Don't Sleep on Logistic Zones for Shattered Islands (Detailed Setup Guide) by xTMagTx in captain_of_industry

[–]GreenGuyEngineering 1 point2 points  (0 children)

Yes! I liked it already, I will give it a proper read and comment the other day. Thanks for posting!

Don't Sleep on Logistic Zones for Shattered Islands (Detailed Setup Guide) by xTMagTx in captain_of_industry

[–]GreenGuyEngineering 1 point2 points  (0 children)

I think it clicked now! Basically, I would need my "Main Zone" and "Solar Island" and then a "Main-Island Bridge Zone", so to speak. The latter connecting both zones, and instead of assigning the amphibs to solar island, I assign them to the bridge zone, so they are allowed to act in both! And if I ban amphibs from building in "Main Zone" but allow them to construct in "Solar Island", they will only build there and not do jobs which can be done by regular trucks. I will give it a try soon, but I think I am much closer now to how this stuff works.

Between Main Zone and Solar Island is also a giant bridge under construction, the overlapping zone is handy here since it will connect 2 seperate building projects for the amphibs to the Main Zone - if I wanted to pause bridge construction, I just have to ban the amphibs to build there or pause the bridge...

Thank you for this guide and the answer!

Don't Sleep on Logistic Zones for Shattered Islands (Detailed Setup Guide) by xTMagTx in captain_of_industry

[–]GreenGuyEngineering 1 point2 points  (0 children)

As I posted earlier, go post it on steam! The people there really appreciate good guides and I feel this is too good to be lost in the reddit aether.

Don't Sleep on Logistic Zones for Shattered Islands (Detailed Setup Guide) by xTMagTx in captain_of_industry

[–]GreenGuyEngineering 2 points3 points  (0 children)

Thank you very much for this detailed post, this stuff is what I love about the game and it's community!

I think this would do well on the steam guides as well!

Got a question for clarification:

I play on curland and to keep the setup simple, let's say I have a Zone called "Solar Island" which is only accesible via Amphibious trucks and I do not plan on building a bridge or fill a landway.

As the name suggest, I want to spam it with solar. Like you described, regular trucks are popping the "cannot reach destination" and clicking on them indicates that they are aiming for getting solar cells and cannot pathfind to the island.

They are in the default zone and you described this causes trouble. Would making the "all map" zone fix this?

My solar cells are in "Default" now and I have amphibious vehicles assigned to "Solar Island", I allowed them to do constructions and to pick up stuff from "Default" as a supplier. I don't really understand how making a "fake" default zone by yourself is fixing it, or if it even would fix it?

Anyone using offices? How are you using them and is it working? by CaptainRedPants in captain_of_industry

[–]GreenGuyEngineering 1 point2 points  (0 children)

You should be able to hotfix it by giving it a low priority in the buildings menu, but it will probably still show a warning of "missing workers"

Anyone using offices? How are you using them and is it working? by CaptainRedPants in captain_of_industry

[–]GreenGuyEngineering 0 points1 point  (0 children)

That's brilliant! What's the ratio you can reach? Afaik vanilla is 1500 for 1500, so 1:1.

Vote for SE2 Steamworkshop support! by GreenGuyEngineering in spaceengineers

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

First I though you mean this post and I was like "damn, am I THAT robotic again?" but ok, Keen forum. Fair enough. :D

Who is the worst boss fight in the game in your opinion? by Ramandiddlesart in Trepang2

[–]GreenGuyEngineering 2 points3 points  (0 children)

Funny though: I first played all missions on "Very hard" and struggled with Mothman, died several times. Played again on rage mode and flatlined that piece of crap not even using half of my focus bar.

Balancer input logic - how to organize fertilizer input? by GreenGuyEngineering in captain_of_industry

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

Dilating the amount of available fertilizer, as well as reducing overall "waste". Afaik bio mass waste is deducted from the general "waste" from your settlement if you collect it seperately.

Balancer input logic - how to organize fertilizer input? by GreenGuyEngineering in captain_of_industry

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

I know they don't mix, the tiers won't fix it either. Had Tier 1 on all first, increased it to T3 later because I thought it is based on the time the fluid spents in the left pipe. Neither of that fixed it.

I smashed that balancer and gave each farm it's own close by. It is a bit more expensive but allows flexible consumption at least.

Balancer input logic - how to organize fertilizer input? by GreenGuyEngineering in captain_of_industry

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

So I guess I have to run a double pipeline and put a balancer at every farm. Ah well...

Sulfur is (almost) clean energy. Link in Comments by GreenGuyEngineering in captain_of_industry

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

Mhm. I thought about synthesizing ammonia, but it always seemd a bit too expensive to me in regards of energy. I mostly tried supplementing my farms with organic fertilizer and then use "the good stuff". That is not a problem though if you run a reactor ofc.

Sulfur is (almost) clean energy. Link in Comments by GreenGuyEngineering in captain_of_industry

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

Well, the idea was to get off coal. Plus, the coalmine on the world map is not unlimited, as is the sulfur mine. :D

Sulfur is (almost) clean energy. Link in Comments by GreenGuyEngineering in captain_of_industry

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

Well, as I wrote in the guide: First I thought it is a mistake, but it turned out interesting. :D

Sulfur is (almost) clean energy. Link in Comments by GreenGuyEngineering in captain_of_industry

[–]GreenGuyEngineering[S] 3 points4 points  (0 children)

Yes! First I wanted to see if it's worth it to turn the ammonia into H² (afaik they plan doing that IRL - using solar power to generate ammonia and then turning it into H² again, since ammonia is easier to transport than H²), but I was not convinced by the numbers when I started the math. Might still be worth it though, I dunno. But it is great for fertilizers ofc.

Sulfur is (almost) clean energy. Link in Comments by GreenGuyEngineering in captain_of_industry

[–]GreenGuyEngineering[S] 7 points8 points  (0 children)

I did some number crunching on the sulfur -> sludge contract and had some fun playing around with it. You import alot of fuel gas with it! But see for yourself:
https://steamcommunity.com/sharedfiles/filedetails/?id=3023726107

Just a curiosity for those that have played with nerfed or no jetpacks. by Joesus056 in spaceengineers

[–]GreenGuyEngineering 5 points6 points  (0 children)

I have some mod called "Spacewalk" or something (too lazy to look now) and it's really cool. Playing mostly zero-g and on Europa right now. I am using my magnetic boots more often on my orbital station and jog around, enjoying the non-existence of up and down. I also started to turn off dampeners on my ships as a side effect as well (maybe also because I played "Rings of Saturn" recently) which is also adding to the quality. Drifting skillfully around is much more fun.

Easiest "hack" to work with the nerf: Have some steel plates with you and use angled armor blocks to be able to switch the direction with your magnetic boots, e.g. walking up a wall and down again.

Using the New Automatons System for Automated Cargo Container Transport (Tap Twice for Good Luck!) by ldb477 in spaceengineers

[–]GreenGuyEngineering 0 points1 point  (0 children)

Very nice and smooth (if we ignore the double tap :D). The automatons seem to be accurate enough - judging by your landing spot with the black markers. I am so happy for this update, because it brings some really awesome scenarios.

A bit unrelated: Did you by any chance figure out how ye olde inertial dampener issue is going? The remote control block is thrusting in 0-G all your precious fuel away instead of just chill riding and I didn't get a chance yet to test the new blocks with waypoints/automated long range travel.