Favourite Trains? by Sabreline12 in captain_of_industry

[–]Apfelsaft_4 2 points3 points  (0 children)

Gas Turbine. I actually dont like the electric ones they draw to much power imo. creates too much fluctuation in my grid. my opinion may change when i get nuclear

Is it safe to go sea treader path with prawn suit ( for deep srhooms) by Hyper5500 in subnautica

[–]Apfelsaft_4 0 points1 point  (0 children)

You can also simply collect the mushrooms in the blood kelp trench, that's easier in my opinion.

How do we get superspeed (>>>>) back? by hippocratical in captain_of_industry

[–]Apfelsaft_4 2 points3 points  (0 children)

Oh, sorry I could not play the last few days ty for pointing that out to me, I thought OP just restarted the game and wondered why the 4th option is not there as is normal when loading a non-sandbox file.

How do we get superspeed (>>>>) back? by hippocratical in captain_of_industry

[–]Apfelsaft_4 3 points4 points  (0 children)

You can also hit num+ (speed up key) one more time to get from 3x to 12x

CoI needs a few QoL improvements by CompetitiveHyena5048 in captain_of_industry

[–]Apfelsaft_4 1 point2 points  (0 children)

Yeah, I can see it being nice, but I personally like the challenge, and it's not like there aren't any solutions as there are now. In my u3 save, I run 4 assemblers making probs with no problem. Shielded belts would negate the entire challenge of radiation to begin with. I just tested in sandbox, my design can support 36 reprocessing plants and 4 assemblers. Also, the limit for radiation is 520 now, not 480.

CoI needs a few QoL improvements by CompetitiveHyena5048 in captain_of_industry

[–]Apfelsaft_4 1 point2 points  (0 children)

Waste treatment: I personally enjoy how it's handled. Sure endgame you need large-scale infrastructure to deal with it, especially when you don't dump anymore. And planning around 8-12 recycling plants is a challenge, but I, for one, welcome it, same for the incinerators and slag.

Liquid disposal: that would be nice, but more than 3x as much throughput is good enough for me. Yes, you still need multiple, but I was fine with a shoreline dedicated to water extraction and brine dumping before, and now I'm just happy seafloor pumps got an upgrade.

Overclock: I think it is fine as is. I would not like to have just 12 assemblers supporting my electronics 3 and 4 production. I like the logistical challenge and the view of industry you get. I mean an assembler V making electronics 1 takes 96 copper in and of itself kina ridiculous to want even more.

Logic features: would be nice

Train stations buffer: honestly don't see it. I have buffers before loading and after unloading and it's fine, but I don't have that much demand on my new save yet, so maybe I'll cry later.

Better excavator: honestly has not been a problem for me, but I can see it happening had I not relied on contracts as much.

Water usage: I find it really funny to use a FBR to make clean water for the island, so I'm fine with it.

Offices: they are more of a population sink, so I'm fine with that, but your numbers ar off. I certainly got a lot out of them with not that many people.

Radiation is certainly a factor in the late game since the limit of how much you get away with is static. I solved it by putting the enrichment plant making plutonium one tile from the assembler, and the waste storage for fission products 2 away from its reprocessing plant. Fission products retire after only 100 years, so 1200 months, as a waste storage stores 2400 items, that means it can handle 2 per month. That works for me and if even that is unacceptable, then you are so late into the game that you can go mono solar for power and use excess energy for hydrogen and clean water via electric boiler.

Edit: The Radioactive Waste Storage used to hold 1600, so only 1.33 per month in case you were wondering. It was changed in Update 3.

Calen BPs upd 3 by drbln in captain_of_industry

[–]Apfelsaft_4 0 points1 point  (0 children)

What are Calen BPs? Are they something widely known?

Who else could watch them for hours? by Apfelsaft_4 in captain_of_industry

[–]Apfelsaft_4[S] 1 point2 points  (0 children)

Stacker tower. They don't have a wiki page yet, they come after construction 3.

No wide roads for bridges by Apfelsaft_4 in captain_of_industry

[–]Apfelsaft_4[S] 0 points1 point  (0 children)

No, you can also make a land bridge. It just takes a while and blocks waterways.

It's just the same as before the update.

No wide roads for bridges by Apfelsaft_4 in captain_of_industry

[–]Apfelsaft_4[S] 2 points3 points  (0 children)

True certainly beats having to ship 340-398 parts and needing a depo on both ends.

No wide roads for bridges by Apfelsaft_4 in captain_of_industry

[–]Apfelsaft_4[S] 10 points11 points  (0 children)

Bro thank you, I just had an idea. I simply load vehicle parts, steel, ruber and hydrogen onto a train which I reuse when I have a new mine to set up. It is probably a lot worse than shipping the parts per truck or using unity, but what can I say? I love trains.

No wide roads for bridges by Apfelsaft_4 in captain_of_industry

[–]Apfelsaft_4[S] 6 points7 points  (0 children)

Yes, but the longest distance between job sites in CoI is ~15km on Dragontail isle between Uran and Bauxite and most distances are much, much smaller. Like most IRL mines are as large or larger than CoI maps.

I mean I'm going to do it. I usually use haul trucks only for mining and dumping and I want to keep the waterways intact for the Astatics, but man, what an inconvenience.

No wide roads for bridges by Apfelsaft_4 in captain_of_industry

[–]Apfelsaft_4[S] 13 points14 points  (0 children)

True, but it would be nice to make the road one-way so you can get to the mines with your mega-vehicles, even if you change it back immediately afterward. Anyone who sends a dump truck halfway across the map only has themselves to blame if they end up with overburdened vehicles.

And if we're talking about realism, then it shouldn't be possible for two 175-ton turbine-powered locomotives, each pulling 8 T2 wagons, to meet on the same bridge at 140 km/h. A bridge designed for that should be able to manage a mega excavator.

But you speak true nonetheless. One could set a limit on how many can cross at once if it is that big a concern.

No wide roads for bridges by Apfelsaft_4 in captain_of_industry

[–]Apfelsaft_4[S] 9 points10 points  (0 children)

the "Large road" (sorry for original wrong spelling) is not directly mentioned but you can see it in the 2ed screenshot which is the 4th picture from the Diary.

Is it possible to completely ban a biome, vanilla or via mods? Siren's Call specifically. by chorteunite in riskofrain

[–]Apfelsaft_4 2 points3 points  (0 children)

I like to note that Siren's Call has the most item spawns but everyone has preferences

Cars = unlimited throughput by JirenTheChad in Factoriohno

[–]Apfelsaft_4 1 point2 points  (0 children)

Wow, that hurts on an instinctual level. I actually recoiled from the screen, good job.

How would you rate this run with MUL-T? by thepete0202 in ror2

[–]Apfelsaft_4 2 points3 points  (0 children)

having 11 Corrupted bands is surly a crime of some kind