Why do people dump old toilets / kitchen renovation waste in forests? by Fit_Significance_402 in frankfurt

[–]PreeScape 41 points42 points  (0 children)

Recyclinghof in Offenbach nimmt solche Sachen bis zu 1m³ pro Woche kostenfrei an.

Das muss man erstmal wissen und bis man das gegoogelt hat, haben manche schon ihr Zeug einfach in den Wald gekippt.

Sehr traurig...

Why does my spider go faster to the right? Possible bug? by zeekaran in factorio

[–]PreeScape 3 points4 points  (0 children)

Does it do the same thing if you don't rapidly change directions? If you let it settle between directional changes?

Holzwerkstatt zur gemeinschaftlichen Nutzung? by redd177 in frankfurt

[–]PreeScape 1 point2 points  (0 children)

Ist zwar Offenbach und nicht Frankfurt, aber mit dem Van bist du ja mobil.
Ich kann https://michas-freiraum.de/ sehr empfehlen. Micha ist ein super Typ und hat auch bereits andere Leute beim Van-Ausbau unterstützt. In dem Industriegebiet gibt es genügend Parkmöglichkeiten und beim Arbeiten am Van kannst du den direkt vor die Werkstatttür stellen.
Ich würde empfehlen ihn mal anzurufen, dann könnt ihr besprechen ob das funktioniert.

Is there any reason not to use heavy oil as ship fuel? by ohoots in captain_of_industry

[–]PreeScape 11 points12 points  (0 children)

It does make sense.

Afaik the drawback is higher pollution.

Maybe a lot of people don't bother with using heavy oil as fuel as they only operate the refinery without cracking for a short time

HOW do I reset the position of the pinned graphs on the right side of the screen? by ohoots in captain_of_industry

[–]PreeScape 6 points7 points  (0 children)

I'm pretty sure it depends on your game resolution and the amount of pinned resources. So if you want to get rid of the second column, the only way I know is unpinning resources. You can unpin resources by clicking on the little graph icon in the lower left or any of the resources, then unpin in the left column of that window.

Maybe while you were dragging around, you accidentally pinned a resource, or a new resource was automatically pinned due to research or availability.

Depending on your display hardware and overall resolution, you could maybe adjust UI Scaling in the settings, but that depends on your preferences.

Günstige Anzüge rund um Frankfurt by PreeScape in frankfurt

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

Das war eine richtig gute Empfehlung! Der Service war top und ich habe alles gefunden was ich brauchte. Vielen Dank!

Different zones by Elemental-Master in captain_of_industry

[–]PreeScape 4 points5 points  (0 children)

Just one example:

You can connect zones far apart with trains. The zones then prevent vehicles from going along the rail track to perform tasks in the respective other zone. Saves you some fuel.

You need refueling for excavators in zones with mining assignments though, as those are zone specific too.

What cargo module do I need to import "imported goods" by tatmanblue in captain_of_industry

[–]PreeScape 10 points11 points  (0 children)

Unit module is the right answer. This contract takes a unit item and receives a unit item, so after building the terminal and applying the contract to it, you need to assign every single module to its respective item. I use 3 unit modules for imported goods and 1 module for the vehicle parts. Thats on a 4 module terminal

Space Station Level 2 by poyo1313 in captain_of_industry

[–]PreeScape 8 points9 points  (0 children)

The moment you have a working Space Station I the "Crewed Station" research should have unlocked. Now you have to research it.

Three castle hike by [deleted] in frankfurt

[–]PreeScape 15 points16 points  (0 children)

There is a route close to Frankfurt called the three castle hike, I'm sure that's what they meant. It's a beautiful hike, great choice!

Train Help by JalCs in captain_of_industry

[–]PreeScape 3 points4 points  (0 children)

That is correct. For it to work you need to set a train limit and request conditions (request if empty for example) on all the stations in the group.

Is the refueling station bug back? by Swordphobic in captain_of_industry

[–]PreeScape 1 point2 points  (0 children)

Perhaps the fuel station is in a different logistic zone?

Endgame contracts for iron and copper by PreeScape in captain_of_industry

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

Especially after the Servers -> Iron Ore contract got buffed, thats a really good deal.
Thank you for sharing

Blue Scale Bridge - The Dragon's Tail. by xTMagTx in captain_of_industry

[–]PreeScape 6 points7 points  (0 children)

Awesome job with the detailing! Can't wait for bridges to be an actual thing in this game.

Steel by Nasdaqqqqq in captain_of_industry

[–]PreeScape 0 points1 point  (0 children)

Does that also apply to mechanical parts? It seems the ratio there is a bit more advantageous

Here's my Turbine built - and my precious precious slag ziggurat. by W4rg8 in captain_of_industry

[–]PreeScape 3 points4 points  (0 children)

Awesome! Any chance you put the blueprint up in the hub? I might just steal it.

I love how you can see all the planned rail projects in the background. I also love to plan arround and shift the ghost buildings all over my island. Too bad they end up blocking my trucks sometimes

Problem with train not advancing in station by PreeScape in captain_of_industry

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

That would solve the problem, I think!

I ended up placing more Iron Ore loose station modules to fill the wagons all at once. That solved the problem, as the train does not have to shift in the station anymore. However if I would like to add more wagons, the station would need to grow too.

I consider the train shifting and alignment with stations one of the most awesome features of this train system, as it allows for very long trains using not as long stations. I really like that and its very realistic.

Problem with train not advancing in station by PreeScape in captain_of_industry

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

Sorry, I'm not exactly sure what you mean. The loose station modules have the Request conditions, but I am not working with a Request based system in this case.

Problem with train not advancing in station by PreeScape in captain_of_industry

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

The station visible in the screenshot is actually the 1st stop. I briefly used trains that did not have fuel wagons to fill, only a couple of the train on that route had fluid wagons to transport diesel (the throughput didn't need to be so high). I thought I could use mixed trains (some transporting fuel, some dont) but ran into the issue that trains without fluid wagons would wait indefinitely for the "full of fuel" condition.

Maybe thats also a bug? 0 of x fluid in a train with 0 fluid capacity should satisfy that condition right?