The Hydra Dilemma - A Coop Factorio Playthrough!

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DerivePi
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by DerivePi »

Considering that the end of line is just around the corner, it makes sense to not worry about setting up another Roboport. Yes, doubling up the wall is fine. Actually, at this point in the game, should biters bother you, just go and clean them out. Besides, both oil bases are unnecessary anymore.

As for lugging the coal to the requester chest, I could see myself do just that. The fact that I'm relying on robots to travel across half my base would have irked me enough to have installed a belt by now. But, I also wouldn't have disconnected coal production in the first place (which was not obsoleted - red card!)

As for watching "the fail" (is that even American English anymore?), due to my schadenfreude, that is what I look forward to! Unfortunately, as can be expected, the players now know how to use empty barrels (properly - anyone know where the barrel went?).

As for speed modules, I totally agree. Their usefulness is limited to Beacons around research, oil wells and ingredients for items (assembler 3, armor, etc...) Productivity Modules are limited to purple potion production. And Effectivity Mods can be replaced with more power generation and biter clean up.

Great series. Thanks to all of you!

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by HeilTec »

DerivePi wrote:... the players now know how to use empty barrels (properly - anyone know where the barrel went?)....
Great series. Thanks to all of you!
The barrel :o Don't mention the barrel :shock:

Great series! :D
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by Junion »

Derive: I'm with you on the robots thing...the coal across base via robots that is. I still do it to a degree on my home base..but I was trying to do some of that to a degree and like...I was using up too many bots hauling resorces that way o.O.

So I went ahead and made a belt when I got tired of using up too much bots for that travel.

Now, in all honesty I would have probably ctrl clicked the coal to move it about. But eh that's just me.

Though yes..him not understanding how the rocket defense prep chest worked..was a derp moment :P.

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by JoshLittle »

-root wrote:You know, coming here and watching Josh rage is nearly as fun as actually playing in the hydra dilemma :lol:
JoshLittle wrote:This is so frustrating :( :(
Dude, that's not raging, that's sadness :(
If your belt feels too long, your wall is just too short :mrgreen:

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by -root »

Its still hilarious.

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by PharAway »

JoshLittle wrote:
-root wrote:You know, coming here and watching Josh rage is nearly as fun as actually playing in the hydra dilemma :lol:
JoshLittle wrote:This is so frustrating :( :(
Dude, that's not raging, that's sadness :(
It's like food to root's soul. LOL
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by PharAway »

keyboardhack wrote:I wish i could watch the hydra dilemma, but i can't as i can't take watching all the fail that's constantly happening.
Half of you don't even know how trains work...
As someone who likes to watch LPs that is what I look for. When I want ideas on being efficient and "not fail" I'll look for tutorials or at a wiki. The surprise when you find something doesn't/does work is what makes live commentary. I've often thought about doing an "efficiency" study and doing post commentary with sped up gameplay to showcase the communities pooled ideas.
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by n9103 »

PharAway wrote:
keyboardhack wrote: As someone who likes to watch LPs that is what I look for. When I want ideas on being efficient and "not fail" I'll look for tutorials or at a wiki. The surprise when you find something doesn't/does work is what makes live commentary. I've often thought about doing an "efficiency" study and doing post commentary with sped up gameplay to showcase the communities pooled ideas.
I would prefer to watch someone learn how to do things, rather than repeatedly do things in a way that doesn't work, and has been pointed out as such.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by Xterminator »

Episode #73 is live! http://youtu.be/XEGuNxXpLpw
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by n9103 »

Items in Requester chests aren't counted in the overall logistic network.
Good work on the upkeep.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by JoshLittle »

@xterminator:
Use it, please
12:40 is hard to understand (for me), but I think that was meant to be a comment about my comment which you apparently still misunderstand. But who cares...

For the rest I make a little quiz:
  • The stuff in which types of chests are counted in the logistic system?
    provider and storage
  • Where is the stuff not counted?
    Examples: Steel/iron/wood/smart/requester chests, while being on transport with robots, before picked up by robots from chests that would normaly count, in the player inventory, in chests outside the reach of the (same or connected) orange area, ...
  • How many miners (without modules) are needed to reach the capacity of a slow belt?
    9? :lol: It seems to be not a full number. To fill two slow belts 44 miners are around right, but even with a sophisticated compacting technique sometimes it stucks a bit and sometimes there is a single gap. So around 22 miners for one slow belt.
  • Which influence has the length of a belt to it's density?
    None!
  • If the existing amount of liquid is balanced into a new storage tank, how many additional liquid is all tanks if the new tank "is getting filled up quiet quickly"?
    Short answer: Nothing! Longer answer: shurely are a few units getting pumped in because of the full pipes and the machines at the other end, but not that quickly. After the balancing in a few seconds the amount of free room in the tanks has increased by the room the new tank gives.
  • If a slow belt is not completly filled, how many more stuff is transported after every tile of the belt is made out of fast belts?
    Nothing! Speed doubles, density halves, same amount of stuff is arriving at the end as before! If more stuff should arrive, put more of it on the belt. That's the only way!
  • What is a bigger waste of ressources? To make
    fast corners
    or to
    speed up the whole belt
    ?
    A fast corner is never a waste of material. A faster belt most of the time.
Bonus question with a pic:
What difference makes the insertion of this splitter
Answer
If your belt feels too long, your wall is just too short :mrgreen:

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by n9103 »

Definitely coming off a bit caustic there JL.
Also, neither of those belts in the pics is actually balanced, they're just resistant to overflow on one of the sides.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by ssilk »

Wrrrrrrrrrrrrrrr... <2st gear> wwwwrrrrrrrrrrrrrrrrrrrrr.... <3rd gear> WWWWwwrrrrrrrrrrrrrrrr... <full brake> iiiiieeeeeeeek.... :o

A big biter in blue uniform is standing at the side of the road and winks with a red blinking dipper to halt the car.
He comes along to my side.

He is speaking with a quite deep voice, a bit difficult to unterstand: "Bitaaa polissss... cann youuu pleassss giff meee yoooo driffing leisssssensss?"
Me: "Ahh... aehhhhmmm... uhhh, ah... ww-wwhat?" :shock:
Biter policeman: "Yooo drifffing leissssensss! Pleassssssssss." :|
"Ahm. Yes, Sir. Of course.", I begin to dig around in your car... 'This car has just too many stacks', I think. "Any problem with my car? It was just repaired some minutes ago!?", I ask, while I'm searching the papers. :?
"Noooo prrrrrobleeem. Routineeee cheeekkkk." :geek:

Successfully I found my Factorio Player Licence.

"Here it is", you said and gives it to the biter policeman. You notice his name plate, 'Biter Policeofficer Mr. Skkkaaaaaaaszzzrzzzzshhsh', "... Officer Skkkaazzzzsshhhhhhhh." :ugeek:
"Skkkaaaaaaaszzzrzzzzshhsh", he corrects me "Butttt no prrrrobleeem, mosssst huuumaaaannn caaanottt sppeeeekkkk theee shoooorrrrt 'r'." :roll:
Then he watches my licence carefully. "Thissss leisssensss isssn vaaaaalliiid anymore.", and he eats the license. "Pleassss gooo off carrrr!" :twisted:
I jumped out of the car, fast enough, before the biter policeman begans to eat it.

After he was finished with that, he told me, that with multiplayer there where too many car-accidents, so that the developers had changed the rules: The Factorio Player Licence is now not longer enough to drive with the car. To drive a car it is needed to re-make the Factorio player licence 2.0 and the new Factorio Driving Licence, Class C, which allows me to drive a car - the tank needs class T and costs much, much more - I cannot afford it now.

Btw: Here are some of the questions, they asked me for the Factorio Player Licence. I hope that helps, when you need to re-make your licences. :)

PS: Now I'm again allowed to play this game!! :) But it was hard, I need to watch about 25 hours of some obscure series on youtube to learn all the answers to the questions...
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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by DerivePi »

ssilk wrote:I need to watch about 25 hours of some obscure series on youtube to learn all the answers to the questions...
Well, when you're done watching your obscure series on youtube, you should come back and rewatch the Hydra Dilemma :D

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by FishSandwich »

Lmao, ssilk, where did that come from? Best post in the topic.

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by Junion »

Ok he gets a few claps from me for that too :P...

He he he thank you for some needed levity :).

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by FKODgaming »

New video: http://youtu.be/4afqs_H3vY0

Sorry about the mic quality. My audio producer has been canned.

Thanks for watching!

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by Junion »

FKOD: Nice work on getting the quick and easy fix to the problem you were dropped off at, I personally hate robots going that long a distance for something that constantly needs to be done, but its a quick fix, with that said, on to what the rest of your episode was pretty much about.
Yeah its needed
Interesting episode..but everyone is starting to get a bit listless..not sure what to do..how to do it, etc. Unless they come in with a frame of mind to 'blow up some alien scum'.

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by n9103 »

Junion
FKOD
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Post by Zengief »

I am just waiting for the moment when the two short oil trains stop running well because one engine ins't getting fueled anymore.

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