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    Factorio Factorio Community Map - August 2020 - A Look Back

    Factorio Factorio Community Map - August 2020 - A Look Back


    Factorio Community Map - August 2020 - A Look Back

    Posted: 01 Aug 2020 03:43 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


    July 2020 Results


    The Community Map


    The countdown to 1.0 begins! Well I suppose it began a long, long time ago in a way, but with an actual launch date within sight it's something that I'm sure we're all anxiously awaiting. As such, it didn't make sense to create a map for August on 0.18, as I'm sure most people would update immediately once it came out - and being that it comes out in the middle of the month, that wouldn't work out so great for a monthly map. That said, I could hardly wait for its release either.

    Yeah, if you've read the July results thread all this should be sounding pretty familiar, right? So long story short, I thought it would be a nice way to look back at Factorio's development by running a map on 0.12.35! There were a few reasons for picking this specific version, but one of them was that it's the oldest available version on Steam, and I know quite a few people play on Steam. That said, backdating a game like this - especially back that many versions - could potentially be problematic. If you have a lot of blueprints you wouldn't want to lose, or if you've extensively modified your key bindings or something of the sort, I highly advise you to back these up before reverting to a version of Factorio this old.

    Alternatively, the much easier (and safer) option is to simply download the zip of 0.12.35 from the Factorio website so that it can stay in its own folder and not mess with your current installation. If you own the game on Steam doing this will mean you have to link your Steam account to the Factorio website, but you would've already had to do that to use the mod portal anyway so I'm sure pretty much all of you are ok there. If you haven't done this before however, you just have to make an account on the Factorio website and go to settings. There will be an option to link the account to Steam at the bottom.

    With this much larger-than-normal preface out of the way, here comes the important parts!

    Exchange string:

    >>>AAAMACMAAAADAgYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl AwMDCQAAAGNydWRlLW9pbAMEAwoAAABlbmVteS1iYXNlAwICCAAAAGl yb24tb3JlAwMDBQAAAHN0b25lAwMC+DgBACNLAAC3vwAAAAAAAAAAAA ADADpCkRI=<<< 

    What your starting area should look like: https://i.imgur.com/HiH8YtS.png

    It's been a while since I've posted an exchange string that small. Also, I'd forgotten nearly forgotten how often Factorio used to spawn you inside a jungle! It was a running joke of sorts for the first several community maps that I always seemed to create maps that were more jungle than not. I tried a couple different seeds and lets just say that you either got trees and iron, or neither.

    This map is only going to be running for a short time so I set everything to be either default or slightly generous, to try and let as many people as possible experience the entire thing without going allll the way to megabase territory like last month. On that subject, once 1.0 is out, I'll be making another map thread - something like "Factorio Community Map - August 2020 - Launch!" or whatever, so keep an eye out for that when the time comes.

    One last thing: Don't forget that science has seen some pretty radical upgrades in the last few versions, or you might be in for quite a surprise~


    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 absolutely not up to date with the most recent version installed, and that you downloaded 0.12.35 like I said above.


    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!

    Our MVP server host /u/Galapagon has pulled through once again, and will be hosting a server this month as well! As always, more details in his comment below.


    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.

    In addition to all that, this month especially mods would probably be pretty hard to dig up for 0.12, so it's probably not worth the effort. : P


    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

    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 --

    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

    July 2020 - Results

    submitted by /u/ChaosBeing
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    Rainbow science with a twist.

    Posted: 02 Aug 2020 12:01 AM PDT

    Add optional stations to trains

    Posted: 02 Aug 2020 02:51 AM PDT

    For example, instead of Mine -> Furnaces -> Refueling -> Repeat it could be Mine -> Furnaces -> If fuel < 20%: Refueling -> Repeat.

    Other possibilities could be:

    Centrifuges -> If sulphuric acid < 8k: Chem plant acid load -> Uranium mine -> Repeat

    Artillery station, wait until 10s inactive -> If artillery shells = 0: Artillery load, wait until full -> Repeat

    submitted by /u/15_Redstones
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    Girlfriend and I playing Bob's Mods for the first time, this is our creation...

    Posted: 01 Aug 2020 03:46 PM PDT

    Ability to control blueprints with arrows key(or other keys) on map overview for more accuracy

    Posted: 01 Aug 2020 02:28 PM PDT

    Can someone make this a thing?

    Posted: 01 Aug 2020 03:56 PM PDT

    New player question here, can the biters drop down this cliff into my base? And can I set up a warning system that gives me an audible/visual alert before I see the red marker on my minimap meaning things are already being destroyed. Thanks

    Posted: 01 Aug 2020 04:13 PM PDT

    Tips and tricks 101: Quickly know if a drilling machine has depleted all resources below it (ver 0.18+)

    Posted: 01 Aug 2020 04:32 PM PDT

    Tips and tricks 101: Quickly know if a drilling machine has depleted all resources below it (ver 0.18+)

    We have some drilling machines there

    https://preview.redd.it/lat0vcpt5he51.png?width=582&format=png&auto=webp&s=31ba4c3791f2de2855172f93e6dc51ac315147e2

    Let's pay attention at them, at night this is way more noticeable

    Do you notice the red/yellow/green lights?

    • Green means it's drilling normally.
    • Yellow means it can drill, but it's not drilling because the belt is full so it can't drop additional items
    • Red means the resources below it are depleted so you can remove that specific machine

    For some reason I needed a while to notice it, I asked to some friends and they didn't notice it either so there I am posting it there so everyone can know it :)

    submitted by /u/GodGMN
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    Tiered Wall Defence Blueprint Book

    Posted: 02 Aug 2020 06:29 AM PDT

    Tiered Wall Defence Blueprint Book

    https://preview.redd.it/wmhyxtswble51.png?width=1127&format=png&auto=webp&s=621d1e791aa9eb4ed1d04b27ccc31c4442f57e4c

    Been working on this for a bit now. So far there are 4 tiers for gun turrets and 4 tiers for laser turrets. Both come with a tier 4 diagonal build. They are modular and so can expand indefenitly to any size. Use the roboports for placement reference and paste with SHIFT+CLICK to ignore the overlaps.

    Book can be downloaded here: https://pastebin.com/UdrhRUTU

    Would like your (postive) feedback and suggestions to improve and add to this book.

    For now i'm planning on adding corners, modular flame turrets and artillery.

    submitted by /u/Sonicstorm81
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    how far apart do i want to put my flamethrower turrets on my defensive line

    Posted: 02 Aug 2020 05:50 AM PDT

    I recently unlocked flamethrower turrets and I want to integrate them into my defensive walls currently my setup is dragons teeth>double walls>gun turrets with armor piercing ammo how far apart should I put each flamethrower turret?

    submitted by /u/link3341556
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    Real-Time Dashboard of Factorio in Grafana

    Posted: 01 Aug 2020 10:15 AM PDT

    Real-Time Dashboard of Factorio in Grafana

    A couple of members of my community (Timbo007up and Wichu) have built a really cool piece of tech that I am using and I wanted to share it with you.

    This is a Real-Time Factorio Dashboard that tracks a lot of stats while playing the game:

    Production Graphs

    Currently we have a number of different dashboard created:

    - Production

    - Consumption

    - Production Balance

    - Bots (status of robots)

    - Logistics Network (content of network)

    - Trains (status of trains)

    - Power

    - Biters (kills)

    The solution is created with a modified version of the Graftorio mod https://mods.factorio.com/mod/graftorio/downloads

    The data is stored in Prometheus and visualised with Grafana

    Because the solution is so new; it does not have an easy click-to-install manual, but maybe one day...

    The Dashboards are available at https://stats.nilaus.tv/

    (but since this is real-time information then it is most likely empty since I am not live)

    I have created a showcase video of this if that has interest: https://youtu.be/91rxQfpqge8

    EDIT: GitHub link to the modified version (alpha version so expect Biters in the code): https://github.com/TheVirtualCrew/graftorio

    submitted by /u/NilausTV
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    Burning fuel

    Posted: 02 Aug 2020 03:00 AM PDT

    When we put a single unit of fuel inside of a furnace or locomotive it gets instantly transformed into this red bar showing him much is left, but we lost the icon of what is actually being burned. I know this is not really super important stuff, but could be nice to have it shown in some small icon or a mouseover tooltip perhaps.

    submitted by /u/Kerouk
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    Feature request: Copy-paste fluid input direction

    Posted: 02 Aug 2020 07:51 AM PDT

    When we Shift-right_click / Shift-left_click to copy paste between assemblers, can we also copy/paste the fluid input direction?

    Currently, I use shift-click to copy/paste a recipe involving fluids, and then have to manually rotate each of the assemblers to the correct orientation

    submitted by /u/rando_afhlc82
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    Deep down, I know it to be wrong, but I can't help myself...

    Posted: 01 Aug 2020 10:24 AM PDT

    Tested out the mine defence strategy, loving it so far!

    Posted: 01 Aug 2020 08:11 AM PDT

    Rearming distant defenses

    Posted: 02 Aug 2020 05:09 AM PDT

    Wondering what most of you do for remote outposts and weapons for defending them. Lasers are pretty much the only convenient solution since they only require reliable power. Bullets... that's another story. I've not been using anything which relies on ammunition supply mostly because of how cumbersome it is to supply. Though I'd like to, I just haven't seen it as worthwhile.

    What do you all do when it comes to this?

    submitted by /u/Recon-777
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    What mods to start with, and useful tools.

    Posted: 01 Aug 2020 01:51 PM PDT

    Hi, I have a question what mods to download to start with. I've been through Factorio a couple of times and wanted to play mods now. Unfortunately, I do not know anything about Factorio mods.

    I have one question more, are there any tools similar to Factorio calculator?

    submitted by /u/filzaw80
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    Trying to play with the Peaceful+ mod as my only mod. Haven’t done mods before and I just installed the mod, made sure it was active, and created a world and it says this. Help?

    Posted: 01 Aug 2020 10:58 PM PDT

    So i just created my first nuclear reactor ...

    Posted: 01 Aug 2020 12:14 PM PDT

    ... and not im dissapointed, because engineer is standing on top of heat pipe with 995°C steam inside and dont even sweat ...

    TL;DR: Make hot heat pipes hurt anything, that is standing on top of it (heh ... that would be interesting "wall" :D)

    submitted by /u/CzBuCHi
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    Pyanodons Mods - How to clean up ground pollution

    Posted: 02 Aug 2020 01:30 AM PDT

    So, I had a whoopsie with my tar pits (at least I think that's what caused it), now the ground is black and sticky - nice touch Py ;-)

    Now, can someone plz tell me how do I clean it up ? or even if I can LOL.

    Cheers.

    submitted by /u/NegatorUK
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    Tfw you forget to set priority filters

    Posted: 01 Aug 2020 08:40 AM PDT

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