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    Factorio Factorio Community Map - March 2021

    Factorio Factorio Community Map - March 2021


    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


    January-February 2021 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:

    /c game.player.insert{name="offshore-pump", count=1} 

    Optional Mods:

    Teleporters

    Repair Turrets

    Exchange string:

    >>>eNp1U7+LE0EUfnMxXC6inBoLRc8IVwkTcqeCBMmOgoiI/g1uJpNz YLMbZ3eVaOEWV4liY6ON16pw3RV2AUEUFA6t7E5sLFQi/ioU4vzY2ex F78G8fPO+97733ixBgGA/SHvy+IgDQMiObTRwPYn0DSAhZRr0ekzgQD ATTtQhM1TEbYYD7uWjZeazbh+33JCZkLLEKXER+JMKe7ocu+2rrk9ZG 1MuaMyjtLHRknzLjSIm+gCDbJ69Msw8RiMpyenmQiO8W2bohkvMFfja ZcbkjJAJKLonAsrCkPtLOPZtteoxIMUwCvxNgxYjwVgoJYiRSZztsXB 9HncnVwK09gNDsjynz+gmVEcjdSTakLXqAEp0NpKx1KYO0sCX63g4ZF EkZ2p0Ax5GsWCNFnfDGVyvLdSV4S3zOoJdiZlP+41u7EW853EmSvXac V1WpB7vdACqpwCGp9UOCNCNyurZ99fvSaitRlIwTCODlo2cs+Ai2ZKa t+BYTueotm85YJpGqr/JKpExMOSyIhG683lt5dfz9Sb68+jrmwutSw5 aOFP5MlxcbUpyWj3jVOYe3Ff21K4CVnPDSal3Dnr9StknBxVVRUU5ck K6wfkCoNmdEq3clq56AOxoTStTIaij7afd5IMFb53JPeRDnFTic8q9U E43zCZDBpK7BJFDlt03TpH1i5CfoT3e8KVt+yzXf2KQfz9Efo+JyDz5 z2coq4btzH0sZNPI91yftjfykKCCAirru4yZW/ov0VLmd5bo51Zsujx UCRzedev3X9LD60Y=<<< 

    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.

    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 1.1

    Dirt Path

    Disco Science

    Ekusplosion

    Enhanced Map Colors

    Even Distribution

    EvoGUI

    FARL

    fCPU

    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

    Robot Battery Research

    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


    -- 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

    November 2020 - Results

    December 2020 - Results

    -- 2021 --

    January-February 2021 - Results

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

    Next level automation

    Posted: 02 Mar 2021 12:15 AM PST

    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.

    Tile Pollution per second
    Grass 1-4 -0.0000075
    Dirt 1-7, dry dirt -0.0000066
    Sand 1-3 -0.0000058
    Red desert 0-3 -0.0000066
    Water, green water, deep water, deep green water, shallow water, mud water -0.000005
    Nuclear ground -0.0000025
    Path tiles (Stone bricks, concrete etc), landfill 0
    Out of map -0.00001
    Special tiles (Lab tiles, tutorial grid, Water Wube) 0

    https://wiki.factorio.com/Pollution#Chunks

    submitted by /u/sunbro3
    [link] [comments]

    Wube nominated for BAFTA for best debut game

    Posted: 02 Mar 2021 04:53 AM PST

    Flamethrower wall blueprints with a focus on fast printing/building

    Posted: 01 Mar 2021 10:33 AM PST

    My first Spidertron Death Star! Lasers go Pew Pew!!

    Posted: 02 Mar 2021 02:10 AM PST

    I would play, but well...

    Posted: 02 Mar 2021 12:25 AM PST

    did i install linux just to get non-blocking saves? yes, yes i did.

    Posted: 01 Mar 2021 08:36 PM PST

    Very strangely familiar name of the station. Coincedence? I think not!

    Posted: 02 Mar 2021 05:30 AM PST

    Not really sure what I expected to happen when I ordered my Spidertron around, but this definitely wasn't what I expected.

    Posted: 01 Mar 2021 08:59 PM PST

    32-day timelapse of multiplayer B&A in four minutes

    Posted: 01 Mar 2021 09:55 PM PST

    98 hours of Industrial Revolution 2

    Posted: 02 Mar 2021 07:30 AM PST

    How do you guys do it?

    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

    submitted by /u/Willing_Yam_7378
    [link] [comments]

    My 1.8k spm train and belt base. Everything is power switched. No robots. No solar. (Zoom in for details)

    Posted: 01 Mar 2021 01:48 PM PST

    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!

    submitted by /u/Specialsheep
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    Factorio can't be beat. =)

    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!

    submitted by /u/Lego-Factorio-Dude
    [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?

    submitted by /u/ItsYaBoi0706
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    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.

    submitted by /u/Tech_Devils
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    Any guides for advanced circuit magic?

    Posted: 02 Mar 2021 07:35 AM PST

    Like, pulse signal, memory cell, and, or, xor etc

    submitted by /u/scorpio_72472
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    Deathworld help?

    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?

    submitted by /u/TheNewBibile
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    Mixed green/red/blue circuit production

    Posted: 01 Mar 2021 02:01 PM PST

    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.

    submitted by /u/jmturn
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