r/captain_of_industry

PSA on train stations

I was today years old, when I learnt that train stations work much closer to RL than other similar games I have played (factorio, satisfatory).

That is, 1 (loose) loader can load a whole train of (loose) cargo carriages. It just takes a bit longer. When a carriage is full, the train will move so that it is filling the next carriage can be filled.

This lets you save on space and on building materials as station loaders aren't cheap. Just make sure there's enough track either side of the station so the train can move to fill every carriage.

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u/krulp — 3 hours ago
🔥 Hot ▲ 56 r/captain_of_industry

no bus, 0 truck, only trains

I tried to test if it's possible to have enough throughput only using trains and use no belt system.

The system and learnings:

Overview

- There are 36 trains supporting ~6k pop (have like 7 idle trains on avg so can be done with ~30 trains)
- 0 notifications, all items delivered.
- The trains have 3 T2 modules. More than this is too much space, less than this doesn't have enough throughput.
- I skipped a few types of deliveries (1) raw material. It's a different network. This experiment tests to replace the bus (2) food, since it should have a dedicated train rather than a single network otherwise each food type will have 1 train meaning 11 different trains just to support food. Better to separate it to a different dedicated line (3) didn't have space station. The system would still support it (4) sinks for co2/rock/slag etc. are set to "empty" in sandbox. Real world use case would generate a few more resources that needs to be transported. The system would still support it.

Learnings

  1. Traffic cannot stop. Need around ~3 trains length of space in front of all stations. Limiting to 3 helps. If it's 2, then not enough trains are on the way (depends on distance) and causes issues
  2. Waiting station. When bigger consumptions like construction parts are idle, a lot of trains go idle. Need a big waiting station. I thought the waiting station throughput would be a blocker, but it wasn't. Trains were able to leave relatively fast.
  3. Many mixed stations. Check Image 3/4. I did a checker pattern with stations. This allowed trains to have enough gap between each other. Since all trains were loading/unloading same speed, this pattern allowed to increase throughput by ~9x compared to single station.
  4. 2 loader/unloaders per station. High throughput items like steel, copper definitely needs 2. Can be more but not needed. Even low throughput resources like gold requires 2 loaders/unloaders is recommended. Main reason is if loaders/unloaders have different throughput, it effects other trains throughput thus effecting the whole system
  5. v4 Storages everywhere. Check image 5. The mixed stations in a network only allows one type of item being delivered to a station. It decides how much to load by checking how much space there is to fill. So if you have small storages like ~400 items, the train is mostly empty. By the time it goes there, the box gets emptied and you are struggling. The solution is to have big storages. I had to put multiple big boxes of CO2, Waste, Slag, Recyclables so there are enough trains on the way that sustains consistent throughput. Everything else single v4 storages are sufficient. I used a few places v2 storages. I wouldn't do again. Everything (regardless of how low throughput requirement it has), I'd use v4 storages.

Minor stuff
- I used an ellipses route for trains. it was alright. There were a few weird places where I had to add lane swaps so train could go other direction
- Trains still use a lot of space.
- 2 headed trains uses less space, but it doesn't work mainly because argument #1, trains cannot stop. High throughput resources typically have 2-4 trains in-transit always. 2 headed means, there is not waiting stations. if there is, it defeats the main benefit of using less space.
- The other images are showcasing (a) single network with all stations (b) waiting stations and fueling stations (c) low maintenence cost. I thought the maintenence cost would be much lower without a bus but it's still high. My real game with bus has ~1250 maintenence I for conveyers. Without the bus, same blueprints, it's around 600 maintenence I.
- I capped at 6k pop. If it was 12k, the system would struggle. There would need to be 4-8 trains in transit to sustain the throughput. Everywhere would need to have 2x v4 storages, longer trains, more space for incoming trains etc. The whole layout would need to change.

--

tl;dr - It's possible to not have main bus, and deliver all items by trains using a single network with the new update.

u/QThellimist — 7 hours ago

New player coming from factorio

For reference I have amassed around 2k hours in factorio and a hundred in satisfactory. But I am a bit stumbled by this. What levels of Realism should I choose? What's the intended experience?

title

I am new to this kind of customization. Those Realism tickers sound pretty interesting, but I've heard this game has like "death spirals" (or was it loops?) that can happen and are pretty annoying. Do these affect it?

Do you guys find any of those fun? I think I'd turn on Ore sorting and Realism, but what do you guys think about Realism++?

Just uhh what should I turn on and how difficult are those? Thanks.

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u/Other-Watercress-154 — 16 hours ago

Dumb questions from an experienced player

Ok, everyone, be nice! I’m ~400 hours in but have recently seen posts on here with really tall vertical lifts; how do you make those/is it a mod? I cannot for the life of me build them. Also, I’m given to understand that clean retaining wall setups need to be placed BEFORE mining, and that’s why they always break when I dump into them? Thanks everyone!

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u/StrychNicc — 12 hours ago

Is BioEthanol worth it for Hydrogen production ?

Or should I stick with anaerobic digesters ?

With anaerobic digesters it's pretty straightforward : corn to fuel gas and fuel gas to hydrogen

But for Ethanol it's : corn to corn mash and soybean to cooking oil, then corn mash + cooking oil to ethanol, then ethanol to diesel, then diesel to naphta, then naphta to fuel gas and finally fuel gas to hydrogen

The Ethanol route is more complicated but it seems to require less raw products for the same output

Have any of you experimented with this ?

Or is Ethanol only worth it for diesel ?

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u/SabCross — 13 hours ago

Stop production only when both outputs are full but not one

I'm considering taking slag to sour water contract. It produces two useful things - sulfur and ammonia. Let's say I have a storage for both and I'd like to process sour water only when one of them is not full but stop when both are full. The idea is to not waste a source product when I cannot use any of the outcome product, but still produce when I use at least one of them.

Is it possible in this game?

I can think about solution that uses logical circuits, but those do not exists here. Is it possible to do it somehow with balancers, priorities, etc?

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u/adrian8_8 — 18 hours ago

Farms and how they work?

So first off, u/Captain_Marek I love this game! I can easily see this being another game that I put a few thousand hours into.

Which brings me to my current musing. I would love to see a change to how farms work. I dislike the visuals of the blocks of farms. It just doesn't feel right. It works. it just looks wrong.

What I would like to see the farms work more like forestry towers. I would love to see rolling fields of wheat, potatoes etc.

I can imagine replacing the tower with a farm house. This farm house can still work the same way in the UI/UX with the crop rotations, water input and fertiliser. However, I think it should then work more like forestry towers. set the area set the farming designations and then the dedicated vehicles will work within that area, planting and harvesting the crops required. It would probably need to be a bit bigger as a model, to include silos for water and fertiliser and a garage for vehicles. I don't think it should have storage.

The vehicles can be specific too!

The Tractor: With a plough and/or seed planter can plant the crops, the same way the tree planter does.

The Harvester: The harvester collects the crops, just like the tree harvester. This would be supported by trucks to take the crops away. a small difference for me would be that the harvester works more traditionally, in that rather go randomly plant to plant (tree to tree), it follows rows.

The Tanker: This is how water and fertiliser is spread. Similar to how mk1 farms rely on rain, the same mechanic can apply with the tanker improving spread. Maybe we can reuse trucks here? Similar to the fuel bowsers.

Another option is to reuse ore sorters and allow them to sort crops. this would add another use element for the sorters. Perhaps the green house can be maintained as a specific building and put to use for some items like poppies?

The other possibility would be to incorporate the chicken farms too, and maybe expand to other meats. how cool would it to be cows and chickens and sheep wandering around our fields?

Edit: Changing the farm mechanics - Captain of Industry

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u/Far_Section3715 — 23 hours ago

Detailing/Aesthetic Building |Show me yours!

I really do have the urge to make more beautiful builds, but im also kinda lacking ideas... I would love this to be a place where we can all gather inspiration.

Show us your road, factory, and train layouts with all the details that make it beautiful! And im not necessarily talking about efficiency here. Just aesthetically pleasing builds/layouts.

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u/LuciusM05 — 7 hours ago
🔥 Hot ▲ 103 r/captain_of_industry

Taking advantage of the natural harbor in Shattered Isles (Update 4)

Been playing since update 2. The new bridges, amphibious vehicles, and ship patching have made so many cool build styles possible. I'm sure the devs put this harbor in hoping that people would use it, so consider that contract fulfilled.

Year 1953.

u/z80nerd — 1 day ago
🔥 Hot ▲ 50 r/captain_of_industry

Year 1834: You shall not pass (easy mode)

Be advised that nothing is finalized yet. Everything is placed "temporary, just for some time, until I rebuild it properly".

Do you like my spaghetti? :)

u/Dull_Cucumber_3908 — 1 day ago

Trains leaving half full

So i have a 3 large loose car train, that when it goes to pick up stone or coal where i have 6 hoppers dropping material they always leave 2/3 full. (pics down below) this is using the new network settings which overall have been really good.

Anyone have any idea why?

https://preview.redd.it/adtft6so50xg1.png?width=2265&format=png&auto=webp&s=12ed5fa729ffd45aebe14ac53b74ec2762ad635c

https://preview.redd.it/r70e67so50xg1.png?width=2087&format=png&auto=webp&s=78a3e50533d38e362ff1312f36c07785455e69da

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u/Expensive_System_685 — 10 hours ago

Ship size, which to choose, when to switch, fuel economy?

I'm currently mid game, just reached big vehicles now.

And just got the big ships u locked.

Should I switch to them immediately or just wait if demand grows?

I mean, they cost workers etc and I play on the "they shall not pass" map so letting a ship idle for a long time isn't the best, but on the other hand, I save fuel.

Currently I let all my ships with the "save fuel" option enabled. Is it better to use bigger ships and still have "save fuel" activated, or just use the smaller ships and deactivate the "save fuel" option?

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u/MechaKrieger030 — 1 day ago