r/factorio • • 6d ago

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4 Upvotes

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r/factorio • • 3d ago

Monthly Map Factorio Community Map - October 2026

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30 Upvotes

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 be interesting to see all of the different possible factories - the good, the bad, and the ugly.)

Last Month's Results

[September 2026 Results](www.reddit.com/r/factorio/comments/1wv5rfn/factorio_community_map_results_september_2026)

The Community Map

I can hardly believe I'm saying this, but now that 2026 is winding down I figured I'd put some thought into how I wanted to run the last vanilla map of the year. Being that it won't be until March of next year that I have the opportunity to run a Space Age game again, that seemed like a no brainer - though, as I've mentioned many times before, completing a full Space Age game in a single month can be pretty rough.

Following that train of thought is what led to this strange but interesting map I wound up generating. I wanted to try removing time sinks without removing challenge - things like dealing with biters while trying to expand on Vulcanus, jumpstarting new ships in the mid game, I even stripped the cliffs on Gleba just because.

DLC Requirements:

Elevated Rails: Enabled

Quality: Enabled

Recycler: Enabled

Space Age: Enabled

The Exchange String:

>>>eNp1Uk2LEzEYTmxr69rVIkUQlrUHDyLUgx836UQvuyL4D2RIp2kNTic1mVRWke3Bi6AI4sW9uOcKevImWBBE8SJ48LriRQ/iKqLHmo9mmm3dQDJv3o/nfZ43swdAUAV5AJYq+LqkMQsjLlskZDQGYBC4XYxwHNGUAADUHSAARkE+Yjh+Ohw21B3ppIWI9XqE1xknvnufQawrxB3JJCHdtXoTCwOqQqbRYjuWjNOEhH2SpD6FxbaMO4zjMIppu+1HDroIFTFOWsK2AabN/k5Mmjtq9BoEFes3JEJHwgGWbbCn0FKFdiLQcj00kbKETBkANPHfwCnhNt+ClShnyew8FmOaXqWyGza1Tl9IOcGyT8W8wgJn0TWhAKYeEXHcs7xGhsNhkWKe0qQTYk5w2GVUpJJP8G3ngiHuc6kKGbclp1GII9oKO2RNEO4/ciHlhAj7OnYG5VQmHZGSJGQOXaeqIUiOE6VrTm9fxhFOpNKlfhhbYSkfyiJ9pg0qulaj7VQw8/Q9AN49fhYO7iwDvcfroDYe662sLQWoN4ADlakaQ+X0V+282heyqUIIb1WfrXy++SiANuEkmhjbE8+o6TwXnXEZ7Ro65pVDeP/7i82/b0YN+PD9+uqr21cCuPr85cavT8MGBLCgaeb0sTezbO2WI1NCsx5lbDzW61tgARamZTUEN++p2+hSDsBSUVmVA+owvtpSltZwoFUE22b9CeBps7444+McAyXsnG61rI+3+ihMOwOkxFrjAYLoqIsemaao+lPA59DSN6vlnWv72us/QyQb7Bn0Hx0zniy55BlmUq3s+Jrz5/2h6G7oCTJvAXTWbzh5GTD5vw2U/VYQrKpPLvu3toPs6a2un4Fp9SO/UvwHRyMtOQ==<<<

Spawn area: https://i.imgur.com/jUHkTNY.jpeg

Again, you may notice that while I increased the richness of most resources and decreased enemies, I didn't max everything out, turn off spoilage, or disable enemies entirely; the goal is faster, not easier. It just so happens that speeding things up does have a habit of nudging difficulty towards the floor. That's why I increased asteroid spawn rate - more asteroids means more resources for midgame ships, which I hope does compensate for a slightly rockier start. (And hopefully it was a small enough increase that it doesn't completely break the preexisting ship designs of those that like to design their ships once and blueprint them from one game to the next.)

I nudged a few other values around, like evolution values for example, but not anything easily noticeable. Hopefully this should result in a full Space Age map that's still interesting and fun to tackle that's manageable within a month.

If you have any suggestions for future months, especially with November and December just around the corner, do let me know! Community suggestions are quite important to a community map, believe it or not, so if there's something specific you'd like to to see us run leave your ideas below.

Time to go conquer another solar system!

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 2.1.20, which will not work with the most recent version of stable, 2.0.77.)

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!

Looking for an Australian server to join? /u/nanonator102 has you covered! Check out their post below for details!

Feel Like Watching 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, Quality of Life (QoL) mods should be perfectly fine. What do I consider a QoL mod? Any mod that doesn't A) add new items, B) change terrain, or C) make significant gameplay changes, like modifying recipes or enemies. Any mod that fits this definition should allow everyone to play the same game even when some people are playing with them and some people are not.

Even Distribution is a great 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 meaningfully change the way the game is played.

Below I've put together a short list of examples that I think are ok to use on any map. It's made up of a handful of optional mods that might seem ambiguous in how well they fit the definition above, so they're just here to act as guidance on what should be ok. Another good resource for Quality of Life mods is available on the Factorio Discord - check out Xorimuth's pinned post.

Optional Mod Examples

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 want to back up your world before adding one of these.

Color Coding

fCPU

Nixie Tubes

Project Cybersyn - Logistics Train Dispatcher

RadarPlus For RSO

Squeak Through 2

Text Plates

Updated Construction Drones

Visible Planets in Space

Previous Threads

-- 2025 --

October 2025 - Results

November 2025 - Results

December 2025 - Results

-- 2026 --

January-February 2026 - Results

March 2026 - Results

April 2026 - Results

May 2026 - Results

June-July 2026 - Results

August 2026 - Results

September 2026 - [Results](www.reddit.com/r/factorio/comments/1wv5rfn/factorio_community_map_results_september_2026)


r/factorio • • 9h ago

Modded TIL: If you use hot water your heat exchanger can run at 120%

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238 Upvotes

Can't do that without editor tools though.

Edit: I've used "editor extensions" to create hot water, which is not possible outside of mods, but the underlying system is implemented fully and utilised by some overhaul mods for actual gameplay.


r/factorio • • 2h ago

Modded made my first mod: quick start + a ready made city map for megabases (wip). is this interesting to anyone?

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37 Upvotes

tldr: new map turns into a painted city around your spawn (only floor art, doesn't block building), with teleports, rail corridors and ore fields that grow the further out you go. you can use it just for the look or with the kit for a mega start. it's my first mod and still wip, so I really want to know if this is interesting to anyone

so a bit of background. I'm a dev and got into factorio not long ago and I'm pretty hooked. wanted to build a real megabase and was looking for a mod that skips the slow early game and also gives you a really cool map to build on. didn't find something like that so I started building it as a hobby project. it's for 2.1 + space age, not on the portal yet. also full disclosure, I'm not a very experienced player (around 300 hours), so I'd especially love to hear from people who've actually built megabases

you can use it 2 ways: - just the look and feel: only the city, no free stuff, you build your base on top of it - mega start: the city + a warehouse full of sorted items, research and gear so you can go big right away

what's in it now: - a round city, works from 1000 to 10000 tiles. big circle around spawn, straight main bus with nothing on it, 4 themed areas with landmarks that glow at night - city blocks of 96 tiles with fast roads, and a grid overlay (ctrl+alt+g) that matches blueprint snapping - everything is floor tiles + lights + map labels, so you build on top and the map view still shows the city - with klonan's teleporters: a pad in every grid cell named like A1, C4 etc, plus pads at the landmarks - rail corridors next to the main roads (didn't want trains on roads), and a book of rail blueprints that fit the grid - ore starts small near spawn and gets bigger further out so you actually need to expand - train stops name themselves like "IRON 4 · C3 load" (works with LTN)

the kit (optional): - warehouse next to spawn with sorted chests: belts, inserters, poles, drills, furnaces, trains, rails, robots, roboports and more - research done up to blue science + trains - power armor already filled with roboports - small ore patches + oil + uranium right next to spawn

would love to hear: 1. is this interesting to you at all? would you start a megabase on a map like this? 2. which features do you think are cool, and what would you add if you could? 3. what do you think about the look and feel?

all screenshots are from the game (with HD Age and Alien Biomes)


r/factorio • • 6h ago

Design / Blueprint I'm ashamed of myself why does this work

79 Upvotes
I promise I will solve this properly some day 😭

r/factorio • • 11h ago

Suggestion / Idea I created a TARDIS mod for myself xd

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181 Upvotes

I think I'll post it later, once I've polished it.


r/factorio • • 6h ago

Space Age Glad I Didn't Overreact

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33 Upvotes

Bugs broke into the iron/copper outpost, so I broke into the family atomics for the 4th time this week.


r/factorio • • 16h ago

Question dose this work

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154 Upvotes

this is the lab deseighn im planing to use but im not sure this is optimal or would even work what do you guys think


r/factorio • • 4h ago

Suggestion / Idea 3600 Green Circuits per Minute in a 32x32 grid

15 Upvotes

I've been trying to create some compact belt designs that fit within the 32x32 grid - here is one for green circuits. The design will work with lower level assemblers and belts at a lower output level. Let me know what you think. I'll put the string in a comment.


r/factorio • • 5h ago

Question Going through a huge delay between blue science and purple/yellowp on my first playthrough. Is this normal, or am I doing something wrong?

18 Upvotes

Hi! There's just so much stuff to do in game now (and do properly now that I have drones)... My thought / work process goes something like this, but point 5 is the most impactful if you don't wanna read all that:

  1. Do I go for purple or yellow science? Well, my progress is slow as a rock and am gonna get more powerful enemies soon, so I'll target yellow science for more firepower

  2. Now, what do I need for it? Damn everything! But first of all iron

  3. Since iron spots are gonna run out, I gotta make a dedicated refinery scaleable for up to 8 lvl2 belts of production capacity, which will get ore shipped-to by trains from different ore patches (currently at 1 belt capacity). This adds 3 stations (ore export, ore import, plates export), plates export has 4 waiting areas (as do all my next stations for every non-raw export)

  4. Same for copper, plan +3 stations, currently +1 as ore is on site

  5. Uh, but these stations needs A TON of space... But expanding means destroying biter nests, which raises evolution a lot! Game already taxes my slow ass with evolution from time+pollution, does it even want me to expand or not?! And so I cumulatively spend literal hours thinking of the best way to squeeze everything I need, given all the space requirements by train stations. I don't wanna ship stuff over distance by belts, trains are much more flexible for adding new importers / exporters

  6. Green circuits time! I'll need a lot, so they must be easily scaleable. Made an OK spammable blueprint for those. +3 stations (pulling resources from copper and iron refineries)

  7. I'll need plastic and other oil derivatives, gotta design a scaleable derivatives refinery instead of the pipe lasagna in my starting base! +5 stations, maybe 6 if I make it produce rocket fuel in mass later

  8. Might as well set up an acid-processing plant too, and it might as well make batteries too, I'll need those for my Grand solar panel idea (building solars in a single line along a railway stretching out into infinity, worked-on by a separate logistics network). +6 stations (yeah even importing water because I like trains)

  9. Oh, now my first oil patch is running low... I gotta get a new one! And so I venture to set up a new one, discovering that laser turrets are quite neat. I decide that my starting oil patch will be the central oil storage, polling oil from remote patches and distributing it wherever needed (currently it's the starting base and refinery from #6)

  10. Gonna need steel too! +3 stations (2 for steel refinery, 1 for new ore patch)

  11. Hmm, I use trains a lot, they could use a dedicated refueling/waiting station array with rocket fuel, that's a neat idea

  12. Now, what does yellow science need? BLUE circuits?! I haven't even made red yet! And I think I should produce greens for reds on-site instead of importing them from #6, just feels like a better idea...

  13. Tomorrow I'll do a red circuit station, but... Is my current solar setup even good enough to support everything when it's turned on?! Maybe I gotta expand to using uranium? Idk... -1h of pondering

  14. Oh, and the new oil patch is already down to 633%, first is at 400%, maybe I gotta get a yet another oil patch first... Maybe I should turn off the battery factory for now?

  15. Ooh, and I'll need stone products for lots of other stuff too, maybe I should make a stone pipeline that exports both raw rocks and bricks, which could use separating stone providers from refineries too...... But I'm running out of biter-free space, should I expand into some nests? But won't that raise evo?

Aaaaaaaa! So much stuff to do and consider! And I'm already at 0.71 evo, I'm afraid imma just get run-over once max level of biters spawns because I didn't get dmg upgrades from yellow science. Am I doing smth wrong?

Thank you in advance ;_;


r/factorio • • 20h ago

Modded New mod: Passthrough foundries

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176 Upvotes

Does molten iron in iron pipes make no sense to you? Are you sick of tidy and efficient foundry setups? Would you rather be forced to build spaghetti in tight spaces? Then I got a mod for you!

I took inspiration from fusion power: molten fluids cannot go into pipes, and foundries must be connected directly to each other to pass lava or metals between them. Factories have to be built adjacent to or between lava lakes to have access to lava, instead of sitting in open ash plains far way from Vulcanus' primary resource.

I like how fusion generator plasma connection placement requires spaghetti arangements, and I tried to replicate the same feeling with foundries. Foundry being a square makes it way harder, but I think I managed to get something usable yet sufficiently messy.

I rebuilt my Vulcanus base with this mod, and I quite like the result. The factory feels very different - lots of manufacturing happens right at the edge of a lava lake, and the planet feels much more about lava processing than plain Space Age does. Lava lakes also become a much more useful area because of much easier access to lava.

https://mods.factorio.com/mod/passthrough-foundries


r/factorio • • 1d ago

Space Age Are we the bad guys?

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1.1k Upvotes

only after throwing biter babies into the vacuum of space did i start thinking we might be bad people, but on the other hand if i didn’t do this i’d just be forced to kill them when they matured anyways🤔


r/factorio • • 8h ago

Space Age Traveling on Aquilo considered as a rare achievement xd

20 Upvotes

r/factorio • • 6h ago

Question How to output the (rounded up) number of items a machine produces per second.

11 Upvotes

I have an assembling machine which switches between crafting pipes, rocket silos, and other things for non-negotiable reasons. I tried setting a constant for how many times the ingredients to request, but it is too high for the rocket silo and too low for the pipes. Without manually inputting the rate for each, how would I natively output the rate as a signal?


r/factorio • • 11h ago

Space Age Just getting my science loading stations designed. no biggie.

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17 Upvotes

if my calculations are corect, this "should" eventually be able to support 2 4-wagon trains per second per space science kind. hopefully.


r/factorio • • 14h ago

Question What is the easiest way to set up perimeter defense?

29 Upvotes

I'm about leaving Nauvius and something tells me that it's better to set up some perimeter defense. For now I have small groups of lasers (2-4) in all choke points. 1-2 random biters bother me once in hour at best. So what is the easiest/quickest solution?


r/factorio • • 17h ago

Base I have automated grey and blue potions!!!! (base progress from last post)

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49 Upvotes

This game is pretty good, cant wait to put in like over a 1000 hours lol


r/factorio • • 16h ago

Space Age The "I just want logistics" space platform

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40 Upvotes

​

Logistics requires space science, and once I have logistics building and stocking rockets gets easier.

So this is the interim step.

Combinators do a simple inventory control 10 of each in the collectors, 10 of each on the belt. (Could probably increase that a bit, I just don't want them too full to collect, so limit of 14 or each might be fine)

Hub unloads spare chunks so they sideload.

Not many spm, but some. Should be enough to unlock logistics requests to make loading rockets easy.


r/factorio • • 5h ago

Space Age Fulgora Upcycling Base Ideas

7 Upvotes

Good evening all,

I am far enough into the game that Fulgora is becoming a quality ingredients farm and factory. I don't plan on keeping anything except a chest of each resource in normal quality and then stockpiling and using epic and legendary quality ingredients for all other builds. To do this, I am using a recycling block, that exclusively does scrap before it enters an upcycling block that attempts to upcycle as much as possible before going through a separate recycling block and repeating until void or high enough quality. I've seen plenty of boxy requester chest upcyclers, but I am trying to make this all belt fed. Below is what I have so far, just looking for people smarter than me to give tips or thoughts on my current thought process below. I will be building and tweaking the blueprint over the next few days and will send an update with a blueprint when I am done.

There are a total of 18 ingredients that can be made from scrap either on the first or second recycle, these are the items that we are looking to upcycle, with productivity whenever possible.

First, red and green circuits get sent to EM plants to be turned in to blue circuits due to it's a researchable productivity bonus that can get up to 300% with the proper amounts of science. I ship in sulfur from Gleba to get the sulfuric acid needed for the blue circuits.

The next one is LDS which also gets productivity from science. Copper, plastic, and steel all go in to this line making the products in an assembly machine. (I know it is more efficient to cast it with a foundry for the LDS Shuffle, but this is on Fulgora so an assembly machine will have to do.) The extra steel that comes off of this is getting turned into steel chests before being fed back in to the recycling line.

The only way I found to nicely upcycle batteries is to turn them into accumulators in an EM plant. The only other ingredient they take is iron plates which we will get further down the line.

holmium ore and stone are sent along a line to have the normal qualities be turned into solution which can be pumped elsewhere on the base. Any other quality of either product is sent into a recycler loop to destroy it. (High-quality stone can be useful for legendary heating towers, but that's it, so I might try and keep a small quantity)

Wube broke my heart when they took out the concrete -> hazard concrete upcycle path, so it joins copper wire, LDS, blue circuits, and iron ore in going straight through the upcycle loop in to the upper recyclers to try again without upcycling. (These are the products that I'm not sure if I should be doing anything other than recycle)

Stone bricks are turned into stone walls, while the glut of iron gears are recycled directly into iron chest assembly machines.

Ice and solid fuel are kept in small quantities as normal quality before the rest is voided.

I am also using flowthrough belts for all of the ingredients to prevent backing up, making sure that the whole system continues to cycle.

I'm sorry there aren't pictures, I'm not at my own computer right now but can post some later if anyone has questions or thoughts. I'm happy to hear any thoughts or feedback on this potential design, Thank you for reading!


r/factorio • • 12h ago

Base Expanding to the second oil patch on my first ever run, planning to deliver it to a centralized oil dispenser for later use in the factory. (Pics of the base attached)

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19 Upvotes

I've thought of supplying the outpost with ammo for turrets as lasers eat a lot of energy, but, given that my solar arrays currently provide a hefty reserve even at night, I think I'll be fine with lasers


r/factorio • • 1d ago

Fan Creation He ist just standing there … MENACINGLY

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1.8k Upvotes

r/factorio • • 10h ago

Modded Question How different is K2SE from K2SO? Other recommended modpacks?

7 Upvotes

I'm finishing up a K2SO run and want to try something different. I was thinking K2SE as it seems like a different experience. If it's not that different what are other recommended packs? The ones I know of and plan to play eventually are:

AngelBob's (the SA modpack)

Nullius

Py (I tried, got 100 hours in then stopped due to irl stuff) also might wait until their space addon is out... whenever that is)

Seablock (depends on if it gets updated to 2.1)

Pyblock (if not seablock/Py)


r/factorio • • 1d ago

Space Age A Pretty Big Platform in Space

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90 Upvotes

I made a big space platform a while back in 2.0 SA. I was inspired by Angkor Wat, a temple that covers one square mile. This required 2.7 million platforms, is propelled by 2.2 thousand legendary thrusts, and reaches a whopping top speed of 135 km/s.

The platform is largely self-constructed with an onboard platform factory. Interestingly, production isn't the bottleneck; the platform placement algorithm is, topping out at about 60 tiles per second.


r/factorio • • 20h ago

Suggestion / Idea What if Factorio had automated trucks and roads with traffic management

27 Upvotes

there really isn't a place for them because trains and belts both cover whatever niches trucks could have and trains would almost always be better

but i think it could be cool to build intersections and avoid traffic accidents


r/factorio • • 15h ago

Design / Blueprint Czardian Exalt, A Smart Hub Promethium Platform!

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12 Upvotes

Blueprint:
https://factoriobin.com/post/kf7683

Lots of of combinator logic in this one! Sushi belt buses everything in and out of the hub, including fusion fuel cells and fluoroketone cold barrels. Many features see on board display panels and quick startup logistic menu. This was super fun to design and test!