to import Blueprints in factorio 0.18

    Posted: 02 May 2020 09:18 AM PDT

    I'm playing a map in factorio 0.18 but I can't find where to import the blueprint

    submitted by /u/Thurzinn
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    In-game mini tutorials

    Posted: 02 May 2020 09:01 AM PDT

    I unlocked the tutorial for trains and I want to do it but I can't find it anywhere. Clicking the tutorial button only shows the one about inventory shortcuts and I don't know how to access the others.

    submitted by /u/SirMuffin321
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    Correct way to update headless server?

    Posted: 02 May 2020 01:17 AM PDT

    I have recently started my own headless server (on Debian Linux VPN) for me and a few friends and I am not sure if I am doing everything right, especially when updating the server. Allow me to explain:

    Whenever my client updates (automatically through Steam), I am locked out of my server until I update it too. Fine. I log into my VPN using SSH, I kill the server (using killall -INT factorio, so that it saves before quitting), I download the new binary and unzip it (using my own script) and restart the server.

    And when I do the update, I have no idea if there is someone playing right now (who is then unceremoniously kicked by the update and has to update HIS client before playing again) because I cannot log in as a player (because my client is already updated and incompatible with server).

    So, my question is: Is this the correct way to update the headless server, or am I missing something important. I have read the sparse documentation and I am not sure about some things, specifically:

    1) Is there a way to update the server fully automatically, without running Linux scripts?

    2) Is there a way to detect if there are people playing on my headless server (without having to connect to the server from the compatible)? Or any sort of API to get other statistics from the running headless server? I am currently doing this using my script that watches the factorio process processor load.

    3) Is there a way to detect when the new Factorio server update is available (i.e. easier way than writing a bot that watches the official site or the Discord channel)?

    submitted by /u/fuxoft
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    I'm intimidated by how many mods there are. I like to play the base game on peaceful and I like to not get too lost in numbers but maybe some quality of life changes. Tips appreciated!

    Posted: 02 May 2020 08:28 AM PDT

    See title.

    Many mods look to me to do or add things I don't even fully have time or braincells to understand.
    For example, the science per minute (SPM) thing is something I've never even thought about.

    How many stuff do I need of stuff? A little, A lot or a fuckton.
    These are my 3 units of measurement and make the game enjoyable for me because I constantly have to navigate my own imperfect chaos spaghetti. Fires to put out everywhere.

    Anyways, with that in mind, I am open to some quality of life improvements. I've heard something for drones being possible on vehicles so that for example a railway could construct itself ? I'd be interested in stuff like that.

    Any and all tips welcome :) Feel free to suggest me to play the game a different way, just make sure to include a reason. I don't care to hear 'you're playing the game wrong' because there is no wrong way to play.

    submitted by /u/EldraziKlap
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    Fresh Spaghetti

    Posted: 01 May 2020 06:51 PM PDT

    Finally. I have solved the Factorio liquids and gasses. You must use the "FullFlowPipe" as your main pipeline. Pure vanilla item. There is small downside, it uses electricity, but thankfully not mutch. Plastic subfactory in picture. Disclaimer: "FullFlowPipe" is registered trademark by MegaRullNokk.

    Posted: 01 May 2020 12:52 PM PDT

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