Factorio Factorio Community Map - March 2021 |
- Factorio Community Map - March 2021
- Next level automation
- PSA: Use Nuclear Weapons on Landfill to Reduce Pollution
- Wube nominated for BAFTA for best debut game
- Flamethrower wall blueprints with a focus on fast printing/building
- My first Spidertron Death Star! Lasers go Pew Pew!!
- I would play, but well...
- did i install linux just to get non-blocking saves? yes, yes i did.
- Very strangely familiar name of the station. Coincedence? I think not!
- Not really sure what I expected to happen when I ordered my Spidertron around, but this definitely wasn't what I expected.
- 32-day timelapse of multiplayer B&A in four minutes
- 98 hours of Industrial Revolution 2
- How do you guys do it?
- My 1.8k spm train and belt base. Everything is power switched. No robots. No solar. (Zoom in for details)
- 230 hours in and I've never used beacons except for the Rocket Silo. Am I missing anything?
- Factorio can't be beat. =)
- Any ways to stop pollution in the factory, especially in miner outposts?
- Carbon/pollution air filtration
- Any guides for advanced circuit magic?
- Deathworld help?
- Mixed green/red/blue circuit production
- New and need circuit assistance
Factorio Community Map - March 2021 Posted: 01 Mar 2021 08:35 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 Time for a breather after all of the Angel's/Bob's craziness. Or, at least, a breather of sorts. This map certainly won't be an easy one to spam out a thousand rockets on, but at least you won't have to worry about biters or complex recipes. Instead, prepare to build big; really big. If you've never played a marathon map before, I hope you enjoy the challenge! There is a mod included that should make your mission a little easier though, and I've also recommended a couple optional mods below. In addition to these, you might want to give a look through the optionals that are always available as well - something like long reach might come in handy this time around. Required Mods: Minable Intermediates then choose a difficulty: Easy mode: Enable "easy mode" in your mod config. Hard mode: Give yourself one water pump at the start: Optional Mods: Exchange string: What your starting area should look like: https://i.imgur.com/Betagtq.jpg Save File (Easy Mode now enabled by default): https://drive.google.com/file/d/1348E2EQyVP4dvLq_bdhMiZUBBsKMdEyA/view?usp=sharing Here's your starting pistol: Let the marathon begin! 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 1.1.26.) Issues With Adding The Save File If you're uncertain how to use the save file I provided above, here are step by step instructions: 1) First, of course, is to actually download the file. Make sure you know where this file is so you can move it later. (It will be in your browser's default download folder unless you've changed it.) 2) Locate where Factorio's save folder is on your computer. If you've installed Factorio at its default location ( C:\Program Files\Factorio ) then there will be a shortcut to your saves folder there called "saves". Double-click it to go to the saves folder. 3) Take the file you downloaded and move it into this folder. That should be it! Now just launch Factorio and make sure you sync your mods to this save before playing. If you have any issues, feel free to ask in the comments below, or in the monthly map's channel on the official Factorio discord. Want To Play With Others? 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! Want To Watch Someone Else? 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! 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 Natural Tree Expansion Reloaded Previous Threads -- 2020 -- January-February 2020 - Results August 2020: A Look Back - Results / August 2020: 1.0 Launch! - Results -- 2021 -- [link] [comments] | ||||||||||||||||||||
Posted: 02 Mar 2021 12:15 AM PST
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PSA: Use Nuclear Weapons on Landfill to Reduce Pollution Posted: 01 Mar 2021 08:33 PM PST "Nuclear ground" has poor pollution absorption, 1/2 that of water, 1/3 that of grass. But landfill has 0. You can recover 1/2 the loss of converting water to landfill by nuking it afterwards.
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Wube nominated for BAFTA for best debut game Posted: 02 Mar 2021 04:53 AM PST
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Flamethrower wall blueprints with a focus on fast printing/building Posted: 01 Mar 2021 10:33 AM PST
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My first Spidertron Death Star! Lasers go Pew Pew!! Posted: 02 Mar 2021 02:10 AM PST
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Posted: 02 Mar 2021 12:25 AM PST
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did i install linux just to get non-blocking saves? yes, yes i did. Posted: 01 Mar 2021 08:36 PM PST
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Very strangely familiar name of the station. Coincedence? I think not! Posted: 02 Mar 2021 05:30 AM PST
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Posted: 01 Mar 2021 08:59 PM PST
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32-day timelapse of multiplayer B&A in four minutes Posted: 01 Mar 2021 09:55 PM PST
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98 hours of Industrial Revolution 2 Posted: 02 Mar 2021 07:30 AM PST
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Posted: 02 Mar 2021 06:07 AM PST I have been building my factory but I see everyone else factory and mine feel like way smaller any tips on what to do and should I remake my main base after I have all of the techs I need [link] [comments] | ||||||||||||||||||||
Posted: 01 Mar 2021 01:48 PM PST
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230 hours in and I've never used beacons except for the Rocket Silo. Am I missing anything? Posted: 02 Mar 2021 02:43 AM PST I think beacons are ugly and I'm not that concerned about building UPS optimal factories. The only time I've considered using beacons is as a small part of a larger factory unit for example making a full belt of green circuits on location for a red circuit factory. If you have designs that break the mold and incorporate beacons in interesting ways, post them here and prove to me that beacons aren't lame! [link] [comments] | ||||||||||||||||||||
Posted: 02 Mar 2021 04:59 AM PST Took about a year or two break away from the game a few years ago, but I just keep coming back. :) Tried Satisfactory, Factory Town, Mindustry and Dyson Sphere Program. All really great games, but as I play them, instead of quenching that factory thirst, it makes my Factorio thirst stronger; I'm sure many of you know what I'm talking about. =) So, coming back again after a couple months reprieve. Got some new ideas in my head I want to try out! [link] [comments] | ||||||||||||||||||||
Any ways to stop pollution in the factory, especially in miner outposts? Posted: 02 Mar 2021 06:27 AM PST I always have a problem with biters attacking my base, especially my mining outposts. Are there any blocks or tips to get out of this? [link] [comments] | ||||||||||||||||||||
Carbon/pollution air filtration Posted: 02 Mar 2021 03:04 AM PST Anyone else think it would be cool to have a air filtration asset ? Something that will filter pollution out and maybe convert it to rocket fuel or something. So it would yield nothing in areas of no pollution but in areas of high pollution it would get some rocket fuel out. [link] [comments] | ||||||||||||||||||||
Any guides for advanced circuit magic? Posted: 02 Mar 2021 07:35 AM PST | ||||||||||||||||||||
Posted: 02 Mar 2021 04:48 AM PST Doing my first Deathworld runs. I'm as far as I've ever gotten, but they all seem to end the same way. The waves of bugs get too consistent, and I stop trying to progress, trying to hold back the bugs until it all crumbles. My current plan is to rush Flamethrower tech and Tanks and set up a large safe zone using tanks with flame turret walls at choke points. Any tips? [link] [comments] | ||||||||||||||||||||
Mixed green/red/blue circuit production Posted: 01 Mar 2021 02:01 PM PST
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New and need circuit assistance Posted: 02 Mar 2021 08:25 AM PST I currently have a train system running from an oil field to my main production sites, the problem I've run into is I would like to be notified when either a supply of oil based goods is on it's way to production, or a supply of iron plates and coal are on their way to the oil fields. I've tried using the programmable speaker but can't seem to get it working how I want. my question is, if there is a way to, how do I make it so the speaker only sounds once. Like a ring when it leaves one station, but stops after the first ring. I know I can use the alert text and it won't do the sound constantly if I turn the volume off, but I want the sound if at all possible. I want it to just give a single ring when the train leaves the station. [link] [comments] |
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