Factorio Factorio Community Map - July 2020 |
- Factorio Community Map - July 2020
- Official Names of Things vs. What I Call Them When I'm Talking to Myself at 3:00am
- Factorio timelapse- krastario 2
- Does this game get harder with its enemies?
- Turbine Dynamics Piano Cover
- Is there better way to handle train clones on same rail network
- Mods similar to Maxrate, but shows real time, actual production?
- Moduled Oil Ratio
- 1 full blue belt nuclear fuel steam power
- Can anyone tell me what does this message mean and how to fix it? I was playing a new map with kraztorio 2, mining drones, far reach, and even distribution. i had just finished my furnace setup and went to check on to the rest of the factory when this message hit me...
- Blink's Space Science - 500 science per minute!
- Minimise belt space
- Automation Piano Cover
- Can i reset my factorio ground texture ?
- Everywhere I've read says you can make iron chests from the very start of the game, but it's not showing in my crafting menu? Anyone know why?
- Just finished the game for the first time on my third attempt. Any tips for my fourth?
- AngelBoB - Most efficient/simplest plate production pre-blue science?
- Mod recommendations
- Different tier heatpipes in Bobs mod
- Help me find a blueprint?
- Advanced Oil - Everything You Need
- Is there a disincentive for mods?
- How the heck are you meant reliable have nuclear energy?
- these strange train behavior
Factorio Community Map - July 2020 Posted: 01 Jul 2020 04:12 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 Time for the Factorio equivalent of taking a deep breath. No required mods, no endless seas of red, plentiful resources, and all the green grass and clear water you could ever want to fill with millions of tons of pollution. We're headed to the promised land. ... Because I promised. Remember? Exchange string: What your starting area should look like: https://i.imgur.com/GagwoUz.jpg This makes the perfect map for trying out new builds or play styles. Set challenges for yourself. Goals. Hey, post some challenges for other people if you want! This is about as chill as Factorio gets, so have fun with it! Also, congrats to the Construction Drones mod, which has found itself a permanent spot on the optional mods list. I will always remember your brave sacrifices on the previous map before I found out you could toggle them on and off just like your regular construction bots. 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 0.18.34.) 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! /u/Galapagon has come through once again with the multiplayer server! Many thanks as always. Everyone should go take a look at his post here for more details. 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. Credo Time Lapse Mod up to 0.18 Natural Tree Expansion Reloaded Previous Threads -- 2019 -- -- 2020 -- [link] [comments] | ||
Official Names of Things vs. What I Call Them When I'm Talking to Myself at 3:00am Posted: 02 Jul 2020 07:06 AM PDT
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Factorio timelapse- krastario 2 Posted: 02 Jul 2020 06:28 AM PDT
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Does this game get harder with its enemies? Posted: 02 Jul 2020 05:18 AM PDT I just started out on normal difficulty (didn't change any modifications) and I'm finding the game a bit easy, with enemy camps far off from my base. I'm just wondering if the game gets harder or if this game's base difficulty is easy with respect to the enemies. [link] [comments] | ||
Posted: 02 Jul 2020 06:50 AM PDT A little bit harder than the other one. I think turbine dynamics and automation is the only ones that has melodies in them than the other ones in the soundtrack. Thank you for listening. [link] [comments] | ||
Is there better way to handle train clones on same rail network Posted: 02 Jul 2020 06:13 AM PDT Hi and sorry for the confusing title, I'm talking about having two trains with the same schedule going to two train stops with same name, on the same train network Like in this image: https://i.imgur.com/8FfElv3.png I have a tileable base with 1 input train of each resource, but the trains get jammed all the time (they eventually, sometimes, "unjam" themselfs) The base (100 SPM): https://i.imgur.com/WJTAWql.png How can I ensure that two trains don't ever chose the same destination after refill? Is this even possible, or do I have to change the train stop names and enumerate them? (which I'm trying to avoid) [link] [comments] | ||
Mods similar to Maxrate, but shows real time, actual production? Posted: 02 Jul 2020 04:44 AM PDT Basically title - or a belt throughput counter. I'd like to be able to select a group of machines and see what their output is and be able to compare it to another set. I know I can set things up in a creative map, but the production window isn't as precise as I'd like. I also know what the setup is technically capable of (unsure if my solution can reach it), but I'm trying to judge if a slightly out of ratio setup is preferable to an unwieldy, belt spaghetti layout. I'd also prefer to not have to use circuits for a belt counter unless there is a mod that can do it. It seems that https://mods.factorio.com/mod/EfficienSee might have done it, but it's not supported in .18. [link] [comments] | ||
Posted: 02 Jul 2020 05:41 AM PDT So, I wanted to find out the ratio of refineries to heavy cracking to light cracking, using the hypothetical maximum beacons around each chemical plant and refinery(12 beacons for chemical plant, 16 beacons for refinery, all with 2 speed3 modules), in addition to 3 prod3 modules in each building. Turns out, this is HARD math! Thus far, I have figured out the production per second and demand per second of each building, but I am a bit stumped on finding the perfect ratio(yes, I know a perfect ratio will be a massive number, but I wanted to find it anyways). I posted the problem on a math fourm, but I didn't find anyone that would solve it. Here is a link to what I posted on that fourm: https://math.stackexchange.com/questions/3741672/advanced-ratio-problem And to translate it into Factorio terms, factory X is an oil refinery, factory Y is a chemical plant cracking heavy oil, factory Z is a chemical plant cracking light oil, H is heavy oil, L is light oil, and G is petroleum gas. I am assuming that I can supply unlimited crude oil and water, and the goal is to crack everything into petroleum gas without any surplus of heavy oil or light oil. As stated before, I did the math on how much heavy, light, and gas is consumed/produced per second, so see the above link for those numbers. If anyone knows how to solve this problem, I would love a detailed explanation of the solution! Thank you in advance! EDIT: Another assumption I am making, which I should note, is that I will have infinite consumption of the resultant petroleum gas, that way there should be no backing up of any products. EDIT: In case you don't want to go to the link, here is a rundown of the math I have done thus far. Refinery produces 55.575 heavy/s, 100.035 light/s, 122.265 gas/s Heavy cracking consumes 131 heavy/s and produces 127.725 light/s Light cracking consumes 98.25 light/s and produces 65.5 gas/s EDIT: At the time of writing this, mm177 has come up with the closest ratio to the perfect ratio yet. 0.000000000088752720331681537543048644709316% is the calculated percent error. Power to anyone who thinks they can do better, but I would like to tip my hat to mm177 for absolutely smashing the 2nd best result of 0.0573% error. Thanks to all of you for your effort, and thanks to Factorio devs for giving math nerds like us a way to shine in the video game community! EDIT: This is my last and final edit. Baloroth has officially been the first on this thread to find the perfect ratio of 52400:22230:82251, which has much smaller numbers than I would have expected. Feel free to review his math in case you are curious how it was done. Thank you very much, Baloroth! Since this is the correct answer, if not already, please help up-vote Baloroth to the top, so that it can be the first answer seen. [link] [comments] | ||
1 full blue belt nuclear fuel steam power Posted: 02 Jul 2020 07:26 AM PDT
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Posted: 02 Jul 2020 06:11 AM PDT
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Blink's Space Science - 500 science per minute! Posted: 01 Jul 2020 10:36 PM PDT Feeling confident again in my design - so here's my take on space science with an integrated satellite maker! Blueprint string: https://pastebin.com/z8Dqma6L Photo: https://i.imgur.com/7rkHTk4.jpg Would welcome any constructive criticism! [link] [comments] | ||
Posted: 02 Jul 2020 09:59 AM PDT Hey I think I saw a post some time ago how to minimise the place the belts need. But I can not find it anymore. [link] [comments] | ||
Posted: 01 Jul 2020 01:28 PM PDT I learned Automation from the factorio soundtrack, it's really relaxing to play. Take a look if you want! [link] [comments] | ||
Can i reset my factorio ground texture ? Posted: 02 Jul 2020 03:12 AM PDT So i have a save where i installed like 100 mods on and new biomes mods kinda changed the ground texture to serve the mods needs and that's expected. [link] [comments] | ||
Posted: 01 Jul 2020 03:20 PM PDT
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Just finished the game for the first time on my third attempt. Any tips for my fourth? Posted: 01 Jul 2020 07:29 PM PDT
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AngelBoB - Most efficient/simplest plate production pre-blue science? Posted: 02 Jul 2020 05:01 AM PDT What's the most simple and efficient way to produce Cooper/Iron plates is large quantities (60-120/s+) pre blue science? Right now I'm crushing all basic ores (a lot of spare crushed stone waste), but avoid doing single-ore sorting. Instead I'm doing Ferrous and Cupric sorting. That lets me produce no slag, but I still get lots of stone from the crushing itself. So my chain right now is Crush Ore -> Ferrous/Cupric Sorting -> Smelting pure ore into Ingots -> Melting Ingots into liquid metal -> Make plates from liquid metal. Any advices here, or am I already doing it right? [link] [comments] | ||
Posted: 02 Jul 2020 03:26 AM PDT I just finished Krastorio 2 and I am looking for something else to try out as im not in the burn out stage yet I have already done Angels + bobs with space x [link] [comments] | ||
Different tier heatpipes in Bobs mod Posted: 02 Jul 2020 10:10 AM PDT What's the difference between the different tiers of heat pipes in bobs mod? Do you need the higher tiers for higher temperatures? [link] [comments] | ||
Posted: 01 Jul 2020 11:49 PM PDT So some while back I saw a very early factory setup made with 4~5? assembly machines where you changed the recipe in one machine and the other machines fed it the stuff it needed.. I thought I saved the post but can't seem to find it. Can anyone help me with finding that post or blueprint? [link] [comments] | ||
Advanced Oil - Everything You Need Posted: 02 Jul 2020 08:15 AM PDT This is a blueprint I made awhile back that I recently posted online. I find it super helpful, since once you build it, it will cover all of your major oil needs all the way to launching your first(or more) rocket(s)! It has the perfect ratios for unmoduled oil processing, plus has the proper ratios to completely consume each of the output products. It has smart cracking, so it won't crack heavy into light unless lube tank is about full, and won't crack light into gas unless rocket fuel is completely backed up. It also has a steam plant to act as a built in pressure relief, by turning excesses gas into solid fuel and burning it into power. I may be designing a similar one using a beaconed setup, but in another post I made, I think it may be near impossible to get it "perfect," since I have a literal trillion refineries thus far and still have yet to calculate a perfect ratio lol. Hope you find the blueprint useful! https://factorioprints.com/view/-MB4splFdr0O9FBv1UXL [link] [comments] | ||
Is there a disincentive for mods? Posted: 01 Jul 2020 10:17 PM PDT Cities: Skylines disables achievements, Minecraft I see a lot of creative mode mods. [link] [comments] | ||
How the heck are you meant reliable have nuclear energy? Posted: 01 Jul 2020 04:05 PM PDT I've been excited about trying out nuclear energy for ages now, but it seems impossible. According to my sources best you get is a 1% chance to produce one t38 bright green fuel thing to turn into just 10 cells. Even with a production increasement, that lasts for no more than 200 seconds. How the heck is any of this useable in any quantity? [link] [comments] | ||
Posted: 02 Jul 2020 12:16 AM PDT
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