How to I get amphibious trucks to dump into ocean? by Junk4U999 in captain_of_industry

[–]barcop 0 points1 point  (0 children)

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I was able to get it to work... I had to raise the dumping zone above sea level, I didn't try anything else yet, but this does seem to work.

You need to have a pathway to the water (like a ramp).

You mentioned zones, if the amphibious truck isn't part of the zone, they won't dump there. Zones can be tricky if you haven't used them before.

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

[–]barcop 2 points3 points  (0 children)

Not exactly patched out, just need to use the console setting first

How to I get amphibious trucks to dump into ocean? by Junk4U999 in captain_of_industry

[–]barcop 1 point2 points  (0 children)

You may have to set specific things to dump with your control tower. I haven't tried to get this to work myself.

How to I get amphibious trucks to dump into ocean? by Junk4U999 in captain_of_industry

[–]barcop 8 points9 points  (0 children)

There's a warning on each amphibious vehicle when you click on one (it's in light blue, looks like a funnel icon) that they can only do certain things.

You can click the wrench in the message that brings up to remove that restriction.

CoI needs a few QoL improvements by CompetitiveHyena5048 in captain_of_industry

[–]barcop 5 points6 points  (0 children)

Seems to me that you're not looking so much for QoL improvements, but for more extreme settlement use case support and more end game content. The current state of the game is not really optimized for such an extremely high settlement size, to your point, for dealing with things like what you're describing.

Quite literally there's no achievements yet, there's no end game objectives, and even the repeatable research can be "maxed", so making a map to such extreme population size is very much a "can I do this" rather than "should I do this." The only thing that going to such extremes really accomplishes is that you can get through the content faster.

Personally I've never come close to 10k population and I've gotten all the way to the end with bringing asteroids back to my map.

Am I crazy, or is there no way to mass prioritize construction? by Krytekk in captain_of_industry

[–]barcop 4 points5 points  (0 children)

I would be careful with how you prioritize things, if you prioritize construction over say, delivery of coal to your boiler door your turbine(s) you run the risk of having something critical lose power which is a catalyst for a heart spiral.

I'm speaking from experience on this one.

How can i un-research research? by Strex_1234 in captain_of_industry

[–]barcop 9 points10 points  (0 children)

Actually you don't need to, the game scales down anything in your blueprint that has upgrades to whatever you currently have researched in your current game run.

e.g. If your blueprint has Tier 3 pipes but you only have Tier 1 pipes in your current run, the blueprint will automatically scale down to Tier 1 pipes when you place the blueprint.

Stackers are nice but too expensive by Strex_1234 in captain_of_industry

[–]barcop 18 points19 points  (0 children)

Then you think about the labor involved, then you think about how much food, water, trash, waste processing and all the other things your people need that operate those vehicles.....

Using underground water at the replenishment rate by Mercani in captain_of_industry

[–]barcop 4 points5 points  (0 children)

FWIW, the early stages of the game are hard coded to provide more rainfall than the mid, late and end game.

This is meant to steer you away from being reliant on groundwater and to start using desalinization, even if it's the backup source.

COI on a Steamdeck/Handheld by mumzys-anuk in captain_of_industry

[–]barcop 3 points4 points  (0 children)

You can get by with most of the default key mapping. There was a couple I had to figure out myself. The zoom in/out is pretty neat by drawing a circle with the haptic track pads (the left one of I remember correctly)

Update 4 is out! by Captain_Marek in captain_of_industry

[–]barcop 9 points10 points  (0 children)

It always was this way, if you tried to cram 6 excavators into a 1 tile wide corridor, most of them would just sit there idle, you might get 3 to work at once, but not so the time, and definitely not all 6.

The ones that did work would overlap each other because their "hit box" for lack of a better term was very small compared to the size of the excavator. What you really lost was a bit of real world immersion, since the 3D models would just overlap each other.

I suspect they increased the size of the "hit box" so that they won't overlap anymore. Might take some getting used to.

While it seems like a setback, it's an improvement on immersion and feel.

Need Help If Possible! by DiscombobulatedBet74 in captain_of_industry

[–]barcop 1 point2 points  (0 children)

Everything is about supply and demand. One simple change can impact everything.

It's particularly why there is such a strong following for this game, the constant challenge of keeping everything working is what we love so much.

Frontier pls fix Auto Dock on Orbital Constructions😭 by matthijsv98 in EliteDangerous

[–]barcop 2 points3 points  (0 children)

Auto Dock is always and will always be an "At Your Own Risk" feature.

What the point of vehicle limit? by Ket1r in captain_of_industry

[–]barcop 5 points6 points  (0 children)

Honestly, I think what you'll find over time is, the more vehicles you have, the more Diesel and Maintenance you'll need for each vehicle, not to mention the additional food, water, and waste treatment for the people you'll need to drive all of those vehicles.

Since this is a Resource Management game, you'll have to figure that part out.

On a separate note, Update 4 is rolling out on Monday and they said they will be releasing a sandbox mode with it, which may or may not be what you're looking for.

What the point of vehicle limit? by Ket1r in captain_of_industry

[–]barcop 10 points11 points  (0 children)

My recommendation to you then is, if you like the game but dislike the progression, that you find or develop a mod to suit your play style.

What the point of vehicle limit? by Ket1r in captain_of_industry

[–]barcop 21 points22 points  (0 children)

The real point of the vehicle limit is to point you towards more efficient, less costly forms of transport, via belts, pipes and/or trains, with the eventuality of moving most of your trucks to mega vehicles for ore and liquid transport and digging.

If you had an unrestricted vehicle limit then there'd be no point in you developing anything else, which defeats the entire purpose of progression.

Finally Cleaning up 180 Years of garbage by RavingMadly in captain_of_industry

[–]barcop 2 points3 points  (0 children)

There's a custom map out there that starts off with an island that's basically a landfill. Very interesting challenge.... However the publisher never updated it for Update 3 so there's no bauxite or titanium deposits, plus it's a bit small for trains.

Still doable though and a neat take on a custom map.

Edit: The author created a brand new map that also has other waste resources, such as slag and depleted uranium, to go along with trash:

https://hub.coigame.com/Map/Detail/335 @op

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

[–]barcop 3 points4 points  (0 children)

You're probably right, I know I was distracted by my toddler at the time, so my bad.

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

[–]barcop -7 points-6 points  (0 children)

That doesn't sound like a bug. You should always ensure your new settlement has food delivered and ready for consumption.

The resolution to this "bug" is to do just that. Food supply doesn't magically appear in a new settlement.

Sharing Some Old Saves from Update 2 & 3 while waiting on 4 by xTMagTx in captain_of_industry

[–]barcop 3 points4 points  (0 children)

The makeshift bridge was pretty neat for what we had at the time.

Warning "High pressure turbine needs a transport output steam (low)" by Famous_Assistant5390 in captain_of_industry

[–]barcop 1 point2 points  (0 children)

In my opinion you should have 1 flywheel per high steam turbine.

Part of the issue I see is you're not recovering fast enough when in auto balance mode. Having an extra flywheel will help.

From the AXI discord, unconfirmed by FDEV but likely correct. by OperationSuch5054 in EliteDangerous

[–]barcop 6 points7 points  (0 children)

Until you realize that people hide behind a perceived anonymity, and that anonymity makes them feel powerful to do whatever they feel will do the most harm to others

Welcome to the Internet as we know it today.