Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Mon Sep 29, 2014 9:39 am
by JoshLittle
Hmm? What could be spoiling?
JoshLittle wrote:(And nearly everything of it happens from 15 min on.. sorry, but that was funny )
So there is nothing left that could be a todo-help-spoiler for other players
The only
unsolved problems
are:
Protection (but that seems to not have a high priority in the hydra anyway) and Train signals (but I guess that Alex will solve it after that obvious visual clue from Xterminator at the end - if not you will let it out and fish has to do it )
So you only know that something with
(only for you:) trains
was going on, but not where, how it happened and what has to be done next.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Oct 01, 2014 12:57 am
by Junion
Oh wow, so I come home to two episodes..I feel like its Christmas already! O.O
So lets get started.
FKOD (which fish can read yay)
Good work on fixing the train...glad you had played more with trains elsewhere and got it figured out. It's a bit slow as you now have 3 trains waiting their turn..and one train has a long wait. But it'll work for now. Plus you got the roboport up too, so very good .
Fishsammich (which FKOD can't read...also yay )
Got long
I was screaming at you..why didn't you hear me? Yes another copper train, and a second port (to recieve only copper at the main base) would be of great help. But no..you had to not listen to me..meh I'm used to it sI spose . You almost scared me with the train thing...yes all parts of a track are 'seen' by all other parts, even if they are down different offshoots. if you had put lights where you initially were going to..I'm afraid you would have caused a huge jam..unless trainers are smarter than I think. But I think it would have, in the end, caused no trains to ever make it to the station again (until you cleared up the lights). Nice to see you found the 50 artifacts the group was given.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Wed Oct 01, 2014 10:21 pm
by PharAway
The next episode is live! Check it out! I try and deal with some of the shortages we're getting in copper and iron. Plus some more stuff...
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Oct 02, 2014 1:21 am
by n9103
In this thread: No one that uses hotkeys :p (Seriously, everyone goes to click the hotbar.)
Good job with the copper PharAway.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Oct 02, 2014 1:29 am
by ssilk
Hehe... nice.
About the trains
Some foretelling:
A) Currently much of the stored copper in the outpost is transported. This will run out in about next episode.
B) The oil trains will run out of fuel within the next 3 or 5 episodes. (well, might be, that the series ends before that)
Fix for A: Built more copper mines.
There is also a lesson learned: For outposts try to make big storages, here about 10-20 chests, cause with that, the most copper would now already be mined, put in the chests and just need to be transported. All what had to be done was to turn the copper in the outpost from north into the chests (instead of south) and add more chests after filling the first wagon, so that when the current chests where full the overflow goes into that chests. Now, when they where filled, either the inserters are turned into the other direction or adding a feedback belt on the other side of the chests, which returns the ore back to the feeding line.
Fix for B: I've found no good way to fuel double way trains of different sizes. Well, it works here with filtering wagons.
But a better plan is, to add also a second wagon for the oil and then it is a good idea to make only two trains: One for ore, one for oil, both with two wagons; that enables also later a third iron ore train.
There is another thing about optimization: Reduce the waiting times at the stations. Cause when waiting only 20 seconds instead of 30, this will reduce one turn from about - estimate - 90 seconds (2 * 30 secs waiting on stations + moving + waiting for signals) to 60 or below, cause this will make the oil trains also having to wait not so long or the ore train will run twice, before the oil trains interrupt. By reducing the oil trains to one and also optimize his waiting time (10 secs?) it should be possible to reduce that also to about 50 seconds per trip. That is about 100% faster, than yet.
And what can be learned from that: Instead of adding another wagon and adding a second size of trains, which will make problems with fueling etc. it is - before that - more useful to optimize the existing flows, cause the above optimizations work with one and/or two wagons per train and will (about) double the capacity.
For those players, which are interested in such things: More optimization could be done by adding a second train station, one for ore, one for oil. Cause that would enable to reduce the waiting times much more and enables double sided unloading, which reduces the unload-time to < 15 secs with full stack size bonus. The ore station could unload both kinds of ores (copper, iron) and instead of filling belts directly it is moved either into a "filter" (much work) or much easier, the bots moves the ores quickly into requester chests, from where it is transported to the furnaces. How fast this works can already be seen yet.
And what every player knows: There are always some ores left in reach of the base. That should be mined first, before making another ore train.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Oct 02, 2014 1:45 am
by Jace_Macleod
ssilk wrote:And what every player knows: There are always some ores left in reach of the base. That should be mined first, before making another ore train.
Your suggestion is too sensible. There is never such a thing as too many trains.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Oct 02, 2014 1:58 am
by ssilk
No, it is.
Trains/railway like currently implemented have two stages of complexity.
Level 1 is to built simple lines. Like now: Some loading station, and one target station. Or perhaps two. A relatively simple setup, trains have no reason to go into other parts of the railway network.
Level 2 of complexity is, when there are more and more trains come in. At some point you need to cross other lines and then it is only a small step to drive at the same rails, as another line. And that's the point with more trains, too. Current setup doesn't allow to have more than 3 trains. If you add more trains (like you want here), you need to switch (with this current map) from complexity level 1 to level 2.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Oct 02, 2014 2:10 am
by Jace_Macleod
I was joking. You're correct on all counts, of course.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Oct 02, 2014 12:02 pm
by PharAway
Jace_Macleod wrote:I was joking. You're correct on all counts, of course.
Guys get out of here with all your "logic" and "common sense".
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Oct 02, 2014 12:28 pm
by FishSandwich
MRW I see a serious comment on a joke series.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Oct 02, 2014 2:04 pm
by JoshLittle
Yeah post 500
Serious question: Does anyone know where to find a good "walkthrough" of making yt-videos? yt itself seems a bit shitty about explaining how to do it and that it's possible with a whole bunch of adobe programs is clear, but how does it the ordinary factorio ytber? I'm not going to open a new million-sub-channel, but sometimes a short video could explain more then multiple pictures. But how?