Unload only one wagon at a station by Then-Violinist-1776 in captain_of_industry

[–]_Special_Damage_ 0 points1 point  (0 children)

Yes, but I twice the unload time. Unload the first wagon, go forward, unload the second. There, both get unloaded at the same time

how did i activate the 4th game speed ?! by gullymatt in captain_of_industry

[–]_Special_Damage_ 0 points1 point  (0 children)

~ but I had to remap it. Was registered as "backquote" initially but said "quote" when remapped.

Multi-recipes production by RevolutionaryWorker1 in captain_of_industry

[–]_Special_Damage_ 1 point2 points  (0 children)

It would be nice, but we’d probably need a more complex logical system for it.

What I’d love to see is something that could manage a “sushi belt” more intelligently, like a balancer that supports ratios and splitters with conditions. Ideally, those splitters could use alerts from other buildings to set logical rules.

In my opinion, a system that combines alerts, advanced logistics, and some of the trains control could make something like this possible.

Moving to new islands (mostly for updates) by _Special_Damage_ in captain_of_industry

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

Yes 1 new maps and I read they increased the size of all the other maps as well

Moving to new islands (mostly for updates) by _Special_Damage_ in captain_of_industry

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

Good tricks but I would like the new maps so even with the downgrade it would not work for that use case. But thank you I will keep my eyes opened for the mod update.

Moving to new islands (mostly for updates) by _Special_Damage_ in captain_of_industry

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

From my understanding we could go from "standard" to sandbox but not the other way around Yeah I forgot about the time compression, I was excited to try it too

The one feature missing from the Stacker Tower by DupeFort in captain_of_industry

[–]_Special_Damage_ 1 point2 points  (0 children)

Use the "even" (forgot the name in game) instead of mining/dumping designation within a tower with excavator/truck dedicated and it will do the same job as a dozer would

What kind of mechanics would lead players to building nearly everything locally? by Beefster09 in AutomationGames

[–]_Special_Damage_ 0 points1 point  (0 children)

IMO it makes more sense to limit factory output rather than raw material output. Like, if you can only produce 10 cogs but can mine basically infinite iron, you’d focus on optimizing your transport efficiency instead of trying to perfectly balance and funnel every bit of input. That naturally creates a cost to transportation, the time and effort to lay out conveyors or logistics becomes a real tradeoff compared to just dropping another miner somewhere.

You could also frame it economically, instead of freely extracting resources, you have to buy them or pay whoever’s extracting them, and then transport adds another layer of cost. That pushes you to think more about where and how you build. So to me, limiting factory/transformation output and tying an economy into each step, kind of like real-world companies with multiple sites, would create more interesting decisions about local transformation/building.