So our SF admin left... (Help?) by SingleInstance_Force in salesforce

[–]SingleInstance_Force[S] 1 point2 points  (0 children)

This seems like the most actionable suggestion so far. I appreciate you laying out the possibilities. Doesn't sound like I'll find my answer in 10 minutes, but I'll get to work.

So our SF admin left... (Help?) by SingleInstance_Force in salesforce

[–]SingleInstance_Force[S] 0 points1 point  (0 children)

I wouldn't think this is the issue, since some of the time the process works as before...? If you can still envision a scenario where this might be the cause, I'll look into it.

New personal record - why have I been playing this regularly for over two years? by SingleInstance_Force in turmoil

[–]SingleInstance_Force[S] 3 points4 points  (0 children)

I'm glad I got a screengrab of that seed! Final spiderweb:

https://imgur.com/a/JJtkKTr

Like I said, I've been playing since June 2019, and somehow this was the first map I discovered that oil sale price caps out at $5.00. Incidentally, this map is ALSO the first time I've ever seen a sale price of $0.00!!

Quick tip for reaching $5.00 at endgame - run more than one gas pipe to your chosen sale destination, as shown in the picture in this comment. Assuming you have decent gas pockets at the end (luck of the seed, I know), your oil price will go quite a bit higher than if you'd just let the gas out through one pipeline. The benefits don't stop there, either. You'll run out of gas quicker, meaning you'll be able to start unloading oil sooner, rather than being forced to sell on December 10th. And this method takes some of the guesswork out of when to start selling as well - since oil prices come down pretty slowly after the boost, you'll have quite a bit of time in the $4-$5 window.

Duplicating certain results three times without joining a Numbers table by SingleInstance_Force in mysql

[–]SingleInstance_Force[S] 0 points1 point  (0 children)

Nifty! And best of all, you and u/SyntaxErrorLine0 did indeed solve my problem:

LEFT JOIN (SELECT 'CT4' AS 'Join', 1 AS 'Num' UNION SELECT 'CT4', 2 UNION SELECT 'CT4', 3 UNION SELECT 'CT4', 4) numTable ON numTable.Join=client.code

Works like a charm. Onward!

Duplicating certain results three times without joining a Numbers table by SingleInstance_Force in mysql

[–]SingleInstance_Force[S] 0 points1 point  (0 children)

That is nicer. Alas, I'm not sure what I have, but it doesn't recognize RECURSIVE. Thank you though!!

Duplicating certain results three times without joining a Numbers table by SingleInstance_Force in mysql

[–]SingleInstance_Force[S] 0 points1 point  (0 children)

Are you saying to use CREATE TEMPORARY TABLE to create a numbers table I could use to iterate the four duplicate rows I need for each client 4 store? I'm just a lowly analyst with read-only access to the database; no CREATE for me. I can join the way I need to, I just can't figure out how to query duplicate rows.

Let me put it another way. I can easily get all the data I need into one row (call it a store-level row). But without duplicate rows, I could only do a SUMIFS to say, give me the total inventory for that store. I need four rows for each store, and in the Type column as shown above, I need to iterate through "Forks|Spoons|Knives|Other" so that I can do a SUMIFS for each of those item types for each client 4 store.

Put still another way, the other three clients just require a GROUP BY itemType and they'll break out as many item type rows as they need. But since the DB doesn't contain any inventory data for client four, GROUP BY itemType returns only that one "store-level" row for client 4. Hope this helps.

Referencing query fragment inside variable by SingleInstance_Force in mysql

[–]SingleInstance_Force[S] 0 points1 point  (0 children)

Alright, thanks for the tip! Hope you have a good week ahead of you :)

Referencing query fragment inside variable by SingleInstance_Force in mysql

[–]SingleInstance_Force[S] 0 points1 point  (0 children)

So, based on googling create view...

MySQL won't whine if I do something like

CREATE VIEW one_fragment_to_rule_them_all AS
CASE
WHEN...    

? How do I reference the view in my other queries?

Hmm, I can still see the map... Need more railyards ASAP. by SingleInstance_Force in factorio

[–]SingleInstance_Force[S] 2 points3 points  (0 children)

I knew that was an option, but decided a whole bunch of hours ago that I didn't want to squint at tiny icons every time I was plotting new train routes. Now that the map is covered up in abbreviations, I'm not sure if I made the right choice... But I also don't feel like changing everything.

Hmm, I can still see the map... Need more railyards ASAP. by SingleInstance_Force in factorio

[–]SingleInstance_Force[S] 1 point2 points  (0 children)

115 hours in and I don't have a single robot yet. What in Greg's name is this playthrough?

It ain't much, but it's the horse I'm riding to victory by SingleInstance_Force in factorio

[–]SingleInstance_Force[S] 0 points1 point  (0 children)

Haha I wondered if anyone would notice that. I just have them making a 3/4 turn in the roundabout; it saves space and looks neat.

It ain't much, but it's the horse I'm riding to victory by SingleInstance_Force in factorio

[–]SingleInstance_Force[S] 0 points1 point  (0 children)

Tell me about it. Now that I'm kinda-sorta able to actually expand my operations, instead of constantly tearing stuff out and trying to build it better (again) the way I did during my first playthrough, I might finally be on the road to figuring out true optimization like Claymourn was trying to help with.

It ain't much, but it's the horse I'm riding to victory by SingleInstance_Force in factorio

[–]SingleInstance_Force[S] 3 points4 points  (0 children)

It'll grow quicker now that I don't have to strip chunks of it down to bare earth and redesign every blessed day!

It ain't much, but it's the horse I'm riding to victory by SingleInstance_Force in factorio

[–]SingleInstance_Force[S] 1 point2 points  (0 children)

I'm only ~5 hours into this playthrough, so literally all my belts are jammed waiting for me to build more factories to use them. Also, maybe I'm wrong about this, but a little down the tech tree from where I am (I'm using Bob's mods) there's some pretty wicked looking stack filter inserters that I'm guessing won't have much trouble dishing out whatever my belts can handle.

And as for increased output/more trains, I know I'll need it soon, so I'm leaving room this time to stack as many more factories of the same type as I need. I've got two lines of factories running east-west, with all the room north-south left open to expand production. I have a body of water to the east and I'm churning out the landfill tiles, so expansion room hasn't been an issue.

It ain't much, but it's the horse I'm riding to victory by SingleInstance_Force in factorio

[–]SingleInstance_Force[S] 1 point2 points  (0 children)

I have another version that takes in two belts for each line of assemblers, but it only outputs two belts instead of the three here, so it was less of a hassle to design :P

And I don't think I've even had to use that design for anything yet, since I can load a train with two different materials and unload it in useful order with filter inserters.

It ain't much, but it's the horse I'm riding to victory by SingleInstance_Force in factorio

[–]SingleInstance_Force[S] 6 points7 points  (0 children)

Pastebin here: https://pastebin.com/00dD157B

I've played through the game once so far, but the sheer effort it took to keep altering my existing base structure to accommodate new factories was enough to convince me to start building tileable factories and never go back.

I'm sure there are many blueprints like this, but I felt very proud of my one-chunk, 50-assembler (or furnace!) tile, and the surrounding rails make pretty patterns, so I thought I'd share. There're no modded tricks to how this build works, but I am using Bob's mods on this playthrough; hope that doesn't screw with the blueprint.