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    Factorio Factorio Community Map - July 2020

    Factorio Factorio Community Map - July 2020


    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


    June 2020 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:

    >>>eNp1Us1rE0EUf5M0NLYgRXIRtIbSk7Clxk+CZEZBRKSC/4HJZiIj m504u3uIHsyhR8WLF73Yqyn0pAdvgYK0UKHoyVvFiweViKIXMc7b2ck uqX3w3v7m/d7nzAIcgQXIAaz3T1KAAS1OubLuAfTwxFBnXNnpcOVIxT HAug+5KmpyRwpvvd9Pg7nP212nUQ+4qYHSo0WhpD9ZoRCE0ufZVoVQc R6YUYAiMxupui+itslNI4G8/HsHeqvzsY4eQHk0QtVoT+eiAunFGUT7 Eskdd6UfKuk5AQ9D4d+utqUIwkjxakPUg+LyUuXsshbnwLCW4ncj7rv dajvyQtHxBFc67RzK+YLriVYLoHxJ6+V4BCD3SxtXP957QokZYYklYJ h4Bg3ruWbBDXYgtWjBmUyd07H8yADTNNQtkqgiS4EhV5Ek5NHXV2u/3 +zWyJ8X39+tNG5RcupK6duwslHT5DSukBubZ09RXttVwNbcown1gZK3 OyhfKClgRgkNu6DN4HoeyNxhjdYealM+Bna0mi1TYqQVyy+7yScL3tP JPfRFXMTi82i20MQN08kMZI8ZYScsezQN0fkVyM7QTDfctm03M/0nBt n/ENk9JjyL7D/PMIMNm2PzOT+eRt/n7rQ9seeM5BFg1E/tMydkbCnzn WOWML8F3ByK7j9iJ8iH<<< 

    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.

    Armor Plating

    Atomic Artillery

    Auto Deconstruct

    Bottleneck

    Cardinal

    Clock

    Closest First Updated

    Color Coding

    Construction Drones

    Credo Time Lapse Mod up to 0.18

    Dirt Path Redux

    Ekusplosion

    Enhanced Map Colors

    Even Distribution

    EvoGUI

    Factorio NEI

    FARL

    FNEI

    Gah! DarnItWater!

    Helmod

    Logistic Gun Turret

    Long Reach

    LTN - Logistics Train Network

    Manual Inventory Sorting

    Max Rate Calculator

    Module Inserter

    Nanobots: Early Bots

    Natural Tree Expansion Reloaded

    NiceFill

    Nixie Tubes

    Orphan Finder

    OSHA - Bot Recaller

    Picker Extended Version

    RadarPlus For RSO

    Reactor Interface

    Recursive Blueprints

    Remove Mod Names

    Rewire Tool

    Sensible Station Names

    Shield FX

    Shortwave

    Slower Quickreplace

    Squeak Through

    Text Plates

    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 --

    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

    May 2020 - Results

    June 2020 - Results

    submitted by /u/ChaosBeing
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    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

    Official Names of Things vs. What I Call Them When I'm Talking to Myself at 3:00am

    I was typing in a conversation yesterday and found myself having to correct myself in calling items by their official names rather than the "slag" I use for them when I am talking to myself.

    I assume most people do this. I thought it would be fun to share a short list of items in the game with their official names vs. what I call them...

    https://preview.redd.it/khjx24u4bg851.png?width=352&format=png&auto=webp&s=398337b981c963d55ff7947cc382bb56baaa5658

    submitted by /u/Ergrak
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    Factorio timelapse- krastario 2

    Posted: 02 Jul 2020 06:28 AM PDT

    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.

    submitted by /u/sarsar2
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    Turbine Dynamics Piano Cover

    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.

    https://youtu.be/KOYzjcYOi6U

    submitted by /u/LokeForce
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    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)

    submitted by /u/buxxypooh
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    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.

    submitted by /u/Jubei_
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    Moduled Oil Ratio

    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.

    submitted by /u/bob152637485
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    1 full blue belt nuclear fuel steam power

    Posted: 02 Jul 2020 07:26 AM PDT

    1 full blue belt nuclear fuel steam power

    map view

    at the upper left 2.55 gw reactor for scale

    756.25 of these blocks

    54450 MW of power production

    30250 boiler

    30k inserter

    908k pollution/min

    109M water/min

    1.5k pump

    68 mb map

    30 - 40 fps for me

    "calculations" : https://factoriocheatsheet.com/#basic-power

    map download : http://www.mediafire.com/file/zkrzfgviq9nhex9/start.zip/file (creative-mod required)

    blueprint : http://www.mediafire.com/file/hohmncb8f6r0lfy/file.txt/file (creative-mod required)

    pastebin not working beacuse 512 kilobyte file limit

    submitted by /u/nt1soc
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    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...

    Posted: 02 Jul 2020 06:11 AM PDT

    Blink's Space Science - 500 science per minute!

    Posted: 01 Jul 2020 10:36 PM PDT

    Minimise belt space

    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.
    Right now I am looking for a solution to fit more than 4 belts in the space of 4belts ( hope this is understandable). Tanksful for any tips.

    submitted by /u/Weinwein
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    Automation Piano Cover

    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!

    https://youtu.be/Oi6E52DM3FU

    submitted by /u/LokeForce
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    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.
    Although i didn't quite like it so i took the mod back and when i loaded it without mods... the ground texture where the mod assets were, are kinda ... ugly?
    A repetive pattern it seems, like ... when u place concrete floor and then take it down looking pattern .. is there a way for me to reset only the ground texture without losing any stuff on my base ?

    submitted by /u/roninmaciel
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    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?

    Posted: 01 Jul 2020 03:20 PM PDT

    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

    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?

    submitted by /u/MoonshineFox
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    Mod recommendations

    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

    submitted by /u/erotic_taxidermy
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    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?

    submitted by /u/ulrik23
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    Help me find a blueprint?

    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?

    submitted by /u/thin_king_kong
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    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

    submitted by /u/bob152637485
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    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.

    submitted by /u/jordanf234
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    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?

    submitted by /u/DoubtfulDungeon
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    these strange train behavior

    Posted: 02 Jul 2020 12:16 AM PDT

    these strange train behavior

    https://preview.redd.it/chh2hz91ae851.png?width=685&format=png&auto=webp&s=526be9d19ee821ef62452c9e2677ed7b3a7cdbc9

    My trains are acting weird. If there are several stations with the same name, they often try to call on the one where the train is already standing. Due to the fact that they do not want to go to other parking places, I have traffic jams when everyone is standing and waiting for one place. Although there are many stations with the same name. More than trains.

    submitted by /u/ncnecros
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