Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Tue Sep 23, 2014 6:42 pm
by Junion
Hey I fully expected this sort of stuff when I first started watching the series. Heck I expected it to get much worse, having seen similar ideas done in other games (anyone overly familiar with Dwarf Fortress know what I'm talking about).
I'm honestly just suggesting what I feel may be a good idea...spend an episode to just pour over the base and fix any issues one may see. Let that be a goal of the episode, to just fix the base up a little bit, it'd prob feel useless to whoever did it, but I think it'd help a great deal. On the other hand, -root is mentioning something special will be happening soon, which may negate all need for this anyway.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Tue Sep 23, 2014 9:31 pm
by _aD
ible wrote:The second spoiler in JoshLittle's post is a great example of constructive feedback.
Infectum, I highly recommend you review the combat footage while reading through his analysis.
...if you were in the army as some sort of strategist.. Since it's just a game you'll just get better at it naturally.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Tue Sep 23, 2014 9:33 pm
by _aD
ible wrote:A better way to understand the base is to load up the save game from the last episode a player submitted.
Spend maybe 30 minutes just understanding where resources are going and where manufactured goods come from.
Or just play exactly as they have been playing, enjoying the challenge and the foibles of their folly, and entertain us all in the process. You folks do realise this isn't an exam, right?
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Tue Sep 23, 2014 9:47 pm
by -root
And just to kill the idea, last time I played we were nowhere near rocket defense. Unless the boys have managed to smash out a ton of progress, I don't believe we're there yet. Its something else.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Tue Sep 23, 2014 9:49 pm
by Junion
Bah! You shoulda let me disapoint myself!
Nah, I just figure you are saying something special is comming up..which might negate what i'm saying one way or another heh.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Sep 24, 2014 5:37 am
by Junion
Because I feel like dropping my comments here instead of on the youtube video. I'll try to spoiler things as necessary.
Thank you for figuring out if you don't know where something is, you might be able to just request it from the system . It was a bit frustrating when you couldn't directly find
railroad tracks
especially as your mouse hovered over them a couple of times..but I understand it can be hard to spot in that sea of mess. My first base is about as bad and the only reason i can find stuff sometimes is because i know the general area its in, even then I still miss stuff (first base..a lot of build mistakes, seriously even though I have rocket defense with it, its tempting to send it to -roots fixit..just because I'm curious what he'd do with it, and if he actually could give good improvements without just using logistics to clear EVERYTHING and rebuild from scratch , it honestly looks about as bad as the hydra base)
With that said, the good, the bad, the ugly. Time for the spoiler block cause seriously.
This got big
This actually isn't as bad as I made it out to be. You did take the hint, and got started with oil wells. You left -root there so he'll know whats up. And you left things decently unfinished so he won't just assume you did everything correctly. Trust me if you had replicated the design up the track with the rail signals, you would have caused an issue. You did have the right general idea, and honestly I only know this because I was figuring out trains yesterday..and caused the EXACT problem you were close to making yourself. It's hard to describe in text, but basically rail signals make 'blocks of track' that only a single train can be in at a time, basically just a section of track is all. Trains also don't 'skip' a station if they can't get to it...they just stay put until they can get to it. The very moment the copper or oil train was in station..and the other was comming down the track...it would immediately cause a jam. As the unloading station 'block' would be taken up...so the other train comming down would stop at the new block you would have created (where your new track feeds into the old one...the spot between that area..and the origional join (where the other signals are). It would then sit there and wait for the station to be free. But the train in the station would want to go where that train is sitting and waiting..and therefore would never move. There are multiple ways to fix this..don't create that 'block' of line. Create side tracks. Etc.
The following text was all based on the idea you were wanting to unload iron...not oil barrels. I left it in just because if iron starts to get pulled from there these questions are still relavent. You're fine for doing oil barrels as long as you have a similar design at the new oil station, as the first oil outposts design.
On that note, your new train..where/how did you plan to have it unload. Currently the station is set up so that if you bring anything that isn't oil or copper, it'll just not get unloaded at all (at least it won't clog the system). And reworking your current system to fix that issue might be..a bit much. When I made my trainstop I managed to nip that issue in the bud, and can bring in anything...but, it'd take reworking. So that brings up one of the other fixes to the train blocking jam, that I didn't mention. I think what might have been best is to just create a brand new station for the iron train to go into. Don't bother with the current one, don't link with the current line..just make a brand new spot to go to.
I'm actually curious how root will handle this. Will he find destroying that track and making its own station the best way to go and isn't against the no destroying/changing too much rules, or will changing the station to accept iron ore as an input be the option to choose?
End the aside on Iron ore.
Honestly I now wonder if he'll find a way to fit it for iron ore anyway, even if it isn't being used. The above questions could still be asked...but a new offshoot of that line, that leads to an iron ore station can also work...just adding an iron only station to the existing line (and won't need to alter the current station design).
With all of that said..my real question I havn't asked. why not just use a long set of pipes? It is honestly what I would have done..not knocking you just curious.
Oh yeah, one thing that needs to be said. The friggin requester chest for the walls. Way to go..no really way to go. One has been needed there for ages, its funny you probably don't even know where the stone is comming from. But something has been set up just waiting for a requester chest for ages. Which is why you got that 1000 stone immediately, the only issue was that nobody has yet to change the furnaces to electric ones, or actually give the non-electric furnaces an automated source of fuel (for now it just gets stuck in by hand).
Overall a slow, but somewhat interesting episode. You spent a lot of time running back to base to get supplies, which was a bit slowing..but I suppose I just overkill stocking up on my side.
A general note for everyone...it might be a good idea to think about driving a car more often...if you trust yourself not to crash it, when doing stuff outside the base .
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Sep 24, 2014 2:43 pm
by FKODgaming
Junion wrote:Because I feel like dropping my comments here instead of on the youtube video. I'll try to spoiler things as necessary.
Thanks for the feedback. All were very good points, and gave me a lot to think about for next time.
The car Idea was brilliant, I really should have thought about that on my own, and I'm not sure why I didn't. I had one of those 'light-bulb' moments as i read it, and literally smacked my head.
The main reason I didn't just use a pipeline was because we already had the train station in place and somewhat setup for unloading oil barrels, so I figured it would be just as easy to add to the current system.
I completely missed the opportunity to upgrade the stone furnaces. Hopefully someone will catch that, if not, I'll make a mental note to do that in my next episode.
Thanks again for the input. I think I definitely need to take some time and figure out
exactly how to do trains correctly
, so I don't potentially mess things up in the future, haha.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Sep 24, 2014 3:32 pm
by Junion
He he I think the car thing can be left unspoilered, it'd help everyone to a degree.
Honestly I need to play around with the car more myself...I have ideas but no idea if they'd work. I wonder if its possible to use an inserter on a car or not. I'd love to be able to load a car full of goodies with automation, take it to an outpost, unload, set things up, then grab the car and head back, with an inserter auto unloading it back to an active chest (for return to storage).
But I havn't even tried that yet...
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Sep 24, 2014 4:18 pm
by JoshLittle
you expect root to build
trains
?
That thing
I think the existing stations can be enough. The oil train hasn't that much to do. He can swap to one side and the other. But if the ore should also travel by train, it could be an idea to make at least two wagons. One has f.e. 2 stacks reserved for emtpy and 2 stacks for full barrels. But the main station has also to be able to handle the longer trains. So perhaps a second unloading platform could be good.
It didn't happen, but I really expected that you place a train on the new track. You would have brake down the current system because no of the existing trains would be able to enter the main station anymore, even if the new train isn't in the station. Just because the block isn't broken into pieces by signals. And I'm not even hinting on which of the 3 double-places the signals have to be. One of the possibilities would make a big mess. Perhaps somebody falls into the trap
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Sep 24, 2014 4:30 pm
by DerivePi
Junion wrote: I wonder if its possible to use an inserter on a car or not.
Yes, cars can have inserters operate on them. As for -Root and unfinished train stations, his "track" record isn't that good (groan here). Maybe he can lay the pipe right next to the train line.
Since everything is ready, I'd like to see some more alien artifact gathering (as an aside, aren't we the alien in this setting?). Although, someone should Factoriolize the production of cars. These guys will need a lot more cars to clear out the rest of the trees!
Just remember poison (the green circle thingy) for the worms. Also note, you can poison worms without coming into range of them. Just shoot short and the area of effect will hit them. Launch three and run.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Sep 24, 2014 5:58 pm
by MithrandirBooga
Junion wrote:
A general note for everyone...it might be a good idea to think about driving a car more often...if you trust yourself not to crash it, when doing stuff outside the base .
Screw that. 2 Fusion Reactors and 5 Exoskeletons is where it's at.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Sep 25, 2014 12:54 am
by Infectum13
JoshLittle wrote:Oh infectum. That kind of episode where it is not possible without a bit of blaming
(And for those who hate long spoilers: I think it is needed here.)
.....I feel like I'm going to have to print all this out at work.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Sep 25, 2014 12:57 am
by Infectum13
Xterminator wrote:
HeilTec wrote:
Boogieman14 wrote:... there appears to be a pretty strong SEP field in this coop
Procrastination.png
This clearly explains the SEP effect in this series, since past, present and future 'me' are three different persons.
Ahaha so true! Love that post mate.
As for Infectum's fighting, I think Josh Little's second spoiler was really good, that is some good constructive criticism, rather than just insults.
But Infectum if you read this, don't feel too bad about being bad at combat right now. Everyone started out being bad when they first started, and I mean I can't count the number of times I completely failed at trying to kill a base. Hell anyone who watched my last several videos in this series knows I died like 3 or 4 times trying to kill a base. :p
The biters are just pissing me off at this point...
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Oh root. That is more a prank against me. Such a good idea for a prank and after you waited over 50 episodes you fuck it up like this? 6 in each direction? At the lake you could have 15-20 in two directions and the wtf-moment because of the
disappearing of a logistic network
. Man, that's lame. Go play normal episodes, pranks are not your thing.
(Don't take it too seriously, but... you really fucked it up! )
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Sep 25, 2014 5:02 pm
by DerivePi
I guess this is a moment where 2 deconstruction plans would come in handy.