r/captain_of_industry

Trucks won't dump Sand Properly- Year 1551

Trucks won't dump Sand Properly- Year 1551

First-time caller, long-time listener.

These trucks won't deliver this sand for some reason.

I have the Mine set to deliver the sand to this ore sorter; I'm not rejecting single loads.
As you can see, there's plenty of maintenance. The ore sorter is not overloaded.

This sand is desperately needed for glass; I'm not sure why it's not delivering. Any thoughts?

u/dannyhermanson — 5 days ago

Advice on flat space?

I love this game but I never really get past electronics 3/nuclear 2 before a restart.

My issue is that I spend like 1000-2000 years just terraforming to have flat space for trains and then I'm sort of overwhelmed by that point and give up or spend 100 years/multiple reloads getting out of a power, logistics or fuel death spiral.

I have never once landed an asteroid.

I see people achieving rockets and FBR much earlier with much more space. How? I use trains/belts and stacker towers to create coastline so the excavator dump trucks are pretty quick as they have local ore sorters.

I only use 10 excavators and 20 dump trucks or so for excavation so I can keep the whole joint supplied with diesel on 1 oil rig at 4x/supplies 2xDistillation I buildings.

My terrain is usually height 4. Is that the issue should I be filling to height 1 with a top layer of dirt to max 2?

I play on Captain difficulty with ore sorting and realism enabled. Map usually Dragontail Isle or Shattered Isles but I never got far with bridges so SI is a trap.

Any tips? More trucks? Stop mining the mountains to a flat plain? Do you play at several different elevations?

Switch to Hydrogen from a dirt to fuel gas contract?

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u/PristineAd1895 — 7 days ago

Design/Layout Tools? Guidelines on Maps?

Does anyone know of a game feature or a mod that would let me paint lines and color tiles on the map, for purely design reasons? I know I can lay stone surfaces and paint on those, but that costs materials and time. I want to be able to shade an area and earmark it for some later purpose. Like sketch out where a refinery or mfg area, or roads, would be. A purely visual thing with no effect on the gameplay. Thanks!

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u/BrowniesVsBagels — 6 days ago

Arc Furnaces and Power Question

At some point I want to write a love letter how much I love this game!

Before I get to my question, I do want to say quick I love how this game does not hold your hand. Back in the day, games like this were complex and were not easy to master. Yes, it can be frustrating to deal with all the different death spirals but that is what makes the game a challenge and a complex puzzle to tackle and workout. Love it!

But I have a question at the moment...

I recently stared upgrading my blast furnaces to arc furnaces.

But AFs need 4mhz of power.

I added seven of these and needed to add another 4 boilers and turbines etc.

My current turbines generate 8mhz (four of those wheel things). So building one set just powers two AFs. (yes you get four more from the low steam turbines too).

Am I missing something here? I feel like I am better off with regular blast furnaces as they don't need power.

I just reached the purple construction part tech but since AFs unlock before that tier I was thinking that the tech at that level should be sufficient to power it.

I am currently using 70mhz on my island. I am straining to build enough electricity to power it all. Since I have a lot of oil, I started going back to using advanced diesel!

What do you all do at this stage of the game?

Thanks!

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u/One_Ability5475 — 7 days ago

Eure Bahnhof Designs

Ich habe mir im laufe meiner Spielzeit dieses praktikable Bahnhof Design angeeignet. Darauf ausgelegt, dass die Züge meiner Netzwerke praktisch immer genug Platz haben um anzufahren, selbst wenn viele Züge viele verschiedene Güter bringen/holen und auch immer gut hin, sowie weg kommen. Ich hab die zwar nicht immer so lang, aber selbst dann habe ich irgendwie das Gefühl, dass ich das System anders bauen könnte um Platz zu sparen und besonders schön ist das auch nicht 😅. habt ihr da Ideen? Wie sieht das bei euch aus? Muss auch nicht unbedingt ein Verbesserungsvorschlag sein. Würde mich schon interessieren wie es bei euch so aussieht :)

u/SpielerHD — 7 days ago

Full Flex Diesel Cracking Unit (cracks anything to Diesel) - No Trucks.

As a continuation on my efforts from my post on cracking Naphtha and Fuel Gas in the same Cracking Unit, I've developed what may well be the ultimate in Cracking flexibility. Feed in Heavy Oil, Naphtha, Fuel Gas, Hydrogen and Oxygen in any combination and if it can crack, it will crack (e.g. if you don't provide any Hydrogen it obviously can't crack Heavy Oil).

https://preview.redd.it/fw9f96yic1th1.png?width=1124&format=png&auto=webp&s=f0f4d823a12b23c4459c1ce96275cc0e886f7806

( Blueprint: https://coigame.com/Blueprint/3833 )

Earlier I had dismissed loopback, but after further experimentation I found narrow sets of condition where loopback seems to be stable, thus eliminating the need for a water loopback.

The first is keeping the loopback pipe extremely short, ideally 1 segment. It's possible to use a longer pipe, but you have to prefill it with hydrogen or something which is annoying.

The second leverages building buffer sizes, and requires the somewhat paradoxical combination of features used in ways not intended:

  1. "Trucks CAN IMPORT cargo" must be set, this increases the internal buffer sizes from like 3 or 8, to 40.
  2. Truck import should be prohibited in reality. Ideally by using a Logistic Zone with no trucks in it.

Actually nothing goes horribly wrong if truck import is permitted, it's just a waste of truck labor. Also this is designed to be turned on without interference from trucks, truck deliveries can put it in an unstable state that require additional truck deliveries to correct. So just paint a logistic zone over the Cracking Unit before building it.

Now here's an example of where this works brilliantly.

https://preview.redd.it/d6axmyw5d1th1.png?width=1181&format=png&auto=webp&s=0c97a7a648a56983a53455544db148415b3b5a51

In a new Tight Spot playthrough I decided to store Heavy Oil in a tank farm (burning the light oil).

Once I'd researched cracking, I was using nearly precisely 36 diesel as produced by Distil II. So I simply bulldozed my entire Distil setup, built 2 electrolyzers to produce 8 hydrogen and a full flex Cracker to live off the stored Heavy Oil for a while.

You need 9 Hydrogen to crack 24 Heavy Oil, but I loop back in the 6 Fuel Gas together with electrolyzer Oxygen, so the Cracker runs on about 88% Heavy Oil and 12% Fuel Gas, nearly perfectly consuming the 8 hydrogen.

Furthermore, I subsequently injected Fuel Gas from digesting Sludge from Wastewater processing, further stretching the Heavy Oil slightly.

Once I had drained the Heavy Oil tanks, I built a new Distil I+II+III setup, exporting some Naphtha to make Rubber (etc), and used the same unit to crack everything to Diesel, resulting in a production breakdown like this:

https://preview.redd.it/l7e20t75e1th1.png?width=1127&format=png&auto=webp&s=b57f7486fdd3229032d438473121927a8d9352f5

At this time I was making roughly 45 Diesel from roughly 34 Crude Oil (contrast Distil II, making 36 Diesel out of 60 Crude Oil). To achieve this level of Crude Oil conversion without flexible cracking, would require 3 Cracking Units and 24 extra workers, and while not prohibitive, on Tight Spot it's not that easy to spam workers. The Full Flex Cracker only needs about 35 kW (on average) to run the Pipe Balancers.

That is the setup roughly maxed out with the Cracking Unit running at roughly 100% uptime, though it goes a bit higher if more Diesel comes from Distill II and Heavy Oil Cracking due to more Naphtha and Fuel Gas going to other recipes.

In this playthrough I've been running the Full Flex Cracker for around 70 years without it suffering a single hiccup in spite of having all sorts of challenges thrown at it, like dramatically changed input ratios, power cuts cutting off the hydrogen, oxygen depletion due to fertilizer etc. It has been 100% stable the entire time, and freed from the tyranny of truck deliveries its internal buffers fluctuate at the same levels they had on day 1.

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u/BlakeMW — 13 days ago

Tilable Nuclear station, ask for improvement

https://coigame.com/Blueprint/1203/Tilable-Nuclear-Station-stuff

this is my first BP posting, it's a nuclear factory set, including two type of PowerPlant and a fuel rod factory,

MOX rod(left) and fuel rod factory(right), three unit in one set, both are tilable

Compact nuclear powerplant

tilable mox powerplant

it showed my tendency of how I build a factory, I make Highly coupled stuff a whole tilable factory, connects them with local mainline, and use warehouse as a visualise io port for truck or train logistics,

but same mindset doesnt always work, It only look good and work perfectly when it require multi input few output or few input to multi output ,

when it needs multiple input for multiple outputs, things will highly possible turn into spagehtti or out of rectangle shape, Please help, aleast leave a comment, any types of comments are all helpful

Thanks

u/Audi_404 — 13 days ago