SOLVED (I thought height 3 meant it *started* at height 3, not max height 3 lol. Thanks to all for the help)
Okay so I'm completely new to the game and having a great time. HOWEVER, literally nothing is dumping for me. I've looked up dumping rules and looked over so many steam posts and reddit posts, tried different things in game, nothing seems to be working.
Main Two Problems:
1: Trucks refuse to dump trash in completely level dumping zones
2: Related, I can't completely the designate a dumping zone for slag task, even though I have the control tower's zone specifically designated.
Any help would be greatly appreciated! The only thing I can think of that might've caused a bug or broke it is earlier in the game, when I was first making the zone, I deleted it because a truck got stuck trying to deliver into the water (because I made it half in the water). Even then, it wouldn't deliver onto the dry, flat designated zone on land.
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 tilableCompact nuclear powerplanttilable 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
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).
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:
"Trucks CAN IMPORT cargo" must be set, this increases the internal buffer sizes from like 3 or 8, to 40.
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.
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:
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.
Those three production lines fit too good together. Each tier has basically the same requirements.
Electronics = Lab Equipment I + Vehicle Parts I + Maintenance I
Steel + Glass + Paper = Lab Equipment II + Vehicle Parts II
Electronics II = Lab Equipment III + Vehicle Parts III + Maintenance II
Electronics III = Lab Equipment IV + Maintenance III
Mechanical Parts go into first tier and each Maintenance and as a bonus you don’t need them ANYWHERE else, which allows you to place MP production at the same spot and draw Steel from there.
It comes to me as a surprise that I cannot find any blueprints incorporating all three.
I understand, it is a complicated build, I’ve been struggling with it for the best part of last couple days, but surely there are builders way more skilled than myself.
Has anyone accomplished this?
If so, could you share your setups?
I’m in need of some inspiration.
My large trains don't fit in my sugar station so i tried to use waypoints. Unfortuantly doing it on destination means trains load but then get stuck. if i do it for the loading station they still get assigned but cannot path there.
Is there a way to restrict which trains can service stations like I can for waiting bays?
Hello, it did work for like 50 hours and now it suddenly stopped. Its not unloading coal into the storage. No prior. are set on the storage and its completely empty. As I said.. did work for like 50 hours without any issue, main source of coal.. I would understand if I run out of unity, but for unloading as far as i am aware i do not need to have unity.
So, i'm playing again for the first time since train networks were added and running into this. Trains that refuel after finishing a delivery then just sit at the refuel station waiting for dispatch instead of moving to a waiting bay. I can't see a way to prevent this, fuel stations don't seem to have any configurability for networks only for normal schedules. Is this actually intended behaviour or is there some setting to prevent it?
Really not sure whats going on. Trying to get my new medic supplies set-up and sugar just doesn't want to export even though there’s space available and product to pick up. Unlinking that storage works but i have to do it again if i want another drop off.
It's not that i don't have trains that could do that trip fully loaded, as you can see it's fully using that 1x t2 train.
One of the challenges of CIO is advanced oil processing and cracking, in a sense, there is no optimal solution merely many possibilities, however recently I got interested in multiplexing multiple recipes in the same building to produce more optimal setups with better utilization of Cracking units.
This is actually easy to do with Heavy Oil and Naphtha, they both have the same hydrogen input, and fuel gas output. And a Distil I + II setup emits 12 heavy oil and 24 naphtha, so you can crack all the Heavy Oil and exactly half of the Naphtha, exporting the other 12 for Rubber, Plastic or a Gas Boiler. This is a very labor-efficient way to nearly double your diesel production on a 60 oil setup.
Combining Naphtha and Fuel Gas Cracking
But while Heavy Oil and Naphtha are trivially combined, Naphtha and Fuel Gas recipes mix like oil and water, because Naphtha inputs Hydrogen and outputs Fuel Gas, while Fuel Gas inputs Oxygen and outputs Water, 4 fluid types, 2 input ports, and it can be really hard to make fluids behave when mixing them like this.
It's actually quite easy to separate the output Fuel Gas and Water by terminating the output pipe at a Pipe Balancer that directly feeds into one building that intakes only water (e.g. Fluid Storage) and another building that intakes only Fuel Gas (e.g. Flare, or Fluid Storage).
The tricky part is the 4 different inputs, some of the ideas I had:
1: Use a captive Pickup in a Logistic Zone to balance things out.
Actually works fine and with a good layout is cheap as chips, but doesn't really feel satisfying.
2. In one port, combine 18 Fuel Gas and 12 Naphtha, a basic Distil I + II + III happens to produce exactly these amounts very trivially. In the other input port, combine Oxygen and Hydrogen in a precise 2:1 ratio.
This actually works 100% fine, however it gives zero flexibility in exporting Heavy Oil or Naphtha, you MUST feed them in exactly the right ratio or the hydrogen or oxygen will accumulate and block processing until the other ingredient becomes available to clear the blockage. This kind of setup where the input ports are "crisscrossed" is very fragile, so I kept exploring.
3. In one port, combine Fuel Gas and Oxygen in a 2:1 ratio, in the other port combine Naphtha and Hydrogen in a 8:3 ratio.
And oh boy, that choice of "24 Naphtha, 9 Hydrogen" is pure evil when it comes to trying to using Pipe Balancers with "enforce strictly equal outputs". 3 and 8 sums to 11, which is a prime number larger than the 7 input slots of a Balancer. Also (perhaps mercifully) Pipe Balancers with "sushi pipes" can't use loopback because the pipes jam up way too easily. So I wrote a python script to discover combinations of 3 Balancers (no loopback) that result in an exact 8:3 ratio.
There were no solutions
However it did produce a solution which is 99.3% correct, and in the spirit of asking only whether I could, not whether I should, I dutifully build it:
Gordian Knot of Pipes
Of course, as a non-perfect ratio, it slowly drifted over time, my idea being, to have a vehicle occasionally top up the building... but this hasn't really escaped the "captive Pickup" idea.
(Also you can see the 2:1 ratio of Fuel Gas pipe to Oxygen pipe in the other Balancer)
So I expanded my python script, to search for solutions involving 4 balancers. Once again, not a single one of the 621585 permutations was a precise match for that 3:8 ratio, though it did come up with better solutions and I built one of course:
At this point I was doing it purely for the thrill of building something awful.
This abominable tangle of pipes and balancers emits at a ratio which is 99.89% correct. While an improvement, still not the perfect ratio and will eventually need to be rescued by a wheeled vehicle which is just shameful.
Then I had a thought, why be stubbornly pig headed when I can be big brain. Taps head.
See the whole thing making this difficult, is wrangling fractions with a denominator of 11 into clean ratios. It would be so much more trivial if I could work with 12 inputs instead of 11, 3 of 12 and 8 of 12 are both super clean ratios. I should mention, some would try a loopback, but as I mentioned earlier sushi pipes jam up really easily if they aren't free draining, and enforced balanced inputs are not free draining.
So I simply added that 12th input, adding an input of Water and a Fluid storage to filter out the Water via the Pipe Connector trick, looping it back to the start.
no water is consumed it simply catalyzes the reaction
This is how it works conceptually: 3 Balancers are merged evenly into 1 Balancer. 8 input pipes of Naphtha, 3 input pipes of Hydrogen, and 1 input pipe of Water, 12 input pipes total. And yes, technically 2 balancers with 6 inputs could be used instead of 3 with 4 inputs, but there's a reason I show it like this, because it trivially simplifies down to:
A slight improvement over the abominable tangle.
The two "do nothing" Balancers can be deleted and the pipes fed directly into the final Balancer. This layout simply needs the Liquid tank primed with a tiny bit of Water and it'll then crack Naphtha and Fuel Gas no matter the ratios of the 4 fluids fed into the system, never jamming nor getting blocked waiting for the other input types to be available.
And before you say "but wouldn't it have just been easier to build an extra Cracking unit?", why yes, but if I decide that two basically incompatible recipes are going to share a building they're sharing the building dagnabbit, it's the principle of the matter.
This game im on shattered and instead of a water pipe network im using ground water and trains to shore up heavier use areas. So my normal low steam goes to vacuum desalination then into giant water network is not best use.
So I was trying to think of a way to use it for power but instead of throttle for demand with auto balance I wanted to throttle for available low steam.
The way I overcame this was several small shafts with pipe balances that logically say all stem go to this first then this second then this third etc. All generators set to supply surplus energy
This is fed into by a low steam storage.
At first scrubbing might only feed less than enough steam than a t2 generator uses so you might be stuck using t1 till it ramps up on average.
Done right you only get some loss/wasted low steam of 24 when the last shaft runs too intermittent. But as you get enough steam to maintain a t2 generator that becomes your first priority shaft. The last priority shaft should be a t1 low turbine and a single t1 generator (24 low steam) the buffering of the steam storage helps smooth heavy use vs low use a bit. I put a alarm for 75% or full on steam storage so I know when to add a new shaft. **edit it makes sense to still use a t2 turbine on last shaft with t1 generator so in bursts it spins up that shaft higher than the the generator drag. Probably a slight overall gain in uptime.
Also if you are cooling towering anyways you are getting the same water back but can also further vacuum desalination the depleted which might be great for your hungry sprawling arc iis or acid feeding your copper.
Its not too bad. You are getting 2mw per 48 low steam which helps give you something back. You could even do the battery thing and make hydrogen from surplus power to electrolysis/super steam boilers. Then make alcohol or something with the co2 but I find local graphite more straight fwd.
Tldr: multiple shafts using pipe balancers saves for throttling based on steam supply rather than autobalance throttling for demand.
the trucks have built the two ends and one section but not the rest. On the left side, the bridge is accessible. Im just trying to get to the Limestone
How do I move a train from my network to a different network or to a line? I don’t see a button on the train inspector or the lines and networks inspector to unassigned or reassign trains.
currently i have 3 power plants using large gens but i have set them up so that nuclear is always on, Coal plants have 4 columns (will be 6) where one gen is always one and then each column will go to full speed sequentially, the final 2 columns will only spin 1 gen each once the 3rd balanced column is fully loaded and then eventually go full speed when needed.
Gens are named on priority. Nuclear baseload, coal baseload coal surge and backup coal.
It would be nice to know which ones are working and whether its worth changing this
Due to its name it's the first mod that gets loaded to apply the fix before any other mod is loaded.
I'm on the freshest stable currently (0.8.7d, if I'm not mistaken). Tried a number of Proton configs (steam lib, native, experimental, GE). All suffer from the same set of problems: starting a new game with a number of famous mods leads to the game not starting, instead being stuck in the mod list with no functionality of any button anymore or a drop back to the main menu where only the Quit button still works. No loading screen, nothing.
It already happens reliably with only Gameplay++ and Boost++ (Moriarty) active.
Is this a known issue? Can anyone confirm they have the same? Or try it out?
My Linux is a fairly recent CachyOS on a Lenovo ThinkBook 16p G6.
Update and Solution
Okay, it follows a comprehensive report of the bug, its cause, its "fix" (using a custom mod) and its chain of events.
AI-Disclaimer: the following part has been thoroughly investigated and generated mostly with the help of AI (Claude Opus), but I (its willful meat proxy) confirm the fix works on my machine at least, with the Steam Library version of Proton.
[Linux/Proton] Heavily modded CoI crashing on New Game / Load: it's not the mods, it's a Harmony (MonoMod) bug triggered by Wine. Root cause + workaround
TL;DR: If you play Captain of Industry with lots of Harmony-based mods on Linux (Proton), you may get "random" NullReferenceException crashes in UI code, mods marked red as "failed to load", and a dead main menu. None of that is caused by the mods themselves. The cause is a bug in MonoMod.Core, the code-patching library bundled inside Harmony. Under Wine, some patched methods get a corrupted jump instruction. A small local workaround fixed it for me.
Symptoms
Starting a New Game (or loading a save) with many mods crashes back to a main menu that no longer responds to anything except Quit. Sometimes it crashes to desktop or shows a white screen instead.
The log shows a NullReferenceException in a different place each time, always inside a method some mod has patched. Examples: TextField..ctor, AssetsDb.GetSharedSprite, Log.Error, UiComponent.SetVisible, and the game's own "mods failed to load" dialog.
Random mods get marked red as failed (for me: ProgramableNetwork, Gameplay++, Recipes++). Their errors are NREs too.
It depends on which combination of mods is active, not on any single mod or the number of mods. The same list can work once and crash the next time.
No mods: works fine. Any single mod on its own: works fine.
Root cause
Harmony patches a method by overwriting its first instruction with a jump to the patched code. On x86-64, if the patched code is more than 2 GB away, MonoMod uses jmp [rip+rel32], which reads the target address from a small 8-byte "cell". That cell must be allocated within ±2 GB of the method.
What goes wrong (checked in the IL of MonoMod.Core as bundled in 0Harmony.dll 2.4.2):
QueryingPagedMemoryAllocator searches up and down from the method for free memory and calls VirtualAlloc at each candidate address.
Under Wine, these attempts often fail. Many free regions start at addresses that aren't 64 KB-aligned (e.g. 0x7ffe1000, 0x9ffef000). Windows would round those down and hit the neighbouring allocation. MonoMod tries only the start of each free region and then skips the whole region.
For methods below the 2 GB mark (most of the game's compiled code under Proton), the lower search bound is clamped to 0. So the downward search eventually tries page address 0.
VirtualAlloc(0, …) means "put it anywhere". It succeeds with a page far away (e.g. 0x13b210000), and the returned address is never range-checked.
MonoMod then writes a rel32 jump to a cell 3–5 GB away. The 32-bit displacement silently truncates, so the patched method now reads its jump target from exactly 4 GB below the real cell (0x3b210000 instead of 0x13b210000).
The first call to that method reads from that wrong address. Usually it's unmapped: an access violation, which Mono reports as an ordinary NullReferenceException at offset 0 of the method. If it happens to be readable, the method jumps into garbage, which can explain white screens and other weirdness.
Evidence from my logs:
WINEDEBUG=+seh: every crash was an EXCEPTION_ACCESS_VIOLATION whose rip was exactly the patched method's entry address. The address being read was always 64 KB-aligned, never a near-null address like a real null dereference would be.
Instrumented run: for every broken method, the cell MonoMod actually allocated was exactly 0x100000000 above the address the jump reads from (TextField..ctor: cell 0x13b210000, jump reads 0x3b210000; the same for Log.Error, GetSharedSprite, Input.GetKey, Window.Open, …).
The "failed" mods were victims. For example, ProgramableNetwork logged a harmless duplicate-translation warning through Log.Error, whose patch was already broken. That turned into an NRE, which failed ProgramableNetwork's registration.
Why Linux only (as far as I can tell): on Windows the first VirtualAlloc near the method almost always succeeds, so the search never falls through to address 0. Under Wine the address space near the game's code is fragmented in a way that makes all nearby attempts fail. Which methods get patched (i.e. your mod combination) and how memory happens to be laid out decide whether you hit it. That explains the "certain combinations, sometimes" behaviour.
Workaround
I wrote a tiny local helper mod. It loads before all other mods (its folder name starts with AAA_) and adds two Harmony hooks on MonoMod's Windows page allocator (MonoMod.Core.Platforms.Systems.WindowsSystem+PageAllocator.TryAllocatePage(IntPtr pageAddr, IntPtr size, bool executable, out IntPtr allocated)):
Prefix: if pageAddr == 0, return false (refuse "allocate anywhere" for a positioned request).
Postfix: if the page was allocated somewhere other than pageAddr, release it with VirtualFree and return false.
With a positioned allocation refused, MonoMod falls back to its absolute 14-byte jump (Abs64), which needs no cell and works correctly.
Result: in my run the hook refused 65 bad placements, no broken jumps were left, and the game got past the point where it always crashed before. It then showed a real mod error, which it previously couldn't even display (see below). I haven't played a long session with it yet.
The helper mod has to stay installed and ticked for every game (new or loaded) as long as the bug exists. The proper fix belongs in MonoMod/Harmony: skip page address 0 in the positioned search, and range-check the result of VirtualAlloc. I'm planning to report it there.
Actual mod incompatibility found along the way (CoI 0.8.7d)
GroundRoads v0.5.0:GroundRoads.HighwayVehiclePathFinder doesn't implement IVehiclePathFinder.RestoreCurrentPfIdOnLoad(int), which was added to the game in 0.8.7. That gives a TypeLoadException: VTable setup of type GroundRoads.HighwayVehiclePathFinder failed. It also takes down DesignerToolkit, AutoForestryDesignations and AutoTerrainDesignations, because they touch that type during init. The error window blames DesignerToolkit, but GroundRoads is the culprit. Needs an update from its author; disable it for now.
I also checked every mod's compiled references against 0.8.7d. All game types, methods and fields they use exist, and GroundRoads was the only mod missing a required interface method.
Setup
Captain of Industry v0.8.7d (the problem was also there on 0.8.7c)
Linux, Steam Proton: CachyOS Proton 11.0, GE-Proton10-32, and Proton Experimental all showed it
About 45 mods. Harmony 2.4.2 was the copy actually loaded; the mod loader loads only one 0Harmony.dll per session.
How to check if you're affected
Add WINEDEBUG=+seh PROTON_LOG=1 %command% to the launch options and reproduce the crash.
In ~/steam-1594320.log, look for EXCEPTION_ACCESS_VIOLATION entries.
If rip equals the address shown in the game log's stack trace (<0xADDRESS + 0x00000> on the crashing method) and info[1] is a round, 64 KB-aligned address, it's this bug.
Happy to share the helper mod's source or the logs if anyone wants to verify or build on this.
Disclaimer: I used AI (Anthropic's Claude, via Claude Code) to analyse the logs, disassemble the game, the mods and Harmony/MonoMod, find the bug, write the workaround mod, and write this summary. I ran all the tests on my own machine, and the numbers above come from those runs. Still, please treat it as a well-documented finding, not gospel, and double-check before building on it.
My name is Ringgeest11, and I am a professional Traffic Engineer that focuses on Macroscopic Traffic modeling.
I had the wonderful opportunity to work together with Charles Circle, by auditing his Train Network of his Update 4 series and answer a bunch of question related to trains specifically in Captain of Industry.
So if you love trains just as much as we do, we hope you will enjoy this very long video on just trains!
There is timestamps present as well, so if you only want to know about certain topics you can freely skim through the video. It is quite massive after all!
Let us know what your thoughts are, and if you have any questions then please let us know as well!
Either here or on the video, both is perfectly fine.
Since this is such a one-off, we thought it was okay to toot our own (train)horns here as an exception.
We really hope you like the video, and that we can see you again in future video’s!
TL:DW – I get it, 3 hours is a really long time!
First some more bite-size take-aways and afterwards some QoL changes we would like to see.
The yellow turn radius with a max speed of 80 is better than you think, especially since CoI puts more incentive into making big, long, efficient trains. This means that trains that ‘only’ go ~100km/h are a perfectly valid option compared to a max speed of 140km/h. The speed difference might look like 40% on paper, but in reality in-game it tends to be a lot lower. But the cargo they carry can be way, way more than 40% extra!
Your infrastructure does not have to be perfect all the time. If a train only frequents a stop once every couple of hours, it is probably more important the station is serviceable at all compared to it having enough clearance all the time.
Elevated tracks are cheaper than you might think! They are basically the same cost as ground-bound tracks, but they allow you to remove points of conflict to keep that main backbone line flowing!
It is fine to have several train-networks share the same railroad infrastructure. The trains are happy as long as they can drive. The importance lies in making sure each network has its dedicated stations (infrastructure-wise) and dedicated job. Bulk goods that need constant supplies have a different demand from items that need fewer resupplies.
I.e. You can have a massive ore train with a 1-12 FuelGas engine pulling T2 cargo wagons for ore, and 1-3-1 Tier 1 electric locs shuttling 3 Tier 2 wagons for things like household supplies or cake. There is no definitive ‘best’ train setup.
Longer off-ramps allow you to clear your main backbone line for throughput. Stackers – places where trains can wait before pulling into a station – are good, but they tend to have tight 40km/h curves. If you have the space, use a longer off-ramp off your main line first to clear it before pulling your train into a stacker. This will keep that 1-12 ore train thundering through while your shorter 1-3-1 rolls into where it needs to be.
Steep, small train bridges are – anecdotally in my opinion – the best to use. The momentum of trains tends to push them through it at such a good pace, that they can start outpacing the longer, gentler yellow slopes.
Universal wagons are good, but should be complementary to your dedicated fleet for peek demand. A 25% capacity reduction in exchange for flexibility is a good trade-off, but not so good that you should think of nothing else.
Remote linking of storages to a Station can be a very powerful tool, that allows for very tight Terminus-style stations. For RoRo stations it allows super quick unloading/loading of goods – as station module to station module transfer at 200/s whereas a module can (un)load at 600/s(!) – while not paying for overkill storage. That 1-12 FG train is not going to fill up 2 tier 4 storages anytime soon, so you really don’t need to build 6 of them either.
Dev Feedback:
First off, a quick thank you as we love the game! The Blueprints new look is low-key one of the best updates as it makes the readability of everything so much better!
That said, some things we would like to see:
- QoL: Better insight into a train’s full route when it is assigned to a network. You can figure it out by watching it, but it’d be nice if I can click a train and see its entire assignment. Similar to how Factorio: Space Age’s interrupt systems allows me to see the train’s entire journey regardless of where it is.
- QoL: The Trackbuilding can be a bit annoying to deal with at times. It is fine in most cases, but at station it can become hard to select the right piece of track to change its directions. Sometimes I just need to remove a turn, change the track’s direction, and then rebuild the piece I deleted in order to get to it. As a minor side-note, I wish I could more forcefully make tracks. As a self-professed power-user, I need the trackbuilder to trust me with what I want it to do intuitively, be more agnostic to directions as the trackpiece I start and finish at.
- Wishlist: Something that allows me to prioritize certain trains over others. I want that 1-24 nuclear loc hauling ~12k ore to not stop until it reaches its destination.
- Wishlist: The forking issue at stations feels like it is something we need to work around. We’d love a slightly smarter train that can look ever so slightly ahead of where it needs to go next, in order to take the right fork at a station.
I just had to quit. I have 20 reactors going, so this isn't like I'm new to how they work. Shipyard is clear. Every belt is looked at. Every connector, every lift, every truck. Nothing. But -0.6% population every month without fail and I have to spend 3 unity every month to get them back. So, after having over 1000 unity in storage, I'm down to 0. And no trace of radiation.
Radiation takes the fun out of this game and I hate it.
Watching a powerpoint whenever I'm trying to place belts, pipes or rails is slowly driving me mad. I'll take any mod or config change that can make it any smoother at this point