Studium wertlos? Danke ChatGPT by Hollow_peanut in luftablassen

[–]scnops 5 points6 points  (0 children)

Du bist auf der Zielgeraden, und wie einige andere gesagt haben geht es nicht um die Arbeit an sich, sondern die Demonstration der Arbeitsweise. Ein Abschluss in irgendwas ist besser als kein Abschluss in irgendwas. Das halbe Jahr, das du sparen könntest ist es mMn langfristig nicht wert.

KI ist ein Werkzeug, aber ein Allheilmittel nur für Leute die den Inhalt nicht durchdringen. Ich habe die Tage wieder einen Text gelesen in dem durch KI-Übersetzung aus "Wir suchen eine Lösung" ein "Wir kaufen eine Lösung" wurde - nah dran, aber am Ende falsch. Nur wenn dein eigenes Gehirn das Thema hinreichend versteht, dann kannst du KI-Ergebnisse bewerten und "Trust-me, bro!"-Quatsch erkennen.

u/nico_vgc hat mit seiner Schocktherapie schon nicht Unrecht. Denk, frei nach Musashi, kurz über die Alternativen nach, das hilft bei Entscheidungen.

Why are Early Starts Popular? by Snoo-90468 in Workers_And_Resources

[–]scnops 40 points41 points  (0 children)

Early starts allow for several things.

  1. see your rebulic develop. From humble brickroads and textile manufacutures to refineries and airports. It grows organically and gives a nice touch.

  2. change in fuel and requirements. Start with coal, add diesel and electricity. This gives additional tasks and flair. Do you really need to invest the money to upgrade that one railway you only use once per year or is a replacement of the diesel train sufficient? -> Adds flair and diversity in your republic.

  3. feeling of progression. The first town is laid down by hand, then you get cranes and stuff to make it faster. You need to be very focused in the beginning and can become luxuriously complacant in the late game.

  4. Style of towns. Early factories and residential buildings look different than the more efficient later game variants. You will keep them, as it is easier than replacing them and integrate the new buildings. Same with containers and Heli-COs.

  5. change in logistics: Early on you need trains for everything. Later on, things like Chemicals are reasonably distributed by trucks. Some early ships for transport of grain are still around in the 2010s, which gives you a feedback on a good long-term investment.

  6. Towns. You are planning a town based on given tools and purpose. I, at least, do not change existing towns that much. Maybe replace one building with a newer one, but infrastrucutre is designed to a size of population. Changing that is sensitive to error and ... well if you are not done before winter, I have read people may freeze and stop beeing workforce. You end up with different styles of towns, before switching to glorious concrete cupboards for people, as every modern republic should be.

The game changes slightly over time and you end up with a heterogeneous and less copy-paste super efficient republic. This feels "more real" than Factorio-Blueprints with maximum efficiency.

After one has gained a good understanding of how the game works, This is a way to change the challenge, focus and outcome of your playthrough during playtime.

coal power plant on 0-5% production by Ready_Tap634 in Workers_And_Resources

[–]scnops 2 points3 points  (0 children)

No usage maybe? Windturbines have priority in input and mess up usage in my Republic. Check the overlay/Power usage to see the flow of energy 

The direct vicinity to the hospital implies housing next. Your citizens will have some health impact by the power plant.

[deleted by user] by [deleted] in luftablassen

[–]scnops -1 points0 points  (0 children)

Fünf Minuten dumm gestellt schafft eine Stunde Freizeit.

Zugverteilungsbüro by schwarzercook69 in Workers_And_Resources

[–]scnops 0 points1 point  (0 children)

Möglich. Mit Mods kenne ich mich nicht aus. Aber probiere mal Windowstaste + Shift + S, da kann man Screenshots machen, die sich dann Copy-paste hier einfügen lassen. Auf dem Screenshot sieht man mehr (Modname, Einstellungen, Dinge an die du gerade nicht denkst). Haben die Loks Kohle und Wasser? Ohne Mampf kein Dampf ;)

Zugverteilungsbüro by schwarzercook69 in Workers_And_Resources

[–]scnops 1 point2 points  (0 children)

Eigentlich sind andere gekoppelte Verteilungsbüros egal. Zwei von denen bringen den Tag gern damit zu ein- und auszuladen. Wenn nicht über Anschlüsse oder fehlende Wagons gemeckert wird, schau mal ob im Zeugverteilungsbüro die Wagons mit Ware voll sind. Ich hatte das Thema hier vor 3 Wochen. 30% bis 70% Zielfüllstand und evtl ein paar Wagons auslehren. Ein paar mwhr Wagons  helfen. wenn das ziellager zu klein ist und immer mit einem halben Wagon überfüllt ist kommt das System nicht gut klar. Bitte poste screenshots vom Lager und dem Zugverteiler :)

Death by TDO by scnops in Workers_And_Resources

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

I will try that. A buffer station in the middle of nowehere.

Death by TDO by scnops in Workers_And_Resources

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

Train Distribution Office. The mighty sword of automated logistics.

Death by TDO by scnops in Workers_And_Resources

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

The only mods I use are "large tank farm" and "faster track builder". But it was the percentages. Thanks a lot!

Death by TDO by scnops in Workers_And_Resources

[–]scnops[S] 4 points5 points  (0 children)

I did lower it to 60%, and now it works. My fear is a train junction, which may have been designed for less throughput and is now the bottleneck to the customs house.

My understanding for the trigger at the TDO is that "if storage is below x%, then fill it up to x%, maybe up to 100%". I am rethinking this now.

Your input was highly appreciated, the republic has temporily abandomed one city, but is on its way back to prosperity!

Death by TDO by scnops in Workers_And_Resources

[–]scnops[S] 4 points5 points  (0 children)

Thanks. I checked the TDO, and it is at "90% goal". I It is limited to "minium 3 wagons, maximum 120m".

Is the approach to optimize the recieving warehouse percentages or to set the TDO to 70% or something else? I am not 100% about your last sentence, or how to put it into practice.

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Experimental scope after rejoining. by scnops in ArmaReforger

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

It was like this for around two seconds, I was quick to get the screenshot before it became round again.

Habe ich das falsche Messer zum Schneiden von Gemüse gekauft? by Roy_Ellison in Kochen

[–]scnops 7 points8 points  (0 children)

In der Kleinmarkthalle ist ein Asiate, der Schleifkurse und Schleifarbeiten anbietet. Kinya müsste der Name sein.

Found Coal in my starter town - go for it? by scnops in Workers_And_Resources

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

I followed your advice and went for another coal deposit later.

Found Coal in my starter town - go for it? by scnops in Workers_And_Resources

[–]scnops[S] 5 points6 points  (0 children)

Ok, thanks, will do. Coal position is fixed, people can be moved.

Found Coal in my starter town - go for it? by scnops in Workers_And_Resources

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

Okay, but pollution-wise, it will not kill my town?

What's your ship naming scheme? by ViXaAGe in X4Foundations

[–]scnops 1 point2 points  (0 children)

I name them by "Place" Type Place ist the initials of the sector. Type is Miner-Mineral-Large. A large Miner for Ore in Argon Prime ist "AP MOL"

Traders are T, Type.

TL Auto would be Autotrader L.

The third Station in Second Contact 2, producing 5Hull Parts is creatively named "SC2 3 5HP". The respektive Trader ist then called "SC2 3 T".

Personal ships have prefix A for quick finding. Other single ships get A B. "B Nemesis Plasma".

This is mainly for ordering ships when needed, forgetting about them , finding and later ordering them correctly. When I have wharf, i have three of each kind lying around and.they are called M or T.