Factorio Factorio Community Map - November 2020 |
- Factorio Community Map - November 2020
- Refineries...literally unplayable!
- Opened a chest and found this. A single inserter had the wrong logic...
- The factory must grow but my mount collections too
- is there a way to set an alarm to go off when a uranium-235 enters the chest?
- FactorioHD:Modpack an HD texture pack for factorio.
- This keeps bugging me all the time
- Scalable X-Y balancer with built-in unloading buffer
- Starter Base - Almost exhausted my little initial iron patch
- Factorio Factory Calculator
- Will biters become stronger if I destroy biter nests when playing Wave Defense?
- My first attempt at a bus! Please tell me some tips in the comments!
- How do i prevent deadlocks like this one?
- My first megafactory tour
- Is it possible to make a train go to a station, but continue to the next without slowing down?
- Why does this sometimes happen with my stacker? (See the iron train trying to go to the copper train's waiting area when there are plenty open
- I needed some more resources and didn't want to build a bunch of little outposts, so walled off my largest area yet.
- LTN - Tips & Tricks for a better life (for LTN newbies)
- Finally Did it with a 1000+ hours in the game!!!!
- Is there a max production speed?
- Rail world
- is there any way to flip the belts of red and green circuits?
- Am I using Kirk Mcdonald Calculator for Beacon correctly?
- Do the amount or radars affect the speed of discovery?
Factorio Community Map - November 2020 Posted: 01 Nov 2020 07:30 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 Boo! ... Sorry, didn't mean to scare you. Just thought you might've let down your guard once Halloween was over. We're in the home stretch of what's been the longest year I can remember, and I couldn't be happier to see it nearing its end. As the holiday season comes around it's not uncommon for people to have less and less time for maps such as these, so to make sure everyone can have some fun I try to make these maps a little more... interesting. For this month's offering, I present to you... The mod list. Required Mods: Deadlock's Stacking Beltboxes & Compact Loaders Extended Vanilla: Ore Refining Exchange string: What your starting area should look like: https://i.imgur.com/qykXAOR.jpg Edit: I would advice always reading the mod pages for mods you're unfamiliar with, but there's an especially important warning regarding Territory Claim on its page that everyone should be aware of: As for the map itself? Nearly no biters, generous (but not insane) resources, and all the trees you could ever want. I was even kind enough to disable cliff spawns this time around, aren't I the best? Now do your best to try and build something in the small amount of room that you'll have, and don't forget you'll need to expand before you completely deplete your resources. Have fun~ 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 1.0.0.) 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! What, did you think /u/Galapagon wouldn't be hosting a server this month? Our MVP had the server up basically as soon as this post went up. Go and see how they're coming along! Here's his post for more information. 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. Automatic Underground Pipe Connectors Credo Time Lapse Mod up to 0.18 Natural Tree Expansion Reloaded Previous Threads -- 2019 -- -- 2020 -- January-February 2020 - Results August 2020: A Look Back - Results / August 2020: 1.0 Launch! - Results [link] [comments] | ||
Refineries...literally unplayable! Posted: 02 Nov 2020 06:59 AM PST
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Opened a chest and found this. A single inserter had the wrong logic... Posted: 01 Nov 2020 02:57 PM PST
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The factory must grow but my mount collections too Posted: 02 Nov 2020 05:03 AM PST
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is there a way to set an alarm to go off when a uranium-235 enters the chest? Posted: 02 Nov 2020 02:41 AM PST
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FactorioHD:Modpack an HD texture pack for factorio. Posted: 02 Nov 2020 04:24 AM PST Hello, yesterday I published this mod. (Well a collection of mods) I started working on this thing about a month back. The idea was to use machine learning to create higher resolution sprites for the game, and the endeavor was largely successful, there's a few screenshots in the mod page, altought I think it looks a lot better in-game (Admittedly I'm biased). There's a few things that aren't included, "special effects" like smoke and explosions, shadows and biters. I felt these things weren't really worth upscaling. I'm posting to increase visibility a bit and hopefully get some feedback. I also plan to do similar mods for the big modpacks like angels and krastorio, given I get permission from the respective authors. Hopefully at least a few of you will give it a a go. If you'd like to contact me you can do so here or on discord hugogs#8455 Edit: Here's a good way to compare: [link] [comments] | ||
This keeps bugging me all the time Posted: 01 Nov 2020 09:54 PM PST
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Scalable X-Y balancer with built-in unloading buffer Posted: 01 Nov 2020 01:49 PM PST
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Starter Base - Almost exhausted my little initial iron patch Posted: 02 Nov 2020 06:57 AM PST
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Posted: 01 Nov 2020 10:39 PM PST Greetings fellow Factorio players! If you are anything like me and want to create factories that are as absolutely efficient as possible, check out this open-source calculator website I created for calculating exactly how many drills, assemblers, and furnaces you require to produce any item in the game at any rate your heart desires! http://factoriocalculator.pythonanywhere.com/ Not just that, but it also estimates and breaks down the electrical consumption and pollution production the factory will cause once created (this does not take into account inserters and things, just the drills, assemblers, and furnaces) in the form of charts! This is only a prototype so expect bugs. If you wish to contribute, check out the GitHub repo here: https://github.com/CPSuperstore/FactorioCalculator I hope this helps with your own factories, and I look forward to getting feedback on it. It includes a full REST API so you can even integrate this calculator into your own applications! Enjoy! [link] [comments] | ||
Will biters become stronger if I destroy biter nests when playing Wave Defense? Posted: 02 Nov 2020 05:16 AM PST
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My first attempt at a bus! Please tell me some tips in the comments! Posted: 02 Nov 2020 03:30 AM PST
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How do i prevent deadlocks like this one? Posted: 02 Nov 2020 01:50 AM PST
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Posted: 01 Nov 2020 03:39 PM PST Heya, So I made a megafactory. It produces about 2k spm and it's held together by tape, glue and lots of good wishes. 370 hours spread over 2 months, lots of lessons learned. Screenshot tour below. Conclusions: - This is the biggest thing I ever built in a video game. Even in Cities Skylines the most I spent on a single city was like 30 hours. I actually feel genuinely attached to this factory and I feel quite nostalgic towards it. [link] [comments] | ||
Is it possible to make a train go to a station, but continue to the next without slowing down? Posted: 02 Nov 2020 01:56 AM PST So the station kinda acts like a waypoint and not a proper station. [link] [comments] | ||
Posted: 01 Nov 2020 11:39 AM PST
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Posted: 02 Nov 2020 07:03 AM PST
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LTN - Tips & Tricks for a better life (for LTN newbies) Posted: 01 Nov 2020 03:37 PM PST So after my post asking for help with LTN which gave me a lot of great answers I kept reading and testing and I would like to share a couple of tips for new players to help them avoid the issues I ran into. These are assorted and, again, only for new players. I'm sure that there multiple ways of doing LTN but these points have been working out OK for me (so far). All of these are the errors I've made :)
Good luck :> [link] [comments] | ||
Finally Did it with a 1000+ hours in the game!!!! Posted: 01 Nov 2020 07:08 PM PST
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Is there a max production speed? Posted: 01 Nov 2020 08:56 PM PST Playing with mods it is possible to get better beacons and better speed modules and being able to get crafting speed +10,000% and further. It often seems from observation that after a certain point even doubling the listed production speed further makes no difference to the output. This leads me to question, is there is a hidden cap on production speed? [link] [comments] | ||
Posted: 02 Nov 2020 02:31 AM PST I have a rail world, is it possible o enable the expansion of the respawn of the enemy base keeping the save of the base? [link] [comments] | ||
is there any way to flip the belts of red and green circuits? Posted: 01 Nov 2020 12:50 PM PST
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Am I using Kirk Mcdonald Calculator for Beacon correctly? Posted: 02 Nov 2020 07:48 AM PST I am transitioning to beacon and I am trying to calculate the rate for steel plate. My current factory for steel plate is 20 electric furnace w/ Productivity M3 and 30 Beacon w/ Speed M3. However, the numbers from Kirk Mcdonald vs Max Rate Calculator does not match. Not sure if there should be an additional setup in Kirk's to correct the rate. Below are the image for reference. Max Rate Calculator - https://imgur.com/a/qJSMC4h Kirk McDonald - https://imgur.com/a/aDDQDPu [link] [comments] | ||
Do the amount or radars affect the speed of discovery? Posted: 02 Nov 2020 03:14 AM PST so for example, if i add more radars to my factory. will it become faster?? [link] [comments] |
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