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Thanks to Bhodi for the pic Available on Steam quote:Your journey will start on an abandoned island with a small crew of loyal workers. In order to survive, you will need to mine raw materials from the earth, grow food, build factories, manufacture products, construct vehicles, research new technologies, explore your surroundings, and trade with other islands. If you do things right, you'll work your way up towards an industrial superpower and you can even start a space program! But this is no easy task and you will be put to the test to keep your settlement alive. quote:Manufacture products Captain of Industry [COI] is an early access factory base building automation game similar to Factorio, Satisfactory, and any other game with the word Factory in the name. If you've ever played Factorio, the easiest way I can explain the most basic concept of the game to you is that it's a bit like if you started Factorio with access to Drones already unlocked. In this game you are building factories that make an item that feed into another factory that makes another item, etc. except unlike Factorio or similar games where you are a player in the world, in COI you are building your factory from a top down view with no physical presence. What you do have is a fleet of trucks and excavators that will automatically deliver construction materials and carry things around and need to be maintained and fueled. Your factory requires workers, which is where the housing comes into play. Your population is largely just another resource, one that is needed to staff every building you make. To keep your population happy (and alive), you have to pump in various resources like food, water, and electricity or else they move out (or die) which could send you into a downward spiral if not attended to. The game does have many fail states but clever in-game ways like alarms to help you keep an eye on crucial resources across the island. There's lots of complex mechanics to discover and still much more to come throughout early access but as it stands there's a lot to love here already for fans of the genre.
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# ¿ Apr 20, 2024 19:37 |
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# ¿ May 19, 2024 14:47 |
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After narrowly avoiding disaster by running out of diesel after my oil well dried up I finally have a stable supply from the two oil platforms and have been getting advanced oil refining set up finally. I can't wait until they add functioning roads to this. I've been making due by dragging the pipes pause mode and funneling them into the roads but they still sorta just go everywhere. It's fun when it works though and you see all the trucks zipping around on the "roads"
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# ¿ Apr 20, 2024 21:41 |
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I haven't made it to nuclear power yet but every time I read a little about it I get more intimidated
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# ¿ Apr 21, 2024 15:19 |
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I buried some pipes to get them across my "road" while allowing excavators to pass and was quite pleased with the results:
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# ¿ Apr 22, 2024 16:33 |
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The Locator posted:I like how you integrated 'guard rails' to try to keep stuff actually using your roads. Thanks! I got the idea from some folks in the management thread, you don't have to actually build them just keep the construction job 'paused' and the blueprint stays but still blocks movement as if they were built. It kind of works. Sometimes they go rouge and make new paths.
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# ¿ Apr 22, 2024 16:39 |
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I'm kind of in the same boat, mini factories everywhere with trucks supplying them and am just breaking into T3 construction now. I've started building T2 vehicles with glass I'm buying with the materials and while it's not exactly rapid, I am starting to amass a decent collection of T2 trucks and excavators which I think are helping. Dumping locations nowhere near my mines are what's killing me right now personally. I think this would be less of an issue with ore sorters since the stone/dirt/ore can all be dumped in there but I made this bed and now I gotta lay in it.
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# ¿ Apr 22, 2024 22:08 |
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DrHammond posted:I actually went in and enabled ore sorters on the save for this exact reason (that's an option btw) and it was definitely a good move. Oh drat I had no idea I could enable it mid game. Maybe that is what I should be doing now that 80 construction mats aren't going to sink me.
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# ¿ Apr 22, 2024 22:12 |
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WithoutTheFezOn posted:I start over all the time. But … Yeah this was always a frustration for me until I started utilizing the alerts. You don't need to set many, just one on the crucial resources like diesel or water or your potatoes so you get some kind of ding when somethings wrong so you have time to correct it. It's real easy to get sidetracked in this and lose focus on what's going on elsewhere so use the tools they give you to keep a handle on it all. Edit: vv Yeah same. You only have to restart due to missing electronics so many times before learning that lesson explosivo fucked around with this message at 23:33 on Apr 22, 2024 |
# ¿ Apr 22, 2024 23:23 |
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Hm, I'm using a mixed pipes setup for my copper right now with water or acid feeding in depending on whether I have acid available and stocked. It seems like it's worked so far but I guess it has potential to slow down if something needs to come manually deliver water because some squeaked in but the pipes now are filled with acid.
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# ¿ Apr 23, 2024 15:53 |
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LonsomeSon posted:Yeah the liquid inputs for copper are so minuscule that you’re not going to run into the same throughput problem. Eh it's just a temporary setup after just unlocking acid really, the copper production is happening closer to the copper mines while the acid is being made on the shoreline very far away so I was just planning on trucking acid over for the time being before moving one or the other closer.
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# ¿ Apr 23, 2024 16:04 |
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I just broke into T2 research equipment and had to save and quit when I started looking at what to unlock first in the next research tier. Naphta is calling
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# ¿ Apr 24, 2024 21:15 |
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Yeah I have learned that I should always have massive swaths of dumping designations set for all the rock/dirt I'm digging up all over the island so there's somewhere for it all to go because you sure do dig up a lot of it. This has also helped me keep control of the ore sorters since there's always somewhere to dump the overflow. The nice thing about that particular coal mine is once you do break into the coal it's a looot of just straight up coal. Right now I'm tearing through that whole mine quite expediently but I realized there's way more below the floor level too so it's great. I am currently in the process of building a huge ramp up to the next iron deposit beside that coal vein as fast as possible before the one you start next to dries out. Because I am quickly approaching that point.
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# ¿ Apr 25, 2024 14:49 |
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I haven't built a stacker yet, can you move them once the pile gets so high or do you have to tear down/rebuild, or do you just deal with the mound of material some other way before it gets that bad?
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# ¿ Apr 25, 2024 17:55 |
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Just know that the whole "city building" aspect of this game is nothing like Anno or really a city builder at all. You have housing blocks that you need to pipe resources into to keep them happy so you have people to work your factories and that's it.
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# ¿ May 12, 2024 18:30 |
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# ¿ May 19, 2024 14:47 |
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Kaiser Schnitzel posted:I have always wanted to play StripMine Simulator 3 and Tailings Manager 4 so this sounds perfect…..are there any trains by chance Sadly, no trains (yet.. ???)
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# ¿ May 12, 2024 18:35 |