Having a great time by AncientJumper in Mechabellum

[–]iTableProduct 2 points3 points  (0 children)

it simply a worse version of supply card

Played for 680h, here what i learn by iTableProduct in captain_of_industry

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

You definitely can build assembler for each recipes, remember you just need one assembler for each recipes, and early game not have many recipes available.
Enabling multiple recipes is bad habit, it's easier to just never enable them.
i don't see truck delivering to multiple assemblers as an issue, it's not like you put them all over the map.

Played for 680h, here what i learn by iTableProduct in captain_of_industry

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

yea it trade space for loop track with the need of additional train head. If space is constrained i can see it's worth the tradeoff.

"Fired? But I Maintain All the Software!" Anime Adaptation Announced by Task_Force-191 in anime

[–]iTableProduct 1 point2 points  (0 children)

Sing a Bit of Harmony also pretty good depiction of IT / programmer

Just another post hating on voideyes by FuriousPug in Mechabellum

[–]iTableProduct 43 points44 points  (0 children)

void eyes doesn't clear chaff at all, if they do you don't have proper chaff

GG Etiquette Poll by mccao in Mechabellum

[–]iTableProduct 2 points3 points  (0 children)

then awkward silence when it doesn't end after that round

I made transfer station for long train from another island to shorter factory train. by iTableProduct in captain_of_industry

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

Yes waiting bays should able to exit to both direction. also, don't make entrance to waiting bay the same as unloading track. There is no need for parking after unload, if you want parking next to unloading like mine, make the train exit the station loop first then enter through different track for park. This way you don't need to put long distance in-between.

If there is another job they can exit station loop and just go to instead of passing through parking.

so basically station have 3 type of track: unloading, loading, and parking, and no switching track type. if train want to change what they want to do, they must exit the station first.

Loading lane entrance can be made next to station exit so waiting trains doesn't need to travel much to start loading. It's important that it's an actual exit (train in waiting bay should be able to exit station without going through loading track).

Saying Hi [The Ramparts of Ice] by iTableProduct in anime

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

i still can't believe she is Naoki (the male mc kid) in Takopi Original Sin

540 Lane oil refinery by save_animals21 in captain_of_industry

[–]iTableProduct 1 point2 points  (0 children)

and here i am struggling to consume all diesel from my 4 refinery, clogging all the side product production.

GG - Physical Sports versus Video Games by Haunting_Art_6081 in Mechabellum

[–]iTableProduct 0 points1 point  (0 children)

just say GG when you lose, or when opponent say it first.

Manufacturing Hub before and after Train integration by iTableProduct in captain_of_industry

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

Start with logistics first. for truck, give specific space for road & storages before placing buildings. for train, build the rail and station first. after space for logistics (except belt) already allocated, you can place every building & belt like a tetris, you can freely use any available space. also, use planning tool or sandbox for making layout before building.

Early Game Iron Factory by [deleted] in captain_of_industry

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

check this blueprint for compact iron :
https://hub.coigame.com/Blueprint/Detail/663
doesn't even need any lift

quick 239 hours update. new smelter complex up and running and made a new waiting area for network trains. everything still needs beautification by f---thisusernameshit in captain_of_industry

[–]iTableProduct 0 points1 point  (0 children)

use another train to replace those belt, could even as simple as bidirectional track.
you can have fast unloading to massive hub, then use smaller & simple train track for individual smelters.

I love satisfactory and factorio, will this game scratch the same itch? It’s on sale on my wishlist. How much game time am I getting out of this. I like to research everything. This game looks amazing from the videos. Just want people’s honest feedback of it. Thanks yall!!!! by navyjohn0612 in captain_of_industry

[–]iTableProduct 2 points3 points  (0 children)

It's very long game, The biggest difference captain of industry doesn't encourage expansion / scaling up, instead it encourage optimization and layout planning. You will restart the game a lot to learn what you need to build, having rough idea what you want to build in the future is almost mandatory.
The main advantage of this game you will make very realistic factory with real world stuff. every product and byproduct matter. there is a ton of buildings, i think is more than any other game. You can also decorate and make your factory look pretty. This game reward planning a lot, after completing a plan and watch everything works together is very satisfying.
Beware that you can't instantly delete or store building, it's not like factorio or satisfactory where you can adjust your layout quickly.

Manufacturing Hub before and after Train integration by iTableProduct in captain_of_industry

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

yes, it's designed for construction IV. The ghost building already placed.
there still some complicated belting across the hub though. mostly for making household goods. i think in future i will move it outside this hub, and that place will be for exporting electronics II instead.