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Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sat Oct 04, 2014 11:43 pm
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

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 1:06 am
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.

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 1:35 am
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...

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 2:17 am
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

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 2:28 am
by FishSandwich
Lmao, ssilk, where did that come from? Best post in the topic.

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 2:41 am
by Junion
Ok he gets a few claps from me for that too :P...

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

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 3:18 am
by FKODgaming
New video: http://youtu.be/4afqs_H3vY0

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

Thanks for watching!

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 4:38 am
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'.

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 5:08 am
by n9103
Junion
FKOD

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 5:15 am
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.

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 5:19 am
by n9103
Heh, indeed. Fortunately, for them, they were using full loads of solid fuel.

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 5:22 am
by Junion
N9103

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 6:56 am
by FKODgaming
n9103 wrote:
FKOD

I was referring to how close we are getting to the end of the series.

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 7:21 am
by n9103
Well, the term doesn't really have anything to do with reaching a conclusion.
"The End is Nigh" or somesuch would be much more applicable.

Pardon my nit-picking, but I've a background in artillery, and that's a term you don't want to hear, since it can lead to fratricide.

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 7:30 am
by FKODgaming
n9103 wrote:Well, the term doesn't really have anything to do with reaching a conclusion.
"The End is Nigh" or somesuch would be much more applicable.

Pardon my nit-picking, but I've a background in artillery, and that's a term you don't want to hear, since it can lead to fratricide.
Actually, I do as well. I was FDC for 10 years. Small world. I was just playing on the fact that it's getting close, and it's 'rocket artillery' and all that. I promise I wasn't trying to annoy you, though. If I was going to do that, I would say "repeat" over and over. :P

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 8:04 am
by n9103
FKODgaming wrote:
n9103 wrote:Well, the term doesn't really have anything to do with reaching a conclusion.
"The End is Nigh" or somesuch would be much more applicable.

Pardon my nit-picking, but I've a background in artillery, and that's a term you don't want to hear, since it can lead to fratricide.
Actually, I do as well. I was FDC for 10 years. Small world. I was just playing on the fact that it's getting close, and it's 'rocket artillery' and all that. I promise I wasn't trying to annoy you, though. If I was going to do that, I would say "repeat" over and over. :P
:roll:

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 9:45 am
by ssilk
FishSandwich wrote:Lmao, ssilk, where did that come from? Best post in the topic.
Some thoughts going on in the background of my mind since this post https://forums.factorio.com/forum/vie ... ice#p17555

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 9:54 am
by JoshLittle
n9103 wrote: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.
...

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 11:27 am
by Martc
Junion wrote:
Yeah its needed
I don't know why everyone think that cleaning the belt will improve the situation. If right output of splitter is blocked all ore is going to left output, where is completely consumed before it reaches end.
So adding long inserters just cause that more ore will go to right and fewer to left, no improvement at all. I don't count very very short improvement on the start, it don't even worth the material used to build long inserters.

Re: The Hydra Dilemma - A Coop Factorio Playthrough!

Posted: Sun Oct 05, 2014 11:52 am
by JoshLittle
@martc: Never heared of infectums "drive it around the block to make it more"-trick? ;)