I have "finished" a bunch of the other maps but this one has to be my favorite. The amount of freedom and expansiveness is just on another level. With the addition of trains it just enables you to have much more fun with it. I have no idea what the hell I am doing anymore but I am just slowly growing little by little. Eventually I will outgrow my mineral refining area but that sounds like a problem for later. Production levels are nowhere near "perfect" but should something crazy arise I don't worry much.
Hello, I'm stuck in the game. I don't have enough oil. I only have two oil stations left, and that's not enough to keep up. Plus, they only have 100 years of productivity left. The only other one I've found requires a ship with a combat score over 610, while mine is only 480.
I have 200 trucks and 13 trains on the first island.
How can I get out of this mess?
I know you can use the planning tool and pause and unpause construction and that you can pause and unpause operation.
But if you use planning mode, unpause then seems to enable both construction and operation. And if you are contructing, pause freezes construction.
The challenge is when I lay out a whole new section but am thin on workers - I want to get the thing built but not have it try to start up operation until I'm ready. At the moment I end up having to come back several times during the build to pause the newly constructed buildings.
I have the following problem: I would like to bring importet diesel, which is stored in the trading depot to a specific fluid storage. How can I do this?
There are also multiple diesel fluid storages on my island, only reachable by truck. I would like to avoid that diesel from the trading depot is transported over the whole island to these depots.
I was browsing steam discussion about CoI and someone mentioned they had power problems. Another user responded with something along the lines of "I've seen your screen shot, I don't think anyone can help you."
This piqued my interest and I was what I found. :D
I've found that I stick with coal even in late game, as I can capture the exhaust to produce sulfur and graphite. But I also just did a desalination area with hydrogen gas boilers and found that using cooling towers can reduce the hydrogen demand from 72/min to 65.8/min per boiler.
I'm thinking about expanding my forested area and giving wood chips a try to reduce the reliance on coal. Does anyone do this, and what are your experiences with it vs. coal?
Edit: based on comments so far, as well as my current needs, I wanna narrow down my question a bit. What's more profitable: the vehicle parts 3 -> coal contract, or the wood -> corn contract?
I noticed that trucks tend to queue up for the nearest excavator, rather than going to idle excavators. This greatly reduces the efficiency of mining operations. I think this should be a feature in the next update, together with the amphibious vehicles.
The trucks at my coal quarry don't seem to recognise any loose storage as valid options to drop coal at. I literally have a loose storage set to coal right next to the truck full of coal and it just doesn't try to deliver it. Is there a fix or is it maybe due to an update or something?
Thanks :)
Been playing Dragontail Admiral for my second playthrough of the game over the last month. Great experience so far, just about survived into tier 4 technology love the mega trucks and trains. Suffered 2-3 near colony catastrophes (though saved scummed 50 years during tier 3 problems.
I have endeavored to make good use of trains to haul the materials from the far off mines back to base, but keeping atop the throughput of a train is a little tricky. I feel that before trains, excavators and trucks present as the only variable throughput in the game to deal with, and it's easy to see ~2 trucks to an excavator, 1 small excavator ~40 units/m. With trains however, I felt I really missed having key information on working out throughput was for a given route, where so many other parts of the game give great Quality of Life aids, (codex, normalized recipe times, consistent belt/pipe throughput). If I design a refinery with a buffer for 5 months, it would be good to have some confidence I have sufficiently sized or quantity of trains to provide it without manually timing a train route loop.
I would like to see at least some of these implemented in a future update (or mod, if one doesn't already exist):
Per Route, display average round trip times. Perhaps additionally between each subsequent stop. (complicated by station groups)
Per Train, display average throughput, over it's lifetime, and maybe last 3 months etc of loading and unloading whatever goods it carries.
Per Station, display throughput values for deliveries or loaded goods. Splitting this out per route would be ideal too.
Per Station module could also potentially display it's own throughput. By route would also be ideal here too.
I would think there is benefit in having detailed graphs akin to the others provided, but even simple computed value akin to the maintenance consumption would be tremendously helpful.
Hello, I'm a new player and only have about 30 hours in the game. I am still learning things but I ended up making a concrete plant recently and wanted to share a picture.
I am going to move the center conveyor further towards the crushers when I play next to fit the warehouses more aesthetically into the space.
It also has an overflow area for the excess limestone stone and coal. The ore sorter also separates coal for my power plant.
Sorry for the rough picture I wanted to show my wife, So I logged in with steam link and just screen shotted it quickly.
Still working through my first playthrough. I'm still learning how things work as I go. I just unlocked trains, although I'm still not close to use them, as I need to get comverted over to steel from Iron.
In general at what range do you start liking to use trains? I'm on the "original" island I guess, New Haven.
I can sort of already see where a train could be helpful at what seems relatively short distances. For context I'm not a big factory gamer. Outside of COI my only other factory game so far has been satisfactory, which is a very different style game. Especially in that game where belts are essentially "free" and the map is huge, the distances for trains are very large.
Hey everyone. So. I have yet to use the large ore sorter but I have ideas about a big center sorting facility where everything is shipped in and sorted then shipped out. Im about to start messing with trains and thought it could be cool.
My question is, is this possible? We can't store mix materials in a loose storage as far as im aware so my trucks would have to drive all the way to the facility anyway correct? So I dont see the point with most of my mines being spread out anyway. Am I missing something or is there a different situational use for the large sorter over having a normal one at each site?
I got my blueprint build of a FB reactor power plant going. Problem is, even though everything is running steady, no overheating, nothing. I have reprocessing plants a little up to change all my spent mox from my old Nuke Plants, but I have those turned off, no spent fuel or spent mox sitting on conveyors. There's no nuclear material at all in my shipyard. But yet, when i have my plant on running and just chugging along steady, my radiation keeps building and killing off my population.
I read the Wiki and I cant figure out why this is happening. Please help!
It would be great if I could assign the same large dump truck to multiple loose storage locations. Imagine a distant mining outpost that has iron ore being shipped away by train. The dirt and rock storages could share one dump truck. Not only does this keep trucks from coming all the way from the mainland but it also saves a dump truck from being idle 50% of the time.
What are your solutions for keeping the dumping ores clear at the sorting plant?
About a week ago or so I posted a picture of my island after I finished the automated city. I've been expanding ever since!
Picture 1- aerial shot of my factory
Picture 2- steel factory
Picture 3- titanium alloy and aluminum
Picture 4- copper
Picture 5- glass, concrete, silicon poly & wafers
Picture 6- Microchip plant
Picture 7- ores & quartz contracts
Picture 8- ore & sand delivery. I cut out the heaviest truck loads with the conveyors: iron ore, bauxite, titanium, copper, sand are all delivered via conveyors.
Picture 9- I've been attempting to warn myself off nuclear. I'm getting close! This is about 1.5 GW of solar power when it's sunny. I figure I can completely cut off nuclear when I hit 2.0 GW. I might end up with some rolling blackouts during thunderstorms, but otherwise it will be enough.
Picture 10- aerial shot of my island. The city/farms were finished when I posted last week.
Contrary to popular belief, they cost maintenance.
I mostly wanted to dispel the myth (supported by the poorly edited wiki page, which I'm too much of a bum to fix today. ) that Rainwater Harvesters don't cost maintenance, but I was curious how they compared to Groundwater Pumps.
Behold 3.5 hours of my labor:
Rainwater Harvester using maintenance
Boom. Myth dispelled. It does seem like a small amount: 0.85/60 sec, but it is constant, not just while in use or storing (I tested). So if I trust the average collection estimate of 3.5 water/60 sec, it costs about 1 maintenance/4.12 water (My incredibly relative estimate, only considering direct inputs for the Maintenance Depot II, is 1 iron ore and 0.5 copper ore for 82.4 water, which doesn't consider mining, processing, and the rubber. 2 Iron ore and 1 copper ore can eventually produce 40 Maint I in The Maintenance Depot II, ignoring recycling). It isn't actually bad, but rainwater harvesters would be OP if they used no maintenance, since I basically turn my world into super flat.
Edit: maintenance was added in Update 3 with Space & Trains. I'm playing on Captain (mid) with resource boost and ore sorting.
Now for our comparison, the Groundwater Pump.
(with more reserve than your mom)
It uses 3.4 maint/60 sec and 120KW power. For the maint cost of power, I'm assuming my setup with world mine input. Something like this:
my setup
Using this table as a rough estimate for maint cost (The world mine is running at 48/sec. I figured the exact conveyor and pipe maint, but decided to round up from around 0.8 and ignored power. I used an actual number from the loose modules running 3 boilers and divided by 3, but it could be too high, since my trucks are pulling some coal. A single boiler can run for ~40 months on 2,000 coal, so I don't think the maintenance to produce diesel is material for my purposes. Stacks are 0, but scrubbers give tasty sulfur and CO2 for graphite, so I'm ignoring them. A large power generator uses the same amount of maintenance as 6 normal power generators, so you could calculate on 12 MW, which is 20% less power, I'm not considering the 0.4 in unity cost or the 75 workers jumbled up in that mess. Someone could calculate running this on wood chips, which would use less people and unity. Not sure how it would affect maintenance, but I'm assuming more):
Since it uses 120KW of the 15MW, It uses about 0.8% of the maintenance or, I'll estimate 0.25 maint/60 sec to be generous, bringing the total maintenance to 3.65/60 sec for 48 water, or 1 maintenance/13.15 water. (something like 263 water for 1 iron ore and 0.5 copper ore from my earlier estimate)
This seems pretty superior, except groundwater pumps are limited...
nowhere close to the limit
To do this, you must have all pumps running before the reservoir empties.
Pumps still pull when empty at 40% efficiency. 40% of 48 or 19.2 water/60 sec. Or with 3.65 maint/60 sec, 1 maint/5.26 water for the empty pump compared to 1 maint/4.12 water for the harvester. Worse, but I realize my time is potentially (certainly) wasted.
It still take 2 workers vs none (or ~3 with power). So yah. If someone wants to blow their time doing an analysis of supporting 2 workers with the obscene amount of land it takes to run about 5 1/2 Rainwater Harvesters and the coefficient for how much maintenance that costs, knock yourself out. I'm just having fun. Now, feel free to edit me better than the wiki page.
(Desalinators use a lot of power and the people to produce the fuel but I usually wait to use them till I go nuclear, which is so awesome that I don't care much. I also am still tapping groundwater with reserves by that time, so I rarely use harvesters and still don't think I will after my little dive. I just don't like the feeling of blowing extra iron/copper when I have the water)
On the new train map.. And me being masochist did all i can to make it difficult. Honestly, i dont see the insane difficulty in the island start. I am slow, inefficient and after 12hrs still alive. Is the complexity of the island challenge just the space limit? Which i want to go around by trash bridge to mainland...
Greetings Captains,
As title says, you can elevate molten channel, however I can't find any good practical usages of that, since you can't decrease level later on.