Search found 205 matches
- Sun Sep 14, 2014 5:23 pm
- Forum: Gameplay Help
- Topic: Self defending independent radar layout
- Replies: 11
- Views: 13413
Self defending independent radar layout
I saw layouts for independent radar stations. But they get attacked and so I need also to include lasers and propably a roboport. But they use energy as hell and yet I couldn't figure out a good layout. Has somebody a layout for my needs?
- Sun Sep 14, 2014 4:12 pm
- Forum: Ideas and Suggestions
- Topic: Provider chests - only above logical limit
- Replies: 8
- Views: 2056
Re: Provider chests - only above logical limit
The combination worked fine, but it can not be scaled up. It really depends on the amount of trains arriving. From the six inserters per wagon, if I put providers in position 2 and 5, then I have four empty chests in the timespan without a train where everything could flow out, but isn't put on a be...
- Sun Sep 14, 2014 3:17 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219693
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Xterminator hided it three posts before youJunion wrote:It might already be up..and just hiding <.<
The Hydra Delemma #52
- Sun Sep 14, 2014 3:14 pm
- Forum: Ideas and Suggestions
- Topic: Provider chests - only above logical limit
- Replies: 8
- Views: 2056
Re: Provider chests - only above logical limit
I want to use it for the unloading of trains. I use logistic bots to level the chests (because inner chests get more stuff because the inserts in the middle of a wagon work faster). But if the middle chests are provider chests they get empty and the belt they fill is again not filled over the whole ...
- Sun Sep 14, 2014 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Provider chests - only above logical limit
- Replies: 8
- Views: 2056
Provider chests - only above logical limit
It would be nice to have the ability to set a logical limit* to the existing passive and active provider chests. The interface could be like the one for the requester chests. A provider chest without any logical limit acts just like today. With the logical limit, this type of item is only provided i...
- Sat Sep 13, 2014 4:29 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219693
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
To the contrary I see both as advantage. If a field gives 1,000,000 ores over it's lifetime it makes no difference if the first or the last minutes of its lifetime are "empty" (from the standpoint of the destination). From the point on when the first item of a full belt arrives, the time o...
- Fri Sep 12, 2014 3:40 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219693
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
I also would say, that the problem in this belt vs. train challenge is not to run many trains in short distances, but to load and unload them AND to have enough places to mine the ore. If you really can fill douzens of trains in a secondly following, than the map is really too easy :mrgreen: My own ...
- Thu Sep 11, 2014 9:51 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219693
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
@fish: Aren't you tired of the repeating intros? The viewers that already know the series know what you have to say there and those who arrive the first time at a hydra dilemmy video with a high number on it are probably smart enough to read a description or to go to the first video to be telled wha...
- Thu Sep 11, 2014 6:27 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219693
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
To answer a lot of the last posts: I think the why-part is not really explained. And the series itself isn't designed to explain it. That is also why I commented the "mistakes". Not as it was assumed to insult the players, but to give the possibility to compare the own impressions (as play...
- Wed Sep 10, 2014 2:02 pm
- Forum: Show your Creations
- Topic: My spawn point is an Island (40h gameplay). [now with save]
- Replies: 15
- Views: 14070
Re: My spawn point is an Island (40h gameplay). Want a Bridg
But isn't it better to see the limited space after two seconds instead of 40 hours?
I also had my island moments
I also had my island moments
- Wed Sep 10, 2014 10:28 am
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219693
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Hmm... I think if I would do it as short videos and I decide to do it in english, then you would forget about any mistake in the gameplay and your revenge would only consist in making fun about my bad accent
btw: which revenge? I ever was nice to you
btw: which revenge? I ever was nice to you
- Tue Sep 09, 2014 6:13 pm
- Forum: Ideas and Suggestions
- Topic: liquid carrying bots
- Replies: 1
- Views: 773
Re: liquid carrying bots
The only liquid the robots can carry (without mods) is crued oil (in barrels). And it works fine
- Tue Sep 09, 2014 5:39 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219693
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
It's not that nobody told them about it :mrgreen: About why we see the problems in a time when plastic is heavily needed, I already wrote . Three little things, I hope they are gameplay-based enough ;) The positions in the toolbelt can be fixed to a special item. I they are, the background is slight...
- Mon Sep 08, 2014 3:07 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219693
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
The funny thing is: For me these are just the short "gameplay tips"
No one saw yet what "long" means in my perspective
No one saw yet what "long" means in my perspective
- Sat Sep 06, 2014 10:17 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219693
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Sorry infectum, but this was really a facepalm episode :( (you can see the spoiler to see why it was) Your SP4 production is really "nice" - apart from the fact that it needs 4x productivity 3 to be really nice. Anything down this is just a temporary situation (ok, this is just a lack of e...
- Sat Sep 06, 2014 7:36 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219693
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
@fish: If you want to make a module v2 , do you really think a module v2 is needed to make it? If you want to make more normal circuits , why do you build more assemblers to make advanced circuits that would suck out the normal circuits even more? Specially if the existing assemblers do not put out ...
- Fri Sep 05, 2014 1:59 pm
- Forum: Videos
- Topic: [YouTube] FishSandwich's Factorio playthroughs
- Replies: 292
- Views: 88611
Re: FishSandwich's Factorio playthroughs
This idea was just for this specific scenario. If there are three trains and three outgoing lines then it could go right. But I can also think of a sideeffect, because his three ore lines are not completely seperated. Two lines end on the same place. So it is possible to have a situation where one t...
- Thu Sep 04, 2014 7:08 pm
- Forum: Videos
- Topic: [YouTube] FishSandwich's Factorio playthroughs
- Replies: 292
- Views: 88611
Re: FishSandwich's Factorio playthroughs
@"Iron Plates, Finally": Your old outpost is going to dry out. One train with a longer time should solve your problems. The second rail could be deconstructed. If you want to stick with the old two trains, then you could micromanage the situation with renaming the stations. If you give the...
- Tue Sep 02, 2014 5:01 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 219693
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
@infectum: you really can make out of a one minute job ( setting up ONE SP4-assembler with one input chest and one provider chest ) a interesting half episode ;) the slowing down is probably because of the animation of the accumulators after using a lot of capsules you even just picked up one of two...
- Tue Sep 02, 2014 4:27 pm
- Forum: Videos
- Topic: [YouTube] FishSandwich's Factorio playthroughs
- Replies: 292
- Views: 88611
Re: FishSandwich's Factorio playthroughs
what is the point in sorting the ore at the main station? if you just take out everything with fast inserters the logistic bots will sort it out automaticly. they can carry multiple items per ride but they will not mix the types of items? if you run out of electricity at the end of the night, then ...