Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Oct 02, 2014 2:19 pm
by Phillip_Lynx
JoshLittle wrote: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?
I am also new in this buissnes but here is my way (no adobe involved )
First I downloaded OBS, wich was mentioned in one FF-threat.
With this Software I capture my plays and directly load them up to YT.
OBS lets you cature a window or the whole desktop or one game in fullscreen. ou only have to set up which you want. It parallel records my voiceinput via headset. All together neatly packed in an mp4 file.
In the meanwhile I have confirmed my acount at YT so that I can put up selfmade thumbnails, which I create while the video is uploading.
And that is all I do . No magic involved
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Thu Oct 02, 2014 11:08 pm
by JoshLittle
@pharaway:
You also waste capsules by overflowing the maximum follower count
Instead of just adding miners at the border of the field, the earnings would improve much longer by moving the middle miners and adding one there. Then the existing (and rebuilded) miner has still 25 oretiles and new one too. In your solution the outer miners will run out unequaly to the rest of the miners. This is a stage for a ore field where it is good to place as much miners as possible into the center (multiple miners help to mine the same tiles which are most likely still fuller than the edgetiles) and to make shure to cover every tile of the field with a miner (or its overlaping border) to not have to move them again just to mine a few overseen tiles later.
You see no gaps on this belt? Man, you are blind
(For the transport from the station I would suggest a double belt (passing west between the lake and the refineries!) and a little buffer at the entrance to the smelters, so they can be fed without an influence of the waves coming from the unloiding.)
@ssilk:
Trains
Yeah I see these problems too, but if they don't do it good, they have to suffer for it. It's like still not even having an existing roboport at the copper outpost (and the roboportconnection for the oil outpost was ... just working )
A possibility for the main station would be a one way circle, perhaps around this bullet turret cemetery (counterclockwise). For that every line has to have a loop, which are 4 curved rails and 10-20 straight rails. That would reduce the second locomotive, gives a flexibility with train lenghts and doesn't include a full doubling of all the rails. But the trains can be fueld at the same place and they can stack up in a line and move in (with proper signal settings) just as the other trains has left the station and they don't have to wait until the other train has done the half of it's ride.
I think the unloading has to rely on belts. They never invested in the higher robot-researches. They are slow and can not carry that much. By traveling long distances with that much stuff the logistic system will break down. And without rearanging the two smelting areas into one it is better to hold on the situation of different ore belts and not only different plate belts. The unloading distances for the robots have to be short. But yes, they can unload it to different belts, no need for a seperate unloading platform. With a buffer of oil barrels a oil train (that also could drive to both outposts) could be unloaded in 5 seconds.
@all:
Didn't count, but it seems like everyone wanted to build power armor mk 2 (and also nearly everybody wanted to fit the second exosceleton into pa mk1). But nobody was trying to establish a production for effectivity modules 1 and 2 so they can be used immidiatly when the effecivity 3 research will be finished. What will still delay a bit (if it even will be started next), because Mr. positive square limited blue sp production that much a while ago (multiple times).
@Phillip_Lynx:
So you don't use any cutting and mixing software?
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 12:45 am
by -root
At risk of this thread getting off topic, i've started a new thread here. We can talk about youtube and twitch there.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 2:46 am
by n9103
It hurts watching Infectum play.
I mean, seriously...
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 3:02 am
by ssilk
well...
This time he was so concentrated of getting the rocket defense and his prank ("we need more iron..." <walking to watch for iron> "... oh before I forget I need to make my prank" <fishing and forgetting all about the iron>) and begun to make everything manually (moving the coal by hand, instead of requesting more, which tooks him all in all > 1 minute, or moving advanced circuits and changing the balancing of the chests or adding speed modules to the furnaces, even if it was obvious (by his own watching some minutes before), that there is not enough iron), which tooks his whole time, so that the groundlaying problems (need for more iron and coal) haven't been made.
I think it's hard to show always, every episode, either a good game or make it entertaining... so it's normal, that there are good and bad episodes.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 11:07 am
by JoshLittle
Who said that you need a line of roboports to protect an outpost? Alex did it, Infectum said it, ... Take one roboport, put 50 construction robots in it, set a storage chest in the area, put 2-3 stacks of walls and repair packs in it, done! (No automatic refilling, but better as this "oh, a damaged wall. Let's double it up"
(What is zero times two? Still zero!)
Use Ctrl + Click to move everything of an item type in or out of a chest...
There is one coal miner and it has even nearly dried out. Instead of setting the coal-requests higher (what would be good because the travel distances leads to a empty requester-chest) you moved the coal in masses which will lead to a pause for the robots, a unrecognised drying out of the miner and after requester has putted everything out and requested the last stacks of the dryied out miner plastic-production will be not existing. Four miners into two providers set on the coal field would probably solve this problem for a long time.
Your sushi-circle really gets boring. Don't you realize that really nobody takes notice of it? So if you want to stick to it, why don't you half-automate it? Put a requester for fish there. They will clumb up or spread according to the track. It doesn't matter where you let them fall. Then the next times you can put the fishs in every provider or storage chest and your sushi-circle will get filled up.
Rockets are really not the problem. There are 50 in the system yet and the production of it is idle. When the productivity 3s are made, rocket defense is ready to go (research will then already be finished)
Everytime I hear something like
"we need more advanced circuits"
I'm afraid of a continuation with
"so let's just copy these assemblers with a blueprint to make more advanced circuits"
Look at the requesters to notice shortages. If there have to be two items stacked up because of the requestings and there is only one item shown, then you can't say that they are waiting on nothing.
If
plastic
-production was a problem (
and will be again soon
), and the production now leads to a filled belt, why don't you just set up a second provider to empty the belt (or change it completely to logistic transport)? Maybe the grabing from the belt is also a shortage (
what would be seen if advanced circuits would not have to wait for normal circuits
)
Your chest setup is ..(ok, formulate it nicer).. ehm has has really big craplike failure.
Without a limit in the steel chests there would be an endless production of rockets (because they can never catch up with the outtaking to over 100 and rockets in the steel and requester chest are not counted. So the rocket production will be going until there are three stacks in the steel chest, the requested 10 in the requester (limit of stacks has no effect), 50 in the production-provider (or the system in a whole) and the output stack in the assembler).
"I don't need any" (changing the request of the chest)
The whole episode still has the same problems like so many episodes before:Speed is not the problem, the amount of stuff is. Rearanging shortage-items without solving the problem, putting speed modules everywhere (specially in assemblers that are already waiting on stuff), ... This is so frustrating
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 12:54 pm
by -root
You know, coming here and watching Josh rage is nearly as fun as actually playing in the hydra dilemma
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 1:25 pm
by keyboardhack
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...
That said then i don't want the series to end. it would instead be nice if you would incorporate some improvements from this thread as there is some really nice things you can do with what you have built.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 1:50 pm
by Junion
Keyboard: keep in mind part of the rules of the game. They cannot replace something unless they manage to naturally obsolete it (and not obsolete it on purpose).
So they are kind of stuck with a lot of what they have in the way of base infrastructure. Also they need to catch up with what the other (now 5) are doing. Each of them have differing skill levels. And they only have 20 minutes to catch up with what they havn't seen since their last turn (remember they can only watch what came before the last turn they played...they don't play for 10 turns..they don't watch those 10 episodes until they themselves play..then they can watch).
Basically the way this is being played is designed to make it play out like an old game of telephone. Where you see hints of what the previous player did..and you need to figure out from such hints..what you need to continue on. As well as deal with new problems that arise.
Seriously..they are doing much better in being a cohesive whole then I thought they'd be. I saw games that allowed much more communication (other games, not factorio, but played in this same style), and they devolved into massive unmentionable tangles of weirdness, after just a few turns.
Considering one player started off as very much a newbie...still has some issues keeping up and such...this game has gone very well.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 5:06 pm
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!
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 6:46 pm
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 Don't mention the barrel
Great series!
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 7:15 pm
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 .
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 9:44 pm
by JoshLittle
-root wrote:You know, coming here and watching Josh rage is nearly as fun as actually playing in the hydra dilemma
JoshLittle wrote:This is so frustrating
Dude, that's not raging, that's sadness
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Fri Oct 03, 2014 10:31 pm
by -root
Its still hilarious.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Sat Oct 04, 2014 2:32 am
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
JoshLittle wrote:This is so frustrating
Dude, that's not raging, that's sadness
It's like food to root's soul. LOL
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Sat Oct 04, 2014 2:34 am
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.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Posted: Sat Oct 04, 2014 4:29 am
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.
Re: The Hydra Dilemma - A Coop Factorio Playthrough!