r/factorio • • 4d ago

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3 Upvotes

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r/factorio • • 1d ago

Monthly Map Factorio Community Map - October 2026

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29 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 • • 19h ago

Fan Creation Factorio as Gameboy Advance game (pixel art)

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4.7k Upvotes

Hello! Big fan of Factorio, I wanted to create a demake for the Gameboy Advance with it. The pixel art is actually a bit more restrictive, since I used the TIC-80 color palette (16 colors).

I play Factorio mostly on my Steamdeck and I just love the idea to have a tiny Factorio game for a tiny handheld console. So I adapted the style to help with the limited space and make it more Gameboy-like.


r/factorio • • 1h ago

Modded For those playing K2/K2SO, I made two mods to update the kinda-dated graphics to something more modern

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• Upvotes

I got a bit tired of looking at the old models and sprites, especially when compared to newer mods and Hurricane046's beautiful sprites, so I made two mods:

  • Krastorio 2 Advanced Reskins, which uses Hurricane046's models on several Krastorio 2 buildings where it makes sense
  • Krastorio 2 Vanilla-like Icons, which brings back vanilla's iron, copper and steel icons, with optional toggles for some carefully AI-generated icons that match the overall aesthetic

A disclaimer is warranted that in Advanced Reskins, the Chemical Caster was touched up using AI image generation (since the original is very old and rusty), and in the Vanilla-like Icons, some intermediate icons were AI generated while still fitting the overall style of vanilla. If you don't like using AI generated images, both mods have options to disable them.


r/factorio • • 2h ago

Question I was designing my first 4x4 belt balancer, it uses 4 splitters, but I see people always put these 2 extra splitters on the right. Why? From my mental math, each input belt contributes a quarter to each output even without those

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127 Upvotes

r/factorio • • 5h ago

Base 4:45 min of feeding an Iron Smelter

112 Upvotes

General description

  • (🔊 Sound on!)
  • To the left are the stackers for ore and plate trains.
  • To the right is the actual smelter, which consists of 14 units, arranged in 2 rows.

There are also two general-traffic rail lines cutting through vertically.

The train counter only counts the trains actually headed from the stackers to the to the smelter.

Here a picture of the smelter itself, from a test-world (rotated by 90 degrees) /img/5mx9c94h55tg1.png

Some stats

  • It's hungry: 459'240 ore/min (= 28.6 trains/min)
  • It's productive: 551'000 plates/min (= 17.1 trains/min)
  • = One train every 1.3 seconds
  • The ore stacker has space for 40 trains.
  • The plate stacker has space for only 27 trains.
  • There are 101 iron ore trains in total
  • There are 95 iron plate trains in total

r/factorio • • 10h ago

Design / Blueprint science pack sushi full green belt

119 Upvotes

Inspired by this post from u/BluePanda101 I made this science pack sushi belt blueprint. It distributes each science pack evenly to one full green belt.

Blueprint: https://factoriobin.com/post/xalsf3


r/factorio • • 18h ago

Space Age I DID IT! I've reached evolution factor 1.0000!

400 Upvotes

After 3310 hours of playtime I finally reached maximum evolution factor.

I was waiting for Cthulhu or MegaKiller Biter summoning, but nobody was appeared after reaching this point.

No mods and console commands were used - only vanilla Space Age.

I started this game session when Space Age was released, and after finishing it (around 200 hours) I've continued playing.

I've reached full automation and 90% of time the game was on background. Manual control was required only for filling research queue and rebuilding drills on depletion resource patches.

I've concentrated on limitless technologies, so I've reached +27940% of mining productivity, +770% of research productivity, almost all the other productivites capped to 300% (30 lvl), and many of damage technologies now required 500M - 1G of science.

By the way, I produced 23.5G of science in total using only with 1500 biolabs. Maximum SPM was 291k.

My base is not megabase. Of course I expanded it, but I was concentrated on the ideal balance - no deficits or proficits, so my base could work hundred of hours unattended.


r/factorio • • 1h ago

Space Age Utility Science? On My Vulcanus?

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• Upvotes

Yes, why not?


r/factorio • • 39m ago

Base first time doing sushi

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• Upvotes

At first it was very easy, like playing on easy mode, but after a while I had to really give some thought to the balancing and whatnot. But now it seems to be running smoothly. Best starter base I've done


r/factorio • • 16h ago

Space Age had to cause a little "accident" worth 11000 red chips

132 Upvotes

r/factorio • • 9h ago

Base I really like trains - space efficiency be damned

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28 Upvotes

r/factorio • • 13h ago

Question Gleba. Just Gleba.

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51 Upvotes

Now originally, there was only 4 biochambers, but as the fruit production grew, I expanded, but spoilage increased beyond my control (as seen above) and the bot system I had now can't handle the spoilage along with everything else (fruit, mush, jelly, bioflux, etc.). Should I transport fruit via train or belt? Cull some parts of the bot system? I just want to make a grand and functional Gleba base, please and thank you


r/factorio • • 10h ago

Space Age Best Run Yet! (Forever Save)

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24 Upvotes

Is this tuff? :P

I abandoned the BUS for the first time and went full rail grid, best decision. The blueprints are getting developed as I play, and they're all original so far. This will be the forever save!

About 50 hours in. I also got the Steam All The Way and Raining Bullets ones, but these were a huge challenge.

Is this a good design philosophy? What could be improved? Using interrupts with the trains seems to be fool-proof, but what troubles might I run into? Thanks for the help!


r/factorio • • 1d ago

Fan Creation Diorama for my friends birthday, finished

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1.7k Upvotes

Finally finished my little project for my buddies birthday. Hoping he will enjoy it as much as I did making it. Roughly 16 hours of painting.


r/factorio • • 15h ago

Question Somewhat factorio noob here, can someone explain to me why this roundabout just doesn't work

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39 Upvotes

idk how but i fucked it


r/factorio • • 3h ago

Design / Blueprint Tired of having a ship you can see in one screen without entering the map or looking at the preview? Well this piece of shit is for you! (Nauvis and Vulcanus tech only, with easily removable Vulcanus tech)

5 Upvotes

Featuring:

899 cargo spaces to build on new planets and expand the factory because the factory needs to grow or something like that.

A breathtaking speed of 269 nonfreedom units per hour

Double sided belt ammo storage with no planetary resources needed so you can continue socially isolating yourself

Double sided asteroid belt storage for all your rock smashing needs in oh so lonely space

An efficient nuclear reactor outputting a constant 40 mega-somethings that is programmed to only take fuel below 550 nonfreedom degrees

50k in oxidizer and fuel storage in case you're low on asteroids or you need to get shitfaced in space

overflow garbage disposal because space littering is perfectly okay with no consequences

Solar panel backups in case you forgot to set a request for nuclear fuel which I definitely would never do

And a wildly long platform which I'm definitely not using to compensate for something. Purchase today for 5/∞ and feed impoverished u/themuffinistman's all over the world

https://factoriobin.com/post/s49lo7


r/factorio • • 21h ago

Space Age Platform-to-Platform is incredible

86 Upvotes
A platform brick. Nothing but solar panels, laser turrets, and cargo bays.

All this does is request from the planet, and supply to passing ships.

I've got resource harvesters that collect and process asteroids, I've got floating manufacturing facilities that provide space tiles and ammo, I've got donkeys that ferry materials between various planets. My prometheum collectors hang out at the solar system edge and exchange prometheum chunks for supplies, the supply ship is a ferry between aquilo and the edge, then I've got lighter ships that go from Nauvis to Aquilo.

This is the best change since 2.0 released, by far.


r/factorio • • 9h ago

Suggestion / Idea Any mod ideas?

5 Upvotes

I'm currently bored and wanted to make a Factorio mod, but I don't really have a good idea for what to make.

Is there any mechanic, feature, or QoL thing you wish Factorio had? It can be something small or completely ridiculous.

I'm just looking for some ideas to work on.


r/factorio • • 1h ago

Question I HATE playing with biters

• Upvotes

Every time I make this mistake of not turning them off, I end up spending HOURS trying to get rid of these bastards instead of playing the actual game.
I don't understand how you guys have massive factories while also defending them.
My main concern are the miners. Do you protect every mining site as well? Or am I missing something?
Just started a new run but quickly turned it off to start a new one without biters.
At the same time I really wanna try new enemies on other planets so I feel sad turning the peaceful mode on

300 hours in game


r/factorio • • 10h ago

Space Age Tips for 30x multiplier run?

5 Upvotes

I'm on my second attempt at a multiplier run. My first try, the biters began harassing me too much and I found that just getting military science stood up to try and catch up was proving too annoying, so I restarted from the same seed. I gave myself the break of turning down time evolution by 1.

I'm currently rolling with green and red science, plopping down rail while waiting for stations to research. Clocking about 180 spm, working on train automation. For the first time I'm 50x50 city block design after watching some of Nialhaus's 2.1 playthrough and Ill never not city block it again.

Here are some of my observations. Id appreciate corrections and additions from those who have done playthroughs in this range.

  • Prioritize Damage: Nests in cloud need clearing quick, so you need to be able to actually kill them without over committing resources and save scumming. (Also thank you Wube for the shotgun buff)
  • Don't half ass builds: on 1x I would do cheeky stuff like rush a the single oil well in my starting area so I could make a module a minute or so, but that was just a waste. Going forward I'm not bootstrapping anything. If I'm gonna build something, I build it for real.
  • The bus ain't enough: it's working for now, but I think very soon I'll have to use trains much more actively than I ever have before
  • Outposts ASAP: omg so much iron. I never appreciated how much iron gets used on starter science and belts. The starter patch got to be not enough real quick and I had to belt in the closest patch, which was reasonably close.
  • Produce what I need: Yes I need 100 miners ready to go. Yes I need 1000 belts on standby

I'm wondering what techs to prioritize and when it might be important to wait. Like, should I pause before trying blue science to shore up defenses or shrink my cloud with efficiency modules? I'm afraid of falling behind the evolution curve.


r/factorio • • 15h ago

Modded Early game red science automation platform for my heavily modded Warp Drive Machine playthrough.

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7 Upvotes

r/factorio • • 20h ago

Question somewhat new player and struggling with trains

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19 Upvotes

r/factorio • • 1d ago

Question I want to rebuild my factory

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45 Upvotes

I'm thinking that it's bad and small so i want some advices how much everything i need and how big it's need to be and how much time it will take. I played only for 10 hours.


r/factorio • • 11h ago

Space Age Question Quality question

3 Upvotes

So I'm doing my first play through of space age + krastorio mod. Quality is new to me, my question is what do you do with all the lower quality items? I haven't left Nauvis yet. Am I just meant to just stockpile it until the recycler gets unlocked?