Use exam pass 50% discount on ANY exam?

I'm new to AWS certs and considering getting more than one. Am I understanding correctly that if you pass ANY exam, you get a 50% off voucher that you can use on literally ANY other exam?

So for example, you could pass an exam costing $100 and get a discount on one of the $300 exams, paying only $150 to take it?

Thanks

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u/j4ckbauer — 11 days ago

Why build a big factory when you can get everything through market and contracts? (Serious)

I'm playing the campaign and after rescuing colonists, the contracts system appears to be unlocked for all factions and urgent contracts.

It feels like there's no point building out my base now because most contracts seem to offer at least a break-even payment or better. You can buy goods off the market, land multiple pods next to your landing (launching?) pad, and have your drones move everything a few dozen meters over, from incoming cargopod to outgoing cargopod. (So you earn at least a few credits, sometimes more.... but you also get reputation and often, science).

If you watch the market and stock up when prices are at an all time low, it seems like even more of an advantage can be gained. Buying hundreds of materials, weirdly, does not seem to affect the instantaneous market price. Stock up when prices are low, search for contracts dealing in those goods, profit.

Weird that you get paid instantly for anything sent to Earth, but things delivered on the moon must be sent by truck, potentially tying up vehicles for hundreds of days and not paying until the truck reaches the destination. But that's minor compared to the rest of the balance issues I'm seeing here.

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u/j4ckbauer — 30 days ago

Clear Input buffer for "Components Factory" without demolishing the structure

I feel like this game is struggling to decide if it wants to be a base builder game or a factory automation game.... but trying to stick with it nonetheless.

My Components Factory is holding onto an absolutely massive amount of steel that I would rather use to construct a different building. How do I get the steel out of the 'input storage' of the Components Factory? Note, this building only has one recipe, so it is not possible to 'change the production scheme'

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u/j4ckbauer — 1 month ago

My bismuth crystal corroded after being left outside for over a year, now it's mostly grey. I'm curious if it's possible to restore the rainbow color

It wasn't directly rained on but it was left outdoors and exposed to wet conditions for part of the year. I'm curious if cleaning or treating it with anything (i.e. acid?) can help to restore the colors. Any colors would be fine, :D , it's mostly dull now.

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u/j4ckbauer — 1 month ago

Noob trying to create a top-up caravan

Note - I have some working caravans, the difficulty is coming in when I try to do something slightly more complex than 1-to-1.

Caravans look interesting, but they pose some problems compared to trains.

The biggest problem I'm having is that you can't disable a caravan outpost. With trains, things felt super easy because you could have a train stop disable itself anytime, and when a train was down to one stop in its schedule, it just wouldnt move.

With caravans, you can't do this, and worst of all if you create an inefficient loop, fuel (food) efficiency drops by a factor of 10, 100, or worse.

Example, the mining fluid for both lead and titanium is 'Acetylene'. I'm trying to do something "simple" where one fluid caravan outpost supplies Acetylene, and two others accept it. Already, just putting all 3 outposts in the main schedule seems like a bad idea. No outpost needs the full 40k fluid, nor do you want to wait for the supplier/caravan to have 40k fluid before making a delivery. Also, rates of consumption of the mining fluid vary, so you can't just have the caravan waiting to unload its full delivery to conserve food, because the other outposts could be starved/neglected of their deliveries.

If you disable 'wait until fulfilled' option, the caravan can loop around burning massive amounts of food. If you use the 'fill to X amount' option, the caravan will deliver single-digit quantities of product, also wasting fuel.

So the answer appears to be making a fully interrupt based schedule. First of all, now my caravan no longer shows up when clicking any outpost, making it hilarious to find even when using the 'caravan manager' screen. Now I'm trying to create the interrupts I need, and let me say it seems like the UI here -barely- allows what the mod is trying to do, which does not feel great from a usability perspective. Not being able to name outposts feels bad....

Getting past all that, I -think- this is what I need to do. Conditions: Setting the outpost minimum to well below the fill amount means the caravan doesn't transport single digit quantities of product. Also, we need a check to make sure the caravan actually has enough product to deliver the required amount.

Targets: It feels bad that I have to identify the outpost AGAIN, but I get that this allows for maximum flexibility in the system. I'm only ranting about it here so that I can be told if I did this wrong or unnecessarily :) And finally, we actually have the directive to deliver the product.

Also.... do I need to put the Acetylene in all 3 boxes, if I know this caravan is ONLY loading up at the Acetylene depot? (Yes, I realize this prevents accidental loading/unloading of the wrong product)

And finally, am I correct that One Interrupt is needed for each receiving depot, e.g. I will now need to create an interrupt to deliver Acetylene to the Titanium mining depot.

In closing, I totally get that trains have their tradeoffs and downsides as well, but it feels odd that trains would feel easier to 'program' than my stone age dinosaur beast :)

Thanks all for your patience with my semi rant post.

https://preview.redd.it/pz28wi9fykmh1.png?width=1071&format=png&auto=webp&s=4eb9f59cd5e5b5f60b5b50cabfae9f71581d7008

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u/j4ckbauer — 2 months ago

Great video on why these comments were not helpful

No need to do the right's work for them.

In a few years it'll be Democrats saying: "Free Palestine" was crazy!

youtube.com
u/j4ckbauer — 2 months ago

Noob Questions about Internal Burner upgrade "TURD" for Fastwood Forestry

I searched around but couldn't find anything on this.

I am a pyanodon's noob sincerely attempting hard mode. I've unlocked the turd upgrades for FWF and Moondrops and I'm using some downtime to decide which to pick, but the third one for FWF is confusing me.

I've reviewed all the tooltips for the first two upgrades (Dry Storage, Selective Cutting Heads), and I can clearly see what each of those is changing. The tooltip before the arrow looks different from the one after the arrow.

However, I'm almost unable to find what exactly is being changed with Internal Burner - the ONLY difference I see is that more ash is consumed for what appears to be the same output. Both the number of logs output and the crafting time remains the same!

The text description refers to "increasing speed and output" but I am unable to see how this is reflected in the tooltips. If you happen to check this yourself and find my mistake, please let me know exactly what numbers I should be looking at.

I am not using any mods that I would suspect are altering game mechanics. IMO The most invasive mod is Discovery Tree which hides un-researched techs. Also Recipe Book...

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u/j4ckbauer — 2 months ago

Issues with major decision in Sector 2

Warning, post will have spoilers.

I am playing the game for the first time. I'm not the biggest Star Trek expert but I've watched my share over the decades from Voyager all the way back to DS9/TNG/TOS. First of all let me say, while many of the things in the game are familiar to me, I have forgotten plenty and I do NOT have any memory of how the in-game events here relate to the original episodes of Voyager.

I had some issues with the decision in Sector 2 where, following Tuvok's investigation, I [Janeway rather] am asked to make a decision about who the traitor is. I thought I did pretty well on the away team missions and I even demanded the blood sample from Seska, revealing she's not who she said she was. And all I learned from the away team mission was that she was gathering mushrooms when she claimed the Kazon attacked. In my opinion, all the evidence uncovered surrounding Carey and Seska is 'circumstantial', meaning I don't feel I had any information that conclusively proves either of them is responsible for the food-replicator technology leak incident. (Carey uncovers some circumstantial evidence on Seska, but he has expressed some degree of prejudices and refusal to trust Maquis in the past, which makes the motivations behind his accusations less reliable to me). And I did understand the line about how the 'evidence' against Carey could have been planted by the traitor. But does some of this not also apply to evidence against Seska? "Hey Kazon, she is in the cave alone, go after her and let her escape and later I will accuse her...."

I have some issues with how the game handles this next. First of all, I'm asked to make a conclusive declaration that one of them is the traitor who leaked the replicator technology - there is no option to say 'We arent sure, so we're removing both of you from duty for now'. Here I am thinking 'wait, I thought we have certain principles in the Federation... we have the prime directive but here we are branding someone a traitor without any real proof'.

First of all, that seems rather un-Federation-like to me, but whatever, it's a game and we have to move things along (lol). I also dislike though when games present you with a choice but you really don't have the means to make an informed decision(put a pin in this for next paragraph). But again, whatever, I can get past that.

Now what happens next will probably amuse everyone who remembers their episodes of Voyager. Remember, I do not even remember who Seska and Carey are in the show.... so, I concluded that Carey was blinded by his prejudices. That he was hoping -any- proof that Seska was a spy who did lie about -some- things would confuse everyone into assuming she's guilty of the technology leak. (She infiltrated the Maquis..... but I am supposed to think this is evil? That is what the Federation did using Tuvok! And, I assumed, the game/story is trying to throw me off by saying she is Cardassian, therefore she must be evil...) Also, this doesn't require that Carey leaked the technology, maybe he just wants Seska gone.

So (probably hilariously), I accuse Carey. And almost immediately Seska pulls her 'Haha I tricked you' gambit. Epic Fail for Captain Janeway, err, me, in this case.

So this has left me wondering - did I miss something in the game that would have told me more conclusively that she was the traitor? Is the game actually designed with the assumption that I remember from the story that Seska is 'supposed to' be the traitor? Is this not really the 'worst' decision that I made (because the game is certainly making me feel like it is)?

I plan on continuing with the game after deciding whether to re-do Sector 2, but feel free to spoil Sector 2 alternatives here, and also to make fun of me for what a moron I am.

reddit.com
u/j4ckbauer — 2 months ago

[Unsophisticated player] Py Hard Mode, having more fun just an hour in....

I've played a few hours of Py regular, and I wanted to try Py hard mode specifically because of what I heard about how you have to handle waste products.

Honestly the main reason I'm making this post: First thing I've noticed is that it seems to be MUCH quicker to build things by hand compared to regular Py AND most other factorio mods. I wonder how soon I will eat these words, but it is interesting that I am no longer waiting for i.e. conveyors and inserters to be built by hand before I get to use them, like I was in regular Py, and it is fun to watch the construction zip along. 😄

As to what made me try it in the first place -

Playing Nullius mod, I found the concept of waste and byproducts interesting. However some of the ways that 'factorio tends to be' actually trivialized the experience with waste products. First of all, you could destroy fluid waste with a click of a button. But let's say you didn't do that. And also, there are certain solid 'waste' or byproducts.

My issue there was that in factorio, land is infinite and storage buildings are often cheap. So if you have a lot of waste product, you can pipe/conveyor it to a storage site. If you have an orders-of-magnitude astronomical quantity of waste, you can still load it on a train and ship it out somewhere that it's no longer relevant.

So while I immensely enjoyed the waste/byproduct mechanic, I felt like the mod left it up to the player as to whether they wanted to fully address the issue or not. Which to be clear is NOT a fault of the mod or its author. But as for me, I was curious to try something more... demanding.

reddit.com
u/j4ckbauer — 2 months ago

Furniture is Net +75/day for half a year, but warehouses empty. Where is it going?

Edit: Problem appears to be solved, the furniture is being taken to houses where it is no longer displayed in the mouse-over tooltip (but it does show up in the allocations in the access menu). Thanks to the community for all their help! Now unfortunately I am trying to solve why the satisfaction value for all furniture types has not budged in years, even though allocation of furniture, stone, and other things has increased significantly over that time

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Edit Edit: I am fairly certain now that the display under Access->Housing->Furniture(mouseover) that shows the barcode-over-time is bugged.

It's displayed as a flatline for me even when I see the value moving from 30 to 33%. And the change values are displayed as a flat 0.00/0.00%

This has tricked me into thinking the value is not moving, when it actually is....

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I feel like there may be something the game isn't tracking - either consumption or storage - here. Is there a way to figure out where all the furniture is going without examining every single building?

The +75/day stat isn't very useful if I don't have good information about how long it's going to take for warehouse stocks to start increasing. Warehouse stock is particularly important because it is required for upgrades.

My guesses so far are that it's being hauled to markets and janitors. Anything else would show up in the red as actual consumption, right?

reddit.com
u/j4ckbauer — 3 months ago

Stones inside pasture when the ground is first cleared.... how to remove them?

Hi all, sorry if this is a noobquestion but I am absolutely a noob at this, so thanks for your patience.

I created a pasture and my workers set to work clearing the land, pulling up weeds and demolishing rocks that are there. This left a number of piles of stone on the ground. Unfortunately, unlike my other constructions, workers never showed up to collect all the stone and haul it to warehouses (or anywhere else it is needed). The pasture started working for over a year and the stones are still lying there.

I have checked that my warehouses have space in crates for stone, and they have workers allocated that pick up stones from elsewhere, just not inside the pasture.

Is this behavior expected? Was there something different I was supposed to do here, like first clear the ground before creating the pasture, etc?

reddit.com
u/j4ckbauer — 4 months ago

Timberpunk 2, fresh water source activated. Bug or intended?

I'm on cycle 9 and I was surprised to see a fresh water source had activated on the map. I have done some googling and I learned these water sources are normally used as sinks on this map, so they are not intended to produce water, much less fresh water.

However one is doing just that. It's near the top of the mostly-built 'staircase' that's arguably the easiest way out of the crater. Below the water tank that's full of extract, near a small pond with an aquifer. So, I assume it's this 1 block water source. Unless the aquifer is producing water with no drill on it.

Anyway I was just wondering if this was intended. Thanks to the community for a great map.

Screenshot: https://ibb.co/tMZ879C0

u/j4ckbauer — 5 months ago

Hot take, I know. Curious about others' sentiment.

I'm not saying people making these posts should get permabanned on first offense. But it's the exact same conversation over and over and adds no value to the community.

edit: Since I was asked, I mean posts like this: "My co-worker is absolutely OE. How do I know? Their work quality is shit, they always seem distracted, I always have to correct their mistakes, and they are bad at doing video calls."

edit edit for all the people who swear they aren't trolls:

In other words, the "proof" of OE is really a list of things that describes a non-negligible percentage of all people with jobs. See, if I were one of the people making these posts, I would now accuse you of being OE for not following my post.

reddit.com
u/j4ckbauer — 5 months ago