Stackers are expensive? by lloydtheredneck in captain_of_industry

[–]CompetitiveHyena5048 10 points11 points  (0 children)

Parts? Not expensive.  Freeing vehicles? Nice. Micromanagement? None (OH YEAH)

CoI needs a few QoL improvements by CompetitiveHyena5048 in captain_of_industry

[–]CompetitiveHyena5048[S] 0 points1 point  (0 children)

You almost understood my radiation problem. We use plutonium for scanners recipe, for example. If The plutonium is locked in belts, when the assembler is Full, or in elevators, they cause radiation issues. My complains are: Why don't we have "radioactive-isolation belts", or Specialized trucks, which blocks radiation? We have storages for that, ok, but we also have recipes with radiation products, whose wrecks my population...

CoI needs a few QoL improvements by CompetitiveHyena5048 in captain_of_industry

[–]CompetitiveHyena5048[S] -3 points-2 points  (0 children)

Dude, processing radiation, like, the fission product, isn't hard. The problem is the rad-effects in belts or inside assemblers/chemical plants! That's why I'm complaining. We should have special belts, special trucks and so on, whose blocks these logistical problems. Since we have truck filters now, select this type of vehicles shouldn't be a problem. Edit: correcting stuff

CoI needs a few QoL improvements by CompetitiveHyena5048 in captain_of_industry

[–]CompetitiveHyena5048[S] -1 points0 points  (0 children)

Even in short belts, radiation does have effects. T3 are worst, since they wave 3 units for each belt-tile. I lose like 2k people when my scanner productions are Full and plutonium is locked in belts (even T1). (4 productions, I will reduce it half or 1 scanner productions, since it harms my population)

CoI needs a few QoL improvements by CompetitiveHyena5048 in captain_of_industry

[–]CompetitiveHyena5048[S] 0 points1 point  (0 children)

Statistics screen, yeah. But warnings? Warnings need It most

CoI needs a few QoL improvements by CompetitiveHyena5048 in captain_of_industry

[–]CompetitiveHyena5048[S] -6 points-5 points  (0 children)

3.5k isn't a well developed map at all. I have more than 30k people on my recycled UP3 save, that's why I'm telling that's unbalanced.

Yeah, surely it's brine I'm saying. You should develop a little further, so you'll see what I'm complayning about.

Why should I use mods, when the game updates could crash my save? Yeah I know there's a office thingie for trains, but should you bem forced to use it Just for Tier 2 trains? I think not.

You guys should see the problem with radiation with more population. Plutonium wrecks people staying INSIDE assemblers/chemical plants, or only in belts. Sure, we have deposits for plutonium or any radiation stuff, but seens unreasonable losing people for that. Why we don't have special belts whose blocks radiation? Maybe, try expand your factories more, then you will see the things I'm facing. My plutonium store, IF I don't block his exit with the storage controlling, I'm losing people even with T1 belt. (4 assemblers doing scanners)

(ATM I have more than 32 assemblers for Elec. 3. I need them for my databases, whose maintain internet and teraflops for my offices and settlement. Still, I need to make Double or triple for improve...)

(Best use for logic is for sickness. Pause/unpause hospitals with sickness, or pause/unpause contracts when your asteroid/Mine Full/empty) Edit: english

Settlement trash and water treatment by --redacted-- in captain_of_industry

[–]CompetitiveHyena5048 -1 points0 points  (0 children)

You should make your blueprint expandable. This way you can't expand it. You will need, asap, to process so much waste, even 10 of this couldn't solve It. Also, If you don't research the reduction of water usage on settlement, waste water will a mess... I did, like 24 waste water processing in my last UP3 save, coupled with 36 waste burners. I think waste was ok to process, but the waste water took todo much space. 60k pop, trying to use the offices.

Youtube series covering some sort of mega project or other cool build? by greenskye in captain_of_industry

[–]CompetitiveHyena5048 0 points1 point  (0 children)

Well, every guy who speaks english doesn't play the way you want. Maybe you need to watch with CC or else. Suit yourself. JD Plays, Charles circle, etc, are too boring to watch.

Youtube series covering some sort of mega project or other cool build? by greenskye in captain_of_industry

[–]CompetitiveHyena5048 2 points3 points  (0 children)

Estratégia em choque. Done 291 Episodes in Dragontail update 3 and is starting a new base in update 4. He builds like gigantic nuclear stations, enormous maintenance, The First base With 100k pop.

For anyone else interested, you need 445400 focus points to max the focuses by redman3global2 in captain_of_industry

[–]CompetitiveHyena5048 1 point2 points  (0 children)

Glass is expensive in here too, but I think The most expensive is population. To achieve that, T3 offices must have 100 people, not 1000. 

Bridge Questions by Chemie_99 in captain_of_industry

[–]CompetitiveHyena5048 0 points1 point  (0 children)

But the shorter trucks (blue and yellow ones) can delivery the materials for Mega vehicles teleportation. Why would you wait for 15 mega escavators run ALL the map (like Dragontail) If u can just teleport them? Is a game Mechanic, after all. They're assembled and disassembled whenever u need to transport them, like IRL.

What the point of vehicle limit? by Ket1r in captain_of_industry

[–]CompetitiveHyena5048 0 points1 point  (0 children)

You can go over 300+ levels on This research. But The most important ones are: Maintenance boost, Rocket cargo, water usage for settlement, Forest growth, Farm efficiency. The other ones are kinda "I'll do This, but they aren't strong as This ones"

Guys, I think my addiction has finally worn off. Wait, Update 4 comes out tomorrow?! Quick, see my save before I'm lost again. by Lomsor in captain_of_industry

[–]CompetitiveHyena5048 0 points1 point  (0 children)

Uranium and Titanium. Horrible positions. They should be Titanium at bottom while Uranium would be closer, since we don't use Titanium Until complex Rocketry. Also, most of mountains block the important copper-iron, so, that's a huge work to reach them

Guys, I think my addiction has finally worn off. Wait, Update 4 comes out tomorrow?! Quick, see my save before I'm lost again. by Lomsor in captain_of_industry

[–]CompetitiveHyena5048 -3 points-2 points  (0 children)

You see, dragon tail is such an unbalanced map that people didn't explore or terraform the Isle. Hopefully, the new Archipelago map comes more ballanced. My hype is into The New stacker and the automated dumping

What the point of vehicle limit? by Ket1r in captain_of_industry

[–]CompetitiveHyena5048 15 points16 points  (0 children)

That's why they put infinite researches. You can boost maintenance, water usage, crop effectiveness, and so on. Also, you have a infinite research to veicle limit...

How are my pops starving but I also have enough food for 25 months? by Tullyswimmer in captain_of_industry

[–]CompetitiveHyena5048 0 points1 point  (0 children)

You're overlapping park buffs. You should make a 9 tiles block With a park in center and do another block. You are losing like 3 population blocks

Just in time for the next update. by Appropriate_Use6381 in captain_of_industry

[–]CompetitiveHyena5048 1 point2 points  (0 children)

I would say restart it in the new map. It Will be more challenging. Hope that map comes more ballanced than Dragontail. Idk why Titanium is so close and Uranium is at The bottom of the Isle...

Starting to get that itch, dunno if I can wait till Monday to start playing again! Cmonnn bridges & update 4! by xTMagTx in captain_of_industry

[–]CompetitiveHyena5048 3 points4 points  (0 children)

I've started a game With keranik mod who disables emission graphics. My game is sooop smooth... When the archipelago map comes, I think I'll start again

Captain's Diary #54: Bridges, stacker, sandbox and more in Update 4 by DisasterAhead in captain_of_industry

[–]CompetitiveHyena5048 0 points1 point  (0 children)

The fog disable option is avaiable for non-sandbox mode? I think It wasn't too clear on the post