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Coffee's Video Stuff

Posted: Fri Jul 25, 2025 4:32 pm
by coffee-factorio
Making a general place for my video stuff. Unless I think it is particularly interesting I'll put things here.

A Sick Dog Learns Some New Tricks:
https://youtu.be/EMuBkWHagKw
Footage made while I was very, very, sick.

I was still able to come home, and produce stuff. But wasn't able to get into it lately. How to put it? The black hole approaching my station was in fact real and has in fact taken over my life :\

About 30 minutes of me taking out biters, and getting my ass saved by some sound good advice.

Re: Coffee's Video Stuff

Posted: Mon Sep 08, 2025 4:10 pm
by coffee-factorio
Eccentric LDS

Benchmarking Quality in the map editor.

Starting with:
* An intro.
* Just making sure I could match published numbers.
* Showing why I needed to do it, because copper produces completely different numbers.
* A variety of ways you can make steel. Which introduces the concept that buildings now act a bit like modules.
* [url=https://youtu.be/fVIxtICeSjQ]Setup of a LDS Bench Mark

* Impressions of it, most of which where wrong. Completely Optional
* What the Actual Data Showed. Had a lot of fun.
* A brief overview of 300% productivity strategies cheeses. Promoted on Reddit. Got good marks. Includes 10 straight minutes devoted to the effect of speed on recyclers, because that caused some fluctuations in my bench mark.
* A brief overview of LDS Cast. The thing I hate the most in the game because it costs. So. Many. Resources. I did not do it justice, that's a quarter build of LDS which costs 60K/min copper fluid. A full LDS item build runs 4800-8000. Promoted on /rFactoriohno. Got good marks.


Took a tremendous effort to put it together. Working another at this time. Maps are zipped scenarios, or blueprints in text files. You can unzip them, put them in the map editor. Good reception for the scale of the channel.

At some time, I would like to go in, make a save, so it could be distributed in the normal way. Just went for expedience this round. Still figuring this new thing out, had a learning experience that made me reupload two videos that later got deleted because of it.

I'm very interested if someone could make a benchmarkable version of this, because I do know it's research happy fun belts and absolute sphaghetti.
From a performance standpoint, if you can resolve output issues on recyclers, I don't think megabasers will like it as much as you'd think. Because
it's PRNG call after PRNG call. Even if you use speed module on recyclers, you delay the quality process slightly and make more PRNG calls.

I don't know how it competes to rerolling, because even if you scale workstations I don't know how the random number generator is going to be called on a rerolling station compared to the number of buildings I'm using. Using it for green circuits and red circuits is a safe bet... beyond that I only know what I don't know.

If you're looking for infinite item overflows, I tested with various speeds. If you think you can, you probably can't. If you want a good idea why not, let me now promote episode 7 of the series. I left these running at high rate while editting, so several of these builds run continuous for 250+ hours. I figured out I could address a material shortage in my statistics by moving my recyclers closer to a build or just using faster recyclers to group items together. So when motivated, I have an excellent attention for details. You can of course try, but I believe you won't see a result.

At certain point I mention an odd issue with recyclers. I'm not sure what to make of it, 90% it's meant to be a puzzle. If it is, it is certainly functioning as intended.