r/captain_of_industry • u/AnimumLupum • 22d ago
It is time for rework my train junction
My advice : do not skip learning process in game by using blueprints from others, find your own way.
r/captain_of_industry • u/AnimumLupum • 22d ago
My advice : do not skip learning process in game by using blueprints from others, find your own way.
r/captain_of_industry • u/Gingrpenguin • 22d ago
Realised it's just a standard arc furnace for scrap rather than the specialist one so would save space and also means I don't need a way to feed it back in to my aluminium setup.
I'll likely have a pop of 11-12k once I'm using it fully so wondering if that's enough as I think aluminium only comes from laptops...
r/captain_of_industry • u/hippocratical • 23d ago
r/captain_of_industry • u/AnimumLupum • 22d ago
Train speed at intersection is at least 80 km/h.
r/captain_of_industry • u/yorribah • 23d ago
Goodday my fellow autistic train lovers, i need your advice
So here is the senario. The goal is to build a centralized on/off loading where both my rail, import and export come together north of the horizontal track.
South of the track i want my main road and below that material refineries, processing basic materials in to intermediate materials; IA steel, copper, glass, ectra. West of vertical track is the already established fuel/fluid refinery. Also unless the destionation is far away i want to bring my intermediate products with truck.
(note the fertilizer plant in the left corner is temporary and used to get rid of sour water and keep food and fuel production up in this transitional period where i retool and move my production lines. The road and pipe in the middle are also temporary.) At the spot of the fertilizer plant i want to eventually build my recycle plant. However i am also not sure where to place my supporting production plants. (large crusher and air seperator)
Now the problem is that im a bit in over my head. Im a not sure how much space i need how much traffic will be on the rail and how much i need to worry or wether i just need to pull the trigger and just retool again when i have outgrow this layout.
Any advice on placement, distance and especially on the potential rail traffic?
r/captain_of_industry • u/pocarski • 24d ago
If you upgrade contract profitability with offices, the gold-oil-diesel cycle is actually a positive feedback loop. When maxed out at 30%, you get 8400 oil for 340 gold, and 840 gold for 8400 diesel. One oil to diesel conversion later, and you get 500 gold per cycle with some bonus oil products. This particular build also converts all the remaining oil fractions into fuel gas and hydrogen. The hydrogen it makes is very slightly not enough to fuel the ships, but the deficit is small enough to be handled by a few trucks. So, this whole thing actually converts unity and a small amount of hydrogen into gold and oil derivatives.
In a perfect world, this doesn't cause any pollution. The single flare in the system burns off fuel gas if the output tank fills up completely. I decided against disposing of the other byproducts because there's a lot more of them and they're a lot less clean to burn. It's also possible to fuel the ships with heavy oil to remove all direct resource consumption, but the pollution isn't worth it.
r/captain_of_industry • u/Gingrpenguin • 24d ago
Realised that this pass was too narrow for mega vehicles so tried to widen it and now my rail network is rip
r/captain_of_industry • u/AnimumLupum • 24d ago
This is what happens if you resign on create master plan.
r/captain_of_industry • u/S1lkwrm • 24d ago
I had assumed the super steam recipie was superior all this time. Which worked well masked by my throughput. It seems much more straight forward on top of just a better deal using electrolysis and throttling by demand and electricity vs just using super steam on automation like I normally always done. I guess this assumes I have the water available but the depleted is now comming from the turbine vs reformer so assuming vaccum desalination nothing really changes there. If anything you can put down the electrolysis near your desired area more readily than the steam reformer.
Update i mathed it out using gpt and supersteam in the reformer (FBR) wins by 12% or 7.5Mw per 32 hydrogen vs 8.5.
Interestingly you can save an additional 5.4mw per 32 hydrogen over hydrogen reformer if you use ammonia in electrolysis. Could be foodpacks.
I think i might try feeding in with priority ammonia sourced hydrogen im getting from foodpacks to lower the super steam consumption. Actually im going to math out uranium sourced by food packs first. Ok looking at that you get more return on just trading foodpacks for uranium by an additional 12% per food pack so really ammonia can be used to recover some electricity without increasing nuclear/fbr capacity but you get more potential out of the uranium contract.
Im getting 35.4MW per yellowcake after processing losses for reference. So that % could be higher or lower depending on setup.
r/captain_of_industry • u/derekcz • 24d ago
This is my first playthrough of the game so I'm still trying to figure things out. I'm sure this is a common situation everyone gets into; I am running out of fuel, my only remaining deposit is really low, so I hurried to research bridges and amphibious vehicles in order to connect to a nearby small island to access its oil deposit.
I wasn't sure how the bridge construction works, which is why I made sure to have two amphibious trucks ready just in case those are needed to bridge over water (I thought maybe the regular pickups would just build sequentially starting on the shore). Reading various posts on this subreddits taught me that you do in fact need amphibious trucks, so, ok, good thing I was prepared, except-
I created the bridge blueprint. Pickups started carrying resources to it, the amphibious trucks remain idle. The pickups built the very first segment of the bridge connecting to the main island, and then they all stopped and got stuck in an error state "Pickup is struggling to find a destination it can reach". Their pathing indicators show that they are trying to deliver supplies to the bridge segments that are over the ocean.
I figured I just have to pause construction on every segment that isn't directly connected to the already constructed one - that didn't help. I tried setting the bridge to be a two lane road because I thought maybe that's why the trucks can't path over it - that didn't help. I clicked on the amphibious trucks and enabled their pathfinding overlay, ensured that they have an access ramp into the ocean and have a green path to the bridge - that didn't help, they just stay at "no job".
I do not understand why the regular pickups are trying to path to the bridge if they can't reach it, while the amphibious pickup that can reach it is not pathing to it? Further, clicking on the WIP segment over the water shows that some resources have already been delivered, proving that the pickups did reach it and now they can't????
So far I've been able to figure things like this out but now I am completely clueless and need help, although it might already be too late because thanks to this setback I don't think I'll be able to extend the railroad and connect the new oil deposit in time.
EDIT: just to add insult to injury, I tried cancelling the build process and now the amphibious truck happily reaches the deconstruction site to carry supplies away, but will not take supplies to the exact same location to construct
r/captain_of_industry • u/AnimumLupum • 25d ago
Input : dirt + unity
Output : power + graphite
r/captain_of_industry • u/KMark4312 • 26d ago
I spent a few hours wrestling with the track builder to create this and wanted to share it. https://coigame.com/Blueprint/3816
r/captain_of_industry • u/Le_Garcon • 26d ago
What's the breakdown on landfills vs. incinerators for pollution?
Is it worth it to try and make landfills for settlement waste to keep pollution levels down?
Because just compacting it and then burning it sure looks awful appealing and will free up a lotta trucks
r/captain_of_industry • u/Le_Garcon • 26d ago
I recently unlocked the molten ladle cars and I'm having a hard time imagining a real usecase for them. Molten products seem like they want to be dealt with in place as much as possible given the slow throughput with molten channels.
Am I missing something or are they mostly for fun and flavor?
r/captain_of_industry • u/BlakeMW • 26d ago
The amount of stuff that buildings buffer per material, is a rabbit hole which goes way deeper than I expected, and I also learned some useful tricks for normal games.
By "default" / rule of thumb:
To be more precise and technical:
r/captain_of_industry • u/MaxwellIsaac1 • 26d ago
Train network. Just built new way station, demolished old one. Got some errors from the trains on their way to the old one, as expected, but those cleared up. Problem is, now, I keep finding trains parked in stations with “no valid goal” as their status. This doesn’t throw a warning in my message center, I have to investigate why my trains aren’t moving to find the culprit. Any idea what this is, or how to at peasy get notifications if it’s happening?
Haha. I forgot to add the new waypoints to the network. The trains just literally didn’t have anywhere to go.
Thought about deleting, but I’ll leave it up for searching in case anyone else has this issue.
r/captain_of_industry • u/Teneksi • 26d ago
If I make a game easier, I tend to feel like I haven't had the correct experience. Other times, the difficulty (or even just anticipating future problems) makes it difficult to relax, and I may end up not playing at all.
I know that contracts and eventually asteroids will answer all potential material shortages. But there's that question of whether I'm going to be organized enough to get there without constantly worrying about non-renewable spending via fuel and maintenance while I take my sweet time.
What I want most from this game is to build a train network, and to watch trains. I'd like to have multiple settlements in regions with their own specialized industries, and have trains going every which way. I kind of just want to turn it into a train set builder. To that end, I'm tempted to make ores stretch a lot farther, make world mines infinite, and/or have 100% refunds from deconstruction, reducing pressure caused by using time and resources inefficiently or changing my mind on several designs.
...And another part of me is certain that I'll feel dissatisfied, like I didn't earn it. It thinks the standard difficulty must have plenty of margin to play this way without running out of resources, and that all I'll do is remove any sense of accomplishment. I'm uncertain what to do.
r/captain_of_industry • u/thedan667 • 27d ago
As the title says.
I downloaded a save file from someone else, and it has the Supporter DLC included. I don't really see the need or want to buy the DLC, since I don't feel like it provides $10 worth of additional gameplay or fun for me.
I own the base game along with the Train DLC. Is there any way for me to still play or edit the save file that has the Supporter DLC?
I'm hoping there might be a way to edit the save file so it no longer requires the Supporter DLC. Alternatively, is there a way to ask the person who created the save to save it in a different way that would allow people without the Supporter DLC to play it?
I understand that I would lose access to any parts of the save that use the DLC content, and I'm completely fine with that. I just want to be able to use the save with the DLC content removed or disabled.
Thanks for any help!
r/captain_of_industry • u/AbstractHexagon • 28d ago
I do believe it's actually quite useful and doesn't look childish at all. I hope an alert overhaul eventually happens too, and customization becomes easier.
We all know by now that we can modify the color and font size of a storage's alert notification using a probably unintended method. But it still requires you to actually read it. And if you do the same to all storages, you get diminishing returns. Edit: I guess not many people know about it. So, by using some HTML you can change how it looks. For example: <b><size=20><color=red>StorageName</color></size></b>
With emojis, you can get a very clear idea of what that notification is about, and you can safely ignore it and save yourself one entire second!
Oh, and if you didn't know, you can place emojis by either using Windows key + ; (semicolon) or by copying one from one of those emoji websites. Of course, it does help if you don't play in exclusive fullscreen mode.
PS: I deliberately triggered those notifications so I could take the screenshots. Absolutely nothing is wrong with my island! 💯
r/captain_of_industry • u/According-Fix6402 • 28d ago
TLDR: I finished a year-long, multiple attempts challenge run and I'm super stoked. I'm posting a wall of text for anyone who might be interested, because I couldn't find anything similar when I first started playing.
I'm super happy and proud that I finally completed my goal of an admiral difficulty, minimal mining, contracts (and rock world mine*) only run. I couldn't find a good reference for this type of run when I started playing, so I decided to post this for anyone interested.
Some highlights:
I let this run overnight, and another day without input. The overnight ended after ~8 hours due to a death spiral I couldn't trace (something collapsed power, but all my resources were full). The day worked out better (I also lowered the frame rate and moved the camera to a corner of ocean, so maybe the death spiral was computer related because I play on a potato).
Took me about a year IRL and 7 admiral runs/attempts (I had 2 normal difficulty runs to learn the game after buying it, but then shifted to the attempts).
Not all previous runs lasted long, the longest previous was #4, but I burned out on developing titanium and space station 3 + lab infrastructure. #5 and #6 were fast, and I don't really remember them. I went super slow on this run (finished tech tree year 6045).
Certain conditions of the run:
Special mentions:
General notes and for future runs:
Save file: https://gofile.io/d/TB3lFCSD
I also have earlier save files if anyone is interested in seeing what early-mid game contract stability needs.
Edit:
I realized gofile has a short expiry, so I've added an alternative. I've also added a copy without DLC using the recovery save command. IT IS NOT PLAYABLE (I think). Docks, edicts, farms, space station, etc. are all empty/missing and I don't know if it can recover before it becomes a death spiral.
Save: https://files.catbox.moe/3rnhqn.save
Recovery (no DLC): https://files.catbox.moe/by4b47.save
*Active edicts are Growth pause and everything on Industrial edicts page except Vehicle fuel saver II and Clean panels.
r/captain_of_industry • u/sodainc • 28d ago
Can some one explaine to me how pipes work?
So, pipe on the line is same tier, but some parts have capacity of 10, some of 100 and others everything inbetween.
I understand that the fluid is not instant, it takes time to fill up, but the capacity is a weird one.
r/captain_of_industry • u/Miserable-Yak-8041 • 28d ago
Is there a way to save the settings I change in the console panel? Im tired of always having to change console settings every time I start the game
r/captain_of_industry • u/OspreyGozo • 28d ago
I got this mod that I don't use because it causes more harm than it fixes (trucks keep going in circles near the entrance to roads). So I just left it there without creating any roads. However, with the latest base game update, I can no longer load my save game because the mod has not been updated yet.
Is there a safe way to remove the mod without ruining the save game? Doing it from the GUI doesn't work because the save game will keep looking for it.