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Warmachine posted:The farms take all of two belts and two pipes at most. A flat for vegetables, fruits, flowers, and now saplings. A U-shaped for everything else. And since they're so big, you've got pretty much all the space in the world to work with, but you can cram them into two lines right up against the farms if you try. Run the U-shape on top and the flat on bottom one square away from the farm. Connect the flat first since that's the one that doesn't bend and tile nicely in the farm's orientation, then take the U-shape and drag it out along the belt until you can make a straight ramp up to the second level. Again, though, these aren't answers you have when you build the farm, these are answers you get well after you build the farm and the game is kicking you because you didn't know in advance exactly what you were going to need and you put your farms too close together / too close to the groundwater pump / too close to the bridge you thought would cover the conveyers. It's not even that the game has a steep learning curve, it's that learning inevitably involves everything failing and you might as well start over and I think that's just a giant waste of my time.
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# ? May 31, 2023 22:38 |
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# ? Apr 20, 2024 00:54 |
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skeleton warrior posted:I mean, I tried, but it turns out that conveyors need like five spaces extra to make a turn or to go up a level, and then it turns out that you can’t put vegetables and potatoes on the same conveyor so now more space for that, and then it turns out that the inputs and outputs are on opposite sides of the buildings in question so somehow the conveyors have to switch places (see aforementioned five extra spaces for turns and elevation changes) oh and it turns out that when you add in a second farm you can’t plug two conveyors together within five spaces of elevation changes and turns and whoops your town is dead because you’ve rebuilt this five times and your trucks decided construction materials were more important than food deliveries The devs also forgot to disable the hotkey if you don't have the tech, so as long as you know that it's N, you can use it before you have the research That said, it's a really early research so it's not a big deal even if they fix that. Locking the advanced vehicle logistics behind Research Lab 2 hurts more
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# ? May 31, 2023 23:00 |
skeleton warrior posted:It's not even that the game has a steep learning curve, it's that learning inevitably involves everything failing and you might as well start over and I think that's just a giant waste of my time. it's like dwarf fortress/rimworld/oxygen not included where you're expected to lose a bunch of times and rebuild or restart to avoid whatever killed you this time I learned really early on to leave a few tiles around everything for future expansion, most maps have more than enough space
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# ? May 31, 2023 23:54 |
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Not sure what I think about some of the flat ground turning into slightly rolling hills with the new terrain generation. On the Beach map at least, I seem to be moving a lot more dirt.
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# ? Jun 1, 2023 00:21 |
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WithoutTheFezOn posted:Not sure what I think about some of the flat ground turning into slightly rolling hills with the new terrain generation. On the Beach map at least, I seem to be moving a lot more dirt. It makes the maps a bit more natural looking, and is an excellent source of dirt for your early bricks but, as mentioned, it's a pain to have to clear so much area. Especially on The Beach. I think they went a bit overboard with the rolling hills on that map. The other maps didn't seem to have as much (or any) rolling hills added.
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# ? Jun 1, 2023 02:29 |
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That area to the right of your dock, the shore corner just “below” the coal and limestone, is especially a kick. Used to be a fairly easy place to put your first cargo dock. Oh well, not a big deal, just need plan B. (Plan B is the shore behind the copper)
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# ? Jun 1, 2023 03:45 |
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I'm only just now getting the area behind the starting copper cleared out. My first real big goal was clearing a hole to the right of the copper so I could have my oil production there, and therefore acid and rubber right there to make electronics out of. Got a trash bridge across to the gold island and that's the last area I really need to properly flatten. Right now though I'm working on getting into nuclear.
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# ? Jun 1, 2023 04:07 |
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euphronius posted:I’m going to show a beaver a fluid pipe and blow it’s loving mind ... New thread title?
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# ? Jun 1, 2023 04:38 |
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That’s a few hours ahead of my game, lol. My SE mountain range still exists. Just researched steel smelting. Hey do groundwater spots handle more than three pumps now?
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# ? Jun 1, 2023 04:39 |
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WithoutTheFezOn posted:That’s a few hours ahead of my game, lol. My SE mountain range still exists. Just researched steel smelting. Depends on your settings. If you increase the rain then you can put more pumps on. And yeah, I'm working on setting up nuclear funtimes. Currently stymied by the fact I managed to forget to research advanced sewage filtration so I don't know how to make filter material. Also a few details not mentioned in the patches: Captains Offices increases quick-trade value (so you can buy concrete in bulk from the starting village) and none of the docks block each other off, which means you can put your trading dock right next to your shipyard.
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# ? Jun 1, 2023 04:52 |
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Jesus Christ, thank gently caress
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# ? Jun 1, 2023 04:56 |
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My current complaint with Captain of Industry is that there clearly exist modern technologies along side a battleship, which as we all know is entirely antiquated in naval warfare doctrines and honestly laughable.
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# ? Jun 1, 2023 06:24 |
Decided on Timberborn. CoI is definitely looks cool but eh, resource flows are a vibe for another day. I named my first settlement (it died from drought) Picture of Success, after a Rilo Kiley song. I kept dithering about city/base names in games like this so that's my naming convention, at least when I'm not feeling "Skoomania". What is everyone else's naming convention when games want you to name a city/base/settlement/spaceship/regular ship? Anime Store Adventure posted:My current complaint with Captain of Industry is that there clearly exist modern technologies along side a battleship, which as we all know is entirely antiquated in naval warfare doctrines and honestly laughable. It looks kinda like a Chinese Type 55 with WW2 era guns. skooma512 fucked around with this message at 07:08 on Jun 1, 2023 |
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# ? Jun 1, 2023 06:35 |
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Anime Store Adventure posted:My current complaint with Captain of Industry is that there clearly exist modern technologies along side a battleship, which as we all know is entirely antiquated in naval warfare doctrines and honestly laughable. ...What's the current?
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# ? Jun 1, 2023 07:14 |
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I loving love this dumb game. My poo poo isn't peak efficiency or productivity, but if feels so goddamn satisfying. I only wish you could make the levees prettier, like eliminate the boxy lines whenever you build several next to/atop eachother. /edit: Also, this was the dumbest idea that actually worked out, but it cost me some serious logs Duzzy Funlop fucked around with this message at 07:38 on Jun 1, 2023 |
# ? Jun 1, 2023 07:26 |
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Bloodly posted:...What's the current? Guided missiles, aircraft, and subs.
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# ? Jun 1, 2023 07:30 |
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skooma512 posted:I named my first settlement (it died from drought) Picture of Success, after a Rilo Kiley song. I kept dithering about city/base names in games like this so that's my naming convention, at least when I'm not feeling "Skoomania". What is everyone else's naming convention when games want you to name a city/base/settlement/spaceship/regular ship? I'll pick something vaguely inspiring and appropriate if I care. Otherwise, it's the town of Cocks again. If I have to name a character, they are Weedlord Bonerhitler
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# ? Jun 1, 2023 07:32 |
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skooma512 posted:Decided on Timberborn. CoI is definitely looks cool but eh, resource flows are a vibe for another day. For Timberborn, I like to name all my settlements after cities in Holland. Because they all end in -dam.
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# ? Jun 1, 2023 07:40 |
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skooma512 posted:What is everyone else's naming convention when games want you to name a city/base/settlement/spaceship/regular ship? I usually go with New Haven. Unsurprisingly, for the first few games it is often anything but. If I need to name more than one I'll just leave the rest of the names to the game. It's one of the default names for the High Men cities in Master of Magic which I played in my formative years, and it kind of stuck.
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# ? Jun 1, 2023 09:13 |
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Everything is called Arse. Possibly Arsetown or Arseville if I'm feeling particularly creative. Latest CoI realisation: trucks don't seem to pick up from the recycling center, apparently you have to feed/sort the scrap out into storage bins yourself. Unkempt fucked around with this message at 09:47 on Jun 1, 2023 |
# ? Jun 1, 2023 09:44 |
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Unkempt posted:Everything is called Arse. Possibly Arsetown or Arseville if I'm feeling particularly creative. Yup. Pre-update it had slots for 5 materials, but there were only 4 in the game and a 5th was never added (or at least had yet to be added). The redesign rectified this, and if you don't mind that it has four sorters on it, lets it be used for more updates/designs. It could stand to be explained better you now actively need to use sorters. Edit: Thanks for making me look at my recycling center. I think I might have to build a second soon. I'm at 70% recycling and my island is producing so much scrap it was backed up and could only process more scrap when enough room for iron was made. Because it's only a single output now I was forced to put a max level belt on the thing and now it looks like the scrap is being shot out of a gun. Alkydere fucked around with this message at 11:24 on Jun 1, 2023 |
# ? Jun 1, 2023 11:16 |
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For city/colony building game names, I like to rotate between Brockway, Ogdenville, and North Haverbrook from the monorail episode of The Simpsons.
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# ? Jun 1, 2023 13:07 |
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i like games with randomizer, like Banished, you could get some awesome names, like West Ham
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# ? Jun 1, 2023 13:10 |
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smarxist posted:i like games with randomizer, like Banished, you could get some awesome names, like West Ham I don't know if this is a joke or if you don't know that this is a real place with a fairly famous football team.
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# ? Jun 1, 2023 14:14 |
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I was going to make a joke about the settlement being plagued by inconsistent leadership and overpaying for everything but, like West Ham, I'm not quite smart enough to realize my grandiose dreams
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# ? Jun 1, 2023 14:32 |
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I've tried to maximize my waterflow for my four large water wheels by narrowing the channel a bit with levees, and I've noticed what has got to be a bug, because two of my water wheels are still spinning gradually and generating like 120hp of power...5 days into a drought. I'll take it
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# ? Jun 1, 2023 15:02 |
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skooma512 posted:Decided on Timberborn. CoI is definitely looks cool but eh, resource flows are a vibe for another day. I name my cities after my pets (current and previous) So I have Mr Peabody Boris Badenuf Merlin Buster Baylee Bosco
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# ? Jun 1, 2023 15:13 |
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skooma512 posted:Decided on Timberborn. CoI is definitely looks cool but eh, resource flows are a vibe for another day. If I have multiple things to name I usually name them after the terrain or the major function, in a way that I think would be attractive or funny, like "Brickton" or "Greenvale Coast" or "Spudville". If I'm naming a single thing, like the one city I'm supposed to build and grow, I might name it after myself because Assuring My Place In History
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# ? Jun 1, 2023 16:13 |
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I'll try to think of appropriate names for cities in games where you end up with a lot of them, based on terrain, or invent a hero to name them after. Spaceships in particular, I really love the way ships are named in the Culture books and in the old Andromeda TV show, where they have short phrases instead of words. Clarion Call, Andromeda Ascendant, Wrath of Achilles, Memory of Light, I Told You So, Tilting Vaguely Leftward. That sort of thing.
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# ? Jun 1, 2023 16:36 |
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Playing more of the CoI update and I don't really think I like the truck load mixing that much. It breaks my immersion (how is a dump truck selectively dumping certain goods???) and it makes trucks go out of their way to dump the 1 dirt it has before it will deliver the 19 ore or whatever. The rest of the update slaps of course.
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# ? Jun 1, 2023 16:41 |
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SettingSun posted:Playing more of the CoI update and I don't really think I like the truck load mixing that much. It breaks my immersion (how is a dump truck selectively dumping certain goods???) and it makes trucks go out of their way to dump the 1 dirt it has before it will deliver the 19 ore or whatever. The rest of the update slaps of course. Yeah it's a weird one. I don't think it adds much or makes a lot of sense either.
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# ? Jun 1, 2023 16:43 |
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Yeah I made the thread title. I have beavers on the mind.
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# ? Jun 1, 2023 16:46 |
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I always had at least 3 loose storage silos at each mining site, Ore, Dirt, Rock, so this update to the truck storage/dumping is great for me. Especially after you research logistics. This helps you keep your miners mining with minimal downtime waiting for trucks to go dump something halfway across the map.
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# ? Jun 1, 2023 16:47 |
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Duzzy Funlop posted:I loving love this dumb game. the amount of logs you used for the levees there may have been better spent on an adjustable dam upstream. Logs are renewable tho so whatever.
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# ? Jun 1, 2023 16:47 |
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SettingSun posted:and it makes trucks go out of their way to dump the 1 dirt it has before it will deliver the 19 ore or whatever. The rest of the update slaps of course. And the solution is the same as before the update: Set up a bin for each material near the mining tower to dump everything into and let the general trucks take care of moving it away from there when there is enough for a full truck.
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# ? Jun 1, 2023 16:52 |
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yeah an adjustable dam with a deep riverbed lets you have water and waterwheel power forever basically, it owns
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# ? Jun 1, 2023 16:58 |
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I wish the beaver game was less washed out brown and green, the aesthetics really bother me and I don't want to spend hours staring at that.
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# ? Jun 1, 2023 17:10 |
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Duzzy Funlop posted:I've tried to maximize my waterflow for my four large water wheels by narrowing the channel a bit with levees, and I've noticed what has got to be a bug, because two of my water wheels are still spinning gradually and generating like 120hp of power...5 days into a drought. You might find you get surprisingly persistent eddies in the water, but they usually do settle down after a while.
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# ? Jun 1, 2023 17:18 |
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I'm severely disappointed they didn't code this behavior in CoI (image stolen from the steam forums).
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# ? Jun 1, 2023 22:52 |
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# ? Apr 20, 2024 00:54 |
I keep running out of wood in Timberborn on Prairie. I hit a bottleneck where I use up all the trees near me, the forested ones seem to cost wood to make, and then I succumb to a drought. The original stands don't seem to grow back. I'm sure I just need to forest harder, and I guess plant birch instead of pine like the tutorial said. I'll have to restart, because I flooded my original base with the levee I was barely able to eek out.
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# ? Jun 1, 2023 23:32 |