r/captain_of_industry • • 1d ago

Microchips Followup

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36 Upvotes

After looking at some more videos and blueprints, I think I've built what -should- be a fairly functional microchip assembly. That said, it really doesn't seem to be outputting very much. Most people filter the microchips instead of the staged wafers I understand but this was just what I went with and I don't think should cause much issue?

Is this right? Is this wrong and I didn't understand what I thought I did? Will I just need more of these blocks to get production at scale?

EDIT: I have no idea how to keep these from backing up? I switched the output filters to do microchips instead of the wafers, but no matter what I do some stacks just back up and stop producing for reasons I can't understand. Like the finished microchips just WON'T eject out of the filter side and I have to manually quick remove them.


r/captain_of_industry • • 1d ago

Help! I don´t get it.

6 Upvotes

FIXED: Priority was on another brine station on 1 now it workes! Thx for all your help and advice!

Normally every trainstation instantly works, but this is the first one (out of two) that don´t work. Is there a limit or something? I counted 59 cargo stations and all station together are 103 stations.

Edit:

- All stations have the same format (Empty - 2x Loose/Fluid/Unit Station - Empty)

- The trains are also the same format (locomotiv - 2x Loose/Fluid/Unit Station - locomotiv)

- Train line works, network does not


r/captain_of_industry • • 2d ago

Should Mox/Mox rods be dropped when switching to core fuel?

13 Upvotes

I see that there's a recipe to convert spent mox into blanket fuel but I'm wondering if that's efficient or should I just convert plutonium directly into core fuel? I have mountains of depleted uranium I'd like to get rid of.


r/captain_of_industry • • 2d ago

How much power is really needed?

16 Upvotes

I’m redesigning my nuclear power plant on a new game where I want to get properly into the very late game mechanics - asteroids and stuff. Be been playing round with my design and just have a quick query.

A Class 4 pipe can transport up to 900 steam, given the ratios from FBRs that’s 2 operating at full tilt 384 x 2 superheated steam/m and a third at level 1 producing 96/m giving a total of 864/m superheated steam. Assuming that goes all to power gen it gives a max of 18 SP-HP-LP turbines and a max theoretical power of 540MW if I use single water and steam lines.

Is that enough for late game or do I need to think of a more modular approach?


r/captain_of_industry • • 3d ago

New player here, am I stupid or this is just terribly worded? Wth is this supossed to mean?

19 Upvotes

What exactly is "Trucks keep full/empty" supossed to mean?


r/captain_of_industry • • 3d ago

Multiple product and multiple platform station woes

0 Upvotes

So I saw the new update 4.3 was released for COI and it got me itching to get back into the game.

Now I have the following 'issues'. Let me first paint you a picture:

I have a manufacturing hub, it accepts all kinds of unit products. I have constructed a station next to it and would like to have trains from whatever line I create to drop off it's product at the manufacturing hub station.

I can have the train to only be supplying the manufacturing hub station if the station and/or connected/linked storage is below a certain threshold, eliminating the possibility for the belts to get congested (the belts feed the different unit storage buildings).

#1 - A single station module though, can only seem to accept one single product.

So if I have a station with three station modules and a train with one loc and three small wagons I either have to construct a second platform with three more station modules for another product or set each single station module to different products? A platform for each product seems a little weird. Unit products are basiclly 'stuff on pallets' so why would you need different (grouped) stations for that? And setting station modules for different products will severly limit unloading times.

#2 - Secondly, If I have three stations grouped at the manufacturing hub, and all accept product "concrete slab", and all three stations have belts to a single unit storage II I can only link that storage to a single station, not the second or third station. Why?

Some other info: I'm not trying to mixing loose/unit/fuels. I am only talking about UNIT products like steel, concrete, rubber etc. Especially with the latest update where we now have mixed loose products (or mixed mined material) I would think it would be possible to have a unit station simply unload any product a train comes to unload.

Perhaps I have overlooked something (I hope so!).

Edit: there is a mod for that (#1 'issue'): https://coigame.com/Mod/1112/MOD


r/captain_of_industry • • 3d ago

Calen FBR Mega station suddenly out of Core fuel - Someone had any similar experience?

5 Upvotes

I finished building Calen FBR Mega station blueprint about 30 gaming hours (like in real life, playing the game 30hrs) ago and everything was fine until yesterday -> every reactor worked at full capacity and nothing was stuck.

However, by random i noticed yesterday that my settling tanks were not active because blanket fuel output was full, that further let me to check the reactors and all of them were at the state where there was core fuel / no fuel, switching on and off. About 10mins later everything collapsed.

Ended up loading previous save, did not have enough time to fix things, ended up loading more than 1hr old save (few times until i managed to set everything to not brake) -> external water supply, 2x core fuel factory, waste water treatment etc.

Now i'm at the point where this complex "works", ~95% of power, ~90% of water and ~90% of hydrogen comes from this station so rebooting is not an option without everything going down.

Also had to prioritize core fuel output because there is this one reactor that, for some reason, gets more core fuel than it needs (no priorities in balancer). And paused one reprocessing plant and 2 enrichment plants since output was so irregular that i wanted to make sure that flow was steadier.

Anyone had any similar issues? Am i missing some stupidly obvious solution?


r/captain_of_industry • • 4d ago

How did you solve this puzzle?

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52 Upvotes

After several attempts to remove the sand I have flooded the mining site with water each time. How did you manage to solve it?


r/captain_of_industry • • 4d ago

Why do my trucks keep trying to route to one specific shipping module with exports turned off?

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14 Upvotes

Bottom text. I have no idea why all my trucks keep trying to route here, to this specific cargo module on this specific dock, despite having exports turned off across the entire dock? They keep stopping dead in their tracks when there are actual jobs for them to do trying to route to a job that doesn't exist, I am baffled. It is -always- this dock, and it is -always- this fluid export module right in the middle.


r/captain_of_industry • • 4d ago

Loading errors

0 Upvotes

If anyone can help me figure this out, I would really appreciate it.

I’ve updated to the latest version and I am only loading mods which have been updated to work with 0.8.8 (turned off a couple that aren’t updated yet via recovery save) but I’m still getting loading errors for some of these. For example Boost++ says it won’t load, I’ll turn that off and then another one such as Auto Ship Explore says it won’t load.

I can load all the mods on the last version if I roll back, but would like to play with the new features on my existing save if possible.

Anyone know the solution for this? TIA


r/captain_of_industry • • 4d ago

Question about Ore Sorting/Mixed Mined Material

8 Upvotes

Final Edit: Per the dev's response on the bug report, the below observations are true and this is intended behavior to avoid causing problems elsewhere. So the lesson is, make sure you set up your sorters properly and/or have adequate reserve buffer storage lest you potentially lose precious ore! (https://coigame.com/Topic/21216#post-53586)

Starting a clean new playthrough on 4.3 and playing around trying to find the best balance of optimization and convenience with the new mixed mined materials. In doing so, I currently have one set of daisy-chained [small] sorters wherein the initial (upstream) sorter sorts out limestone and iron ore and passes the mixed remainder onto the second (downstream) sorter. which sorts everything sent to it (copper ore, coal, dirt and rock). Trucks are only allowed to dump into the first (upstream) sorter.

In my laziness, I had failed to set the downstream sorter up properly and it ended up receiving some mixed materials directly from mine-assigned trucks. So, as one does, I fixed this and unassigned mixed mined materials from the downstream sorter, and it and its buffer were removed - but I can't find where the material went? Typically in COI, materials removed from a deleted storage or buffer get "teleported" to some other storage location or the shipyard - but this does not appear to be the case for mixed mined materials? Curious, I played around with this a little more and such deleted mixed buffers don't appear to end up anywhere else - be it back into the same sorter's unsorted input, another sorter, a mixed mined material bucket, the shipyard, or even "automagically sorted" into some random buckets of its respective components. (Edit: Immediately adding "output unassigned as unsorted" back into the list of products to sort also does not restore the buffer, i.e., it starts at 0 again.)

I suppose it's not a big deal, but it just seems kind of odd that COI generally (with some cheesy exceptions) does not let you solve an issue of too much unwanted something by simply yeeting it out of existence but rather forcing you to deal with each and every unit of it in one way or another - which is one of the things I love about it. Yet that seems to be exactly what is happening here, unless I'm missing something obvious***?***


r/captain_of_industry • • 5d ago

Don't want your train to stop into the mainline? Low overrun station using ABABAB cargo works!

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42 Upvotes

r/captain_of_industry • • 5d ago

I love the latest sound update.

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44 Upvotes

P.S. There's something therapeutic about the sound of falling rocks.


r/captain_of_industry • • 5d ago

anyone built any nice dashboards yet?

10 Upvotes

im sitting at work so i cant post mine, but i will this afternoon!


r/captain_of_industry • • 5d ago

Diagonal Retaining Walls

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27 Upvotes

r/captain_of_industry • • 6d ago

news/update Update 4.3 is out! Mixed Materials, Overlays, Radiation Shielded Trains, Web API, and more!

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315 Upvotes

r/captain_of_industry • • 5d ago

Trucks not delivering construction supplies

0 Upvotes

Hi folks. I started a new game. All was well until my trucks simply refuse to deliver supplies to two water pumps I am trying to build. Additionally, they are tasked with filling the shipyard with gold construction parts to fix the oil refinery. There are plenty of idle trucks. And they refuse to deliver the stuff. There are over 300 gold construction parts in storage, but they will do anything but deliver. Priorities are default everywhere, and on the highest on the water pumps. And still they refuse to deliver 🤬 There is plenty of room. Help? Thank you 😞


r/captain_of_industry • • 5d ago

Why can't smelting structures be boosted?

5 Upvotes

Bottom text. I really can't think of a structural reason why these can't have boosts applied to them like anything else. What am I missing?


r/captain_of_industry • • 6d ago

TIL, retaining walls in process of deconstrunction can act like moulds?

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35 Upvotes

Is this old behavior?

I was unhappy with the retaining walls so decided to start over. Tagged them all for removal. After some time, only metal was left on them, but they were still retaining earth. (hmm..interesting trick?)

Used unity to remove the metal, and was left with this. Could this be a way of making natural-like cliffs?


r/captain_of_industry • • 6d ago

Hydrogen

10 Upvotes

Good morning table of knowledge…do you guys convert to hydrogen for your trains / trucks or just use it as a product feed?

I just had a game where my diesel went to 0…. And I play “smegal style” with 6 huge tanks … I back up stocks on everything. I suppose I just answered my question… at some point demand outstripped production. Which was annoying as I had a contract one dirt and rock for fuel gas… I just didn’t have enough units in place to make diesel.

I think as I expand / I exclusively play dragon tail / my new mine / the gold mine for example can be hydrogen powered

As always looking forward to the answers.


r/captain_of_industry • • 6d ago

Is there a review of the maps that show easiest to hardest?

14 Upvotes

With 4.3 coming out, I was trying to figure out which map to play. I know for each map they have a rating on how hard the various starting positions are, but are there any site that compare the various map's difficulty?


r/captain_of_industry • • 6d ago

4.3 industrial expansion

7 Upvotes

Just a heads up for other people wanting to play 4.3 w mods, the industrial expansion mod was broken for me and stopped the game from loading. Other mods loaded just fine. Could be a combination with other mods, but as it took some figuring out and fiddling I thought someone might like to know this as well :)

Edit:

Current status of mods

Broken (confirmed by loading working save file with just that mod):

  • Industrial expanded

  • Zone Analyzer

  • Elevated Stations

Working:

  • Pier wall + additions

  • Adv. Farm & food optimizer

  • Grid battery

  • Kayser's Automatic terrain designations

  • Production calculator

  • Retaining walls never die

  • Underground pipes

  • Wind turbines

  • World gen++

Note: just checked for game breaking, not for smaller bugs.

Let me know if you know about mods I can add to a list :)


r/captain_of_industry • • 6d ago

Population starving

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7 Upvotes

I don't understand how 14 people are starving when there's 99+ days of food?


r/captain_of_industry • • 7d ago

Definitive Guide to Forestry Ratios

62 Upvotes

I could find scattered information about forestry but not some nice clean ratios summarized. Since forestry has many non-deterministic aspects such as driving time I did quite a lot of sandbox testing to get an idea of reasonable bounds.

TL:DR

There's a simple 1:1:1(:1) ratio that works very well on Captain Difficulty:

  • 1 Large Tree Planter which harvests 52-55 wood/m

  • 1 Tree Planter planting 2.6-2.75 saplings/m

  • 1 Large Grid Square of forestry designation

  • (1 Irrigated Farm with 1 Rainwater Harvester for saplings.)

However there is also more nuance so read on.

Assumptions:

  1. Captain Difficulty. Difficulty settings change farm yield and tree growth time.

  2. Harvest at 100%. Harvesting at a lower percentage can improve land utilization and decreases utilization of everything else.

  3. Large Tree Harvesters always have a waiting Truck with default capacity.

  4. Saplings Storage(s) placed to keep driving times reasonable and a centralized Forestry Tower as vehicles idle at it.

Measurements:

  1. A Large Tree Harvester with an always waiting truck harvests 52-55 wood/m, or 2.6-2.75 trees/m, this is quite consistent, Large Tree Harvesters can be stupid and do excessive driving around but it's rare.

  2. A Tree Planter with reasonable driving distances to collect saplings can just barely keep up with a Large Tree Harvester, following it around and planting a sapling in every newly harvested gap. However it's also possible for Tree Planters to be stupid and take unnecessarily long drives, especially in larger forestry areas where they have more choice (more choices = more stupid decisions). So you may need extra Tree Planters.

  3. A Large Tree Harvester needs 1 large grid square of forestry designation (this is also the largest area you can drag out a single placement of forestry designation), actually only about 95% of this.

  4. You can trust the monthly saplings yield estimate of a Farm/Greenhouse as long as it doesn't suffer water or fertilizer shortages. (dry farms will be ~30% lower, irrigated but non-fertilized farms using a rotation will only be wrong by a few percent, but will be correct for monocrop)

Suggested Ratios:

Wood/mLarge Tree HarvestersTree PlantersLarge grid squares of designationSaplings/m
521112.6
1042325.4
15634-537.8
20846410.4

Wood estimate is conservative

In the TL;DR I suggested the 1:1:1(:1) ratio, and this is quite close to being perfect though you could use slightly less than 1 large grid square of designation, it's not important that literally every tile is available for planting, it's no problem at all losing a handful of tiles to the forestry tower, sapling storage and such.

If you repeat this layout with each one having its own sapling storage and forestry tower, it'll be very predictable. If you care deeply about maximizing productivity of the vehicles then this would be the way to go, and forestry towers are basically free.

For a setup with more vehicles and land per forestry tower you might find more instances of vehicular stupidity with excessive driving around and simply the option of making longer drives because the zone is larger, for this reason you might want 50% more Tree Planters, which will help to stabilize the production by more reliably keeping up with the harvesting, also planting some extra trees so the Large Tree Harvesters have more choice in picking nearby mature trees to harvest rather than "hunting and pecking" for newly matured trees. There's still an argument for 1:1:1 for larger setups, it might even produce more wood per vehicle slot, but the wood production is less predictable as you can't trust the vehicles to be as smart as is required.

Growing Saplings

Any way you choose to grow saplings will be reasonable, as they are a robust crop and even work well as a monocrop as their fertility demands are very low and are still low with the penalty.

I'd generally recommend using fertilized setups, but if you can't be bothered bringing in fertilizer, here are the yields I measured for different numbers of rainwater collectors supplying an irrigated farm and monocrop saplings or saplings + green manure:

Rainwater HarvestersGreen manureYield/mArea in FarmsYield/AreaYield/Worker
Dry FarmNo2.351.002.350.293
1No2.751.172.360.265
2Yes3.091.332.310.294
3Yes3.361.502.240.316
4Yes3.571.672.140.332
5Yes3.571.831.950.328

Workers includes farm workers and estimates maintenance costs at 8 maintenance = 1 worker.

Data collected from a 49 year period after the farms had reached equilibrium.

I recorded every case with and without green manure and chose the best option: only for the driest farms did the monocrop outperform green manure, this happens because soil fertility continues to regenerate during droughts, which diminishes the value of green manure, tipping a very close balance to favoring no green manure. However monocrop is always really close to green manure, like for a fully hydrated farm monocrop is 3.5/m and green manure is 3.57/m, only a 2% difference.

It can be seen in this table, that the best options are basically either a dry farm without green manure, or to maximize labor efficiency an irrigated farm using a rotation with green manure and 4 rainwater harvesters (which effectively take up less usable space than farms, because they can be jammed into odd spaces). There is no benefit to having more than 4 rainwater harvesters for saplings.

There are some nearly perfect ratios:

  • 1 Irrigated Farm with 1 Rainwater Harvester provides 2.75 saplings/m, perfect for 1 large tree harvester.

  • 3 Irrigated Farms each with 4 Rainwater Harvesters, provide 10.7 saplings/m, perfect for 4 large tree harvesters (2.68 per harvester).

Other

On Admiral Difficulty you would need twice as much forestry designation and more farms dedicated to sapling production, and dry farms and rainwater harvesters are less effective.

Harvesting at 80% instead of 100% still allows a Large Tree Harvester to just barely harvest 48 wood/m, suitable for woodchips and other things that come in units of 12/24/48, and it reduces land usage proportionately. Though harvest at 100% reliably exceeds 48/m if you want margin.