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    Factorio Factorio Community Map - November 2020

    Factorio Factorio Community Map - November 2020


    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


    October 2020 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:

    Factorissimo 2

    Deadlock's Stacking Beltboxes & Compact Loaders

    Deadlock's Crating Machine

    Territory Claim

    Extended Vanilla: Ore Refining

    Exchange string:

    >>>eNpjZICC1atW2QMpBw6W5PzEHCDDgYHhAFiEKzm/oCC1SDe/KBVZ mDO5qDQlVTc/E1Vxal5qbqVuUmIxUDEDUMgBiBvsOTKL8vPQTWAtLsn PQxUpKUpNLQaJQJzTYM9dWpSYl1mai66XgVFjHSNDQ4scGP+vZ1D4/x +EgawHQHkQZmBsgKgEisEAa3JOZloaA4OCIxA7gRUxMu6Qa30duGOeP SNEjZ4DlPEDKnIgCSbiCWP4OeCUUoExTJDMMQaDz0iMapF17g+rSoBW QFVxOCAYEMkWkCQjY+/brQu+H7tgx/hn5cdLvkkJ9oyGriLvPhitswN Ks4O8wAQnZs0EgZ0wrzDAzHxgD5W6ac949gwIvLFnZAXpEAERDhZA4o A3MwOjAB+QtaAHSCjIMMCcZgczRsSBMQ0MvsF88hjGuGyP7g9gQNiAD JcDESdABNhChMsgTId+B0YHeZisJEIJUL8RA7IbUhA+PAmz9jCS/WgO wYwIZH+giag4YIkGLpCFKXDiBTPcNcDwvMAO4znMd2BkBjFAqr4AxSA 8cOKDGgWhBRyYGRDgAzAhv5N3AgCuwp0g<<< 

    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:

    The mod will create territory prices in items based on your current technology tree. So it will never require an item you are not able to craft yet. BUT you have to plan technology and territory advancing very carefully, because if you reaserch Oil processing, for eg, without having a territory with oil to extract, that same territory or others may require a intem based on oil, like, sulfur, to be claimed. As you progress in your game, new craftable items will be part of the prices table. The far you go, more expensive the terrain will be. Also, terrains will be more expensive if there are resources, while the presence of water makes it cheaper. 

    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.

    Actual Craft Time

    Armor Plating

    Atomic Artillery

    Auto Deconstruct

    Auto Infinite Research

    Automatic Underground Pipe Connectors

    Bottleneck

    Caramelldansen Lab

    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

    FARL

    FindMyBody

    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

    Signal Signs

    Slower Quickreplace

    Spidertron Squad Control

    Spidertron Waypoints

    Squeak Through

    Text Plates

    The FAT Controller

    There Is My Ghost

    Train Supply Manager (TSM)

    Underground Indicators

    Unminable Robots

    VehicleSnap

    WaiTex

    What is it really used for?

    YARM


    Previous Threads


    -- 2019 --

    November 2019 - Results

    December 2019 - Results

    -- 2020 --

    January-February 2020 - Results

    March 2020 - Results

    April 2020 - Results

    May 2020 - Results

    June 2020 - Results

    August 2020: A Look Back - Results / August 2020: 1.0 Launch! - Results

    September 2020 - Results

    October 2020 - Results

    submitted by /u/ChaosBeing
    [link] [comments]

    Refineries...literally unplayable!

    Posted: 02 Nov 2020 06:59 AM PST

    Opened a chest and found this. A single inserter had the wrong logic...

    Posted: 01 Nov 2020 02:57 PM PST

    The factory must grow but my mount collections too

    Posted: 02 Nov 2020 05:03 AM PST

    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

    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)

    FactorioHD:Modpack

    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:

    https://imgsli.com/Mjc5MzI

    submitted by /u/RedViperPT
    [link] [comments]

    This keeps bugging me all the time

    Posted: 01 Nov 2020 09:54 PM PST

    Scalable X-Y balancer with built-in unloading buffer

    Posted: 01 Nov 2020 01:49 PM PST

    Starter Base - Almost exhausted my little initial iron patch

    Posted: 02 Nov 2020 06:57 AM PST

    Factorio Factory Calculator

    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!

    submitted by /u/CPSuperstore
    [link] [comments]

    Will biters become stronger if I destroy biter nests when playing Wave Defense?

    Posted: 02 Nov 2020 05:16 AM PST

    Will biters become stronger if I destroy biter nests when playing Wave Defense?

    https://preview.redd.it/cokv3baottw51.jpg?width=1920&format=pjpg&auto=webp&s=afedf37065335457c801b2ad414f0a181df0ecc3

    I was doing wave defense. I enjoyed upgrading things easily and I was able to play until I cleared most of the bitter bases near me.

    Clearing the two sides of my base with the spidertron made the biters much stronger than expected and the result is shown in the screenshot. It is almost impossible to defend my base anymore.

    In wave defense mode, is the amount of biters not proportional to the number of biters? Removing most of the biter bases seems to cause most of the biter waves to focus on a specific area of the wall.

    submitted by /u/r2vcap
    [link] [comments]

    My first attempt at a bus! Please tell me some tips in the comments!

    Posted: 02 Nov 2020 03:30 AM PST

    How do i prevent deadlocks like this one?

    Posted: 02 Nov 2020 01:50 AM PST

    My first megafactory tour

    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.

    https://imgur.com/a/a19jPwQ

    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.
    - I had no idea what I was doing. My last factory was using 300 MW. This one was using close to 10 GW. It works by some weird miracle, probably.
    - The Adeptus Mechanicus conundrum is real. Yes, I built this thing. No, I do not know how it functions. No, I do not know what is the purpose of this conveyor belt, but it is important. Don't touch anything or it'll stop working.
    - This is basically one giant history of mistakes I made, everywhere I look I keep thinking "I would do it differently this time".
    - It's chaos and I love it. I feel a bit disappointed that there won't be a second factory like this where I know so little.
    - UPS above 60 is optional.
    - UPS above 40 is optional.
    - Pollution is bad for megafactory UPS.
    - Lots of redundant conveyor belts are bad for megafactory UPS.
    - Having resource patches below 100 million is a bad idea. By the end of the playthrough I spent half the time just replacing mines because the previous ones had ran out.
    - I still have no idea how to design train yards.
    - I still have no idea how to design nuclear power complexes.
    - I still have no idea how to prevent the UPS from collapsing in on itself and forming a singularity.

    submitted by /u/Raaleth
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    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.

    submitted by /u/NorseKSPnerd
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    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

    Posted: 01 Nov 2020 11:39 AM PST

    I needed some more resources and didn't want to build a bunch of little outposts, so walled off my largest area yet.

    Posted: 02 Nov 2020 07:03 AM PST

    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 :)

    1. Realize that LTN is very low level, difficult to set up, has no manual and you'll find guides tutorials and videos that are either too old, wrong or too complicated for what you want to do. You need to merge all of the stuff you read in your head until you understand LTN.
    2. You need to avoid at all costs having leftover cargo when trains leave requesters. LTN can't handle this and it's very easy to pollute the base. Very painful to fix.
    3. You cannot have duplicate Depot names. Call them Depot-1, Depot-2, Depot-N, etc...
    4. You need to assign each new train it's own depot. This means you can't just "send a train to the depot for LTN to pick it up". Send each one to a different depot.
      1. This also means that if you lose track of which depots are assigned to a train you need to disable the Dispatcher in settings, wait for all trains to Park and then see which depot stations are free.
      2. If you see two trains trying to go for the same depot then you messed up. Stop the dispatcher and fix manually.
    5. Never have duplicate station names. If you copy paste a station by accident remove the constant combinator immediately. If per chance the station light on your newly created station turns yellow it's too late. LTN generated one or more deliveries and probably not for the item you want. You now must wait for the train(s) to arrive, put them in manual, empty them and send them on their way. Then you can complete building the station.
      1. To be safe turn the combinator OFF when copying. Ensure your blueprints have the combinators off or no combinator at all.
      2. If you're lazy like me then turn your personal roboport off, paste the station, remove the combinator ghost, then turn the RP back ON to have robots build the station.
    6. You must add a Provide threshold signal on the Requester side. Something very high like 10,000,000. This prevents LTN from treating requesters as providers.
    7. You should use the blueprints for Requester v2 and Provider available here. However, use the blueprint and do not try to implement them by looking at the image. you'll mess up your connections.
      1. If you don't use the blueprints always ensure that all chests are connected to the lamp and all filters are connected to the combinators.
    8. You must never forget that stack sizes differ from item to item. You can't just request -4000 rocket fuel when you only have chests to store 2880 units.
    9. If you have multiple sized trains the following rules are also critical:
      1. Never forget to add the Limit train size signals to smaller requester stations. Otherwise you'll have 1-4 trains unloading on a 1-1 station with terrible results.
      2. For requester stations that unload more than one wagon you need to balance the belts that come out of the station. Otherwise you may have a 1-1 train unloading on a 1-4 station and only part of the output belts are filled. As a general rule you should also balance lanes on provider stations.
      3. Be advised that allowing for example, a 1-1 train loading on a 1-4 station might easily cause the chests that fill the first wagon to empty. The station will report available items to LTN but since the first group of chests are empty any subsequent smaller trains will depart empty.
    10. For high traffic stations, especially the ones far away load/unload on both sides of the train to minimize stopping times.
    11. You may have inserters to unload trains at the depots.
    12. This is a fail-safe measure. If the stations are properly configured trains should return to the depots empty.
    13. You should use image tags for station names (something like [img=item/copper-plate] Requester 1). This will make your life much easier when looking at the log and error messages.
    14. Error warnings will appear on the main interface as a blinking icon. You only have like 0,773 seconds to read it before it goes away (this is the most irritating issue with LTN) so the icons will help you understand where the problem is. Deal with these warnings like so:
      1. Train left provider with missing cargo: Not an issue. you just need to produce more stuff :)
      2. Train left requester with leftover cargo: Stop everything (kill the dispatcher), wait for the fleet to calm down in the depots and check for trains with cargo. Then go to the requesters of those items and fix what's wrong.
      3. No train found with length between X and Y: You need to create new trains (add them slowly) of that length and add them to an empty depot. (points 3 and 4).
    15. For fluid requester stations ensure all storage tanks are connected to the LTN lamp. Also make sure you have more storage space than your biggest train can carry. For example, a 1-4 fluid wagon can carry 4*25K units of fluid, or 4 storage tanks. Just make sure you have more than 4 tanks on the unloading station (I usually have double).

    Good luck :>

    submitted by /u/tggm
    [link] [comments]

    Finally Did it with a 1000+ hours in the game!!!!

    Posted: 01 Nov 2020 07:08 PM PST

    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?

    submitted by /u/Garaleth
    [link] [comments]

    Rail world

    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?

    submitted by /u/Zucco29
    [link] [comments]

    is there any way to flip the belts of red and green circuits?

    Posted: 01 Nov 2020 12:50 PM PST

    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

    submitted by /u/2ribs
    [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??

    submitted by /u/Aydano1011
    [link] [comments]

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