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Captain of Industry
เข้าร่วมเมื่อ 22 ม.ค. 2021
Captain of Industry is a colony and factory simulation game. Alone with your loyal crew, expand a small colony of survivors into an industrial empire! From an abandoned island to vast factories, research labs, and space program. Build, mine, farm, shape terrain, explore, trade, and take care of your settlement!
Out now in Early Access on Steam!
store.steampowered.com/app/1594320/Captain_of_Industry/
Our Website
www.captain-of-industry.com/
Join our Discord!
discord.gg/XbrDtzEQss
Ideas and Suggestions
ideas.captain-of-industry.com/
Bug Reporting
github.com/MaFi-Games/Captain-of-Industry-issues/issues
Out now in Early Access on Steam!
store.steampowered.com/app/1594320/Captain_of_Industry/
Our Website
www.captain-of-industry.com/
Join our Discord!
discord.gg/XbrDtzEQss
Ideas and Suggestions
ideas.captain-of-industry.com/
Bug Reporting
github.com/MaFi-Games/Captain-of-Industry-issues/issues
Captain of Industry - Update 2 Launch Trailer
Captain of Industry - Update 2 Launch Trailer
มุมมอง: 13 107
วีดีโอ
Captain of Industry - Update 1 launch trailer
มุมมอง 18Kปีที่แล้ว
Captain of Industry - Update 1 launch trailer
Captain of Industry (April 2023 Trailer)
มุมมอง 10Kปีที่แล้ว
Captain of Industry (April 2023 Trailer)
Captain of Industry - The Blueprint Update 0.4.14
มุมมอง 4.2Kปีที่แล้ว
Captain of Industry - The Blueprint Update 0.4.14
Update 0.4.13 - New Tutorials, Goals, and 100+ Changes!
มุมมอง 6Kปีที่แล้ว
Update 0.4.13 - New Tutorials, Goals, and 100 Changes!
Captain of Industry - Early Access Trailer
มุมมอง 55K3 ปีที่แล้ว
Captain of Industry - Early Access Trailer
Thanks for the stream)
I love this game, would love a way to be rid of cooking oil. It's 6 slag inputs to 2 sour water outputs.
You know with those new train track mechanic. Bridges for trucks would be possible. Interesting to get trains in the up coming patch. This would let CurIsland become a little easier. I wonder if your going to setup that one island that sells ships to sell trains locomotives or your going to let the player build them locally. In the future if not latter newer eclectically power solutions like off shore and on shore wind turbines and tidal turbines would be cool. Also maybe a water mechanic to make fresh water reservoirs. So the player could construct a cooling pool. I still like the fishing industry idea in maybe getting a cannery ship or subsurface mining to take advantage of those explored locations that are empty of islands or other. I like the up and coming update and look forwards to the trains. With all this talk of coal maybe synthetic coal might become a thing.
Thanks for the stream) Captain Marek, your microchip machines could use a tier 2 upgrade ;-)
Thank you for your streams, i learned plenty of little tricks
14:10 - downside is that this can be used only internally for ourselves. We cannot use power or steam (super) in exchange for contracts. Petrochemical can be still viable, as diesel is highly in demand by other settlements. And is a solid source of useful resources like sulfur and ammonia. Which we need for production of rubber, copper, acid, and fertilizer.
6:19 - and how about fusion power? Not so sci-fi btw! And maybe is more advanced.
2:15:06 - rocket needs obviously high amount of rocket fuel. Which is: liquid oxygen + liquid hydrogen + Ammonium perchlorate. Which can be made out of ammonia + chlorine. And also some advanced hull materials like aluminium, titanium, ceramic etc.
1:52:06 - would be nice to have some kind of retaining walls in water, for decorating coastline. Thx!
I would rather see them go somewhere further with the game. The trains aren't doing it for me, but we'll see. I think the rocket launch is the next big thing. Let me put up a space station for a new tier of research. Makes me supply it with freeze dried food and water and people to produce the new research material for the new tier of research. Let me research satellites and launch them. Make me launch then from time to time to keep them active. Let the satellites supply satellite TV to a new level of housing. Let me give my ship GPS and extend the world search out another level. Let me research electric vehicles and build new infrastructure to support them. These are just my thoughts on where to go with the rocket launch to push the game forward instead of mucking about with what already works flawlessly. I'm sure others can come up with stuff for space research that i haven't considered, but I think it can fit so well into what is already a fantastic game. I've never wished i had trains once, but when i launch a rocket, it could so really lead to a whole new level of stuff. P.S. - For heavens sake, give me some type of type 3 truck with a dedicated flatbed.
I have an idea how to store mixed goods. Not sure if it would be viable, but at least got some point to start with. 1) You said previously, that every product in the system is stored as 1 Byte number. 0..255, with 0 means no product, and others are number of up to 255 products. We have nothing left but spare some optimisation, extending this at least to 2 Bytes. So it would be 65535 mixtures of products. Each of them is point to array of actual mixtures. Which is simply a list of conventional product numbers. This means up to 65535 combinations. Maybe it would be enough, or not. But there is actually more if them! We can mix and store only products of same condition. Like sand with dirt, or hydrogen with ammonium. For each condition we have own list of 65535 mixtures to store! More convenient. 2) When we insert some products into the system somewhere, for ex. into pipe or storage, it will be a list of products. If it is mixture, there will be a range of products. If it is pure, there will be only one. The system looks up whether there is such combination of products in proper list. If there is no, it adds new to the end. In both cases it will return numeric pointer, which will be sended into target pipe or storage. This could be optimized to some point. No need each time to look up a whole list for a given combination. In 98% cases, output is fixed. All factories, plants, etc. It could remember the exact number for it's output combination, and propagate it further, all the time! Only where there could be mixtures is connections of different sources with different outputs, like pipes, belts, etc. For that, it can check the numbers of each input, and compare it to previous. If it is the same, it returns stored previous number of output. Otherwise it will recalculate the number, and then proceed.
Ich liebe dieses Spiel ❤
32:47 - here is one more slag source. Maybe would be viable to use contract slag to sour water? From that we can make additional sulfur that we need.
Isn't it strange that unmoving solar power plant needs Maintenance, but moving conveyor belts not? 🤔
35:08 - maybe should use a coal contract?
Is it possible to name whole settlement?
1:37:33 - to prevent that, could leave a smoke stack and a balancer with priority to out pipe. 😉
1:31:00 - it also could attract people wanting to live here, like Statue of Liberty. By increasing amount of people from the beacon, from adopting in other settlements. And by reducing amount of people leaving.
Could it be possible to see in future updates, with higher techs to synthesize protein for food? Thx!
14:55 - why cannot burn sulphur for steam? Like other byproducts.
5:25 - but this gonna cause a several landfill pollution, isn't it? 😏 How do you gonna handle that?
1:05:38 🤣👌
More challenge is to solve by unconventional ways. Intentionally apply restrictions. Maybe lack of some resources on map, forcing player to find external sources, or some replacers. For this to be entertaining, there should be such solutions and options in mechanics. Or some space limitations, such as long distances. Or need to put some extra effort to make valuable places more reachable. This map, particularily the starting island, already includes several good implementations of challenge. What makes it easy is that you eventually get to easy starting point! All it needs to be perfect challenging, is to cut off all other terrain other than the starting island! Or keeping that in mind, do stay only inside borders of the starting insland.
1:05:55 - it is an issue that this early organic fertilizer barely haven't usage. When you get to it, very soon you get fertilizer from ammonia. And in much bigger quantities. It would be really handy if organic fertilizer would be accessible right from beggining. As it is very simple (not to say primitive) tech. Separating organic garbage from whole, and then wait some time it turns to compost, is a matter of organisation, but not tech. It will reduce garbage when it cannot be handled other than just dumping. And solve food shortage when it needed. A nice option for players, when they have free space shortage for more farms and garbage dumps early. Like in this case. With some more effort they can go more intensive. They still can go conventional extensive, making more farms and dumps, as they're abundant of free space.
Why burning waste or excess sulphur doesn't produce steam with boiler? It could solve a coal shortage.
42:47 - more important is vertical T-shaped pipe connection!
1:07:55 - maybe main issue with fuel is because of high power consumption? We started to produce concrete slabs too early. Crushers consume insane amount, 300 or 400KW each! Which leads to diesel generators eating up excessive amount of fuel. UPD oh my, just look at that power consumption! 😱
1:03:55 - is it viable to use a contract, cement to coal? 1000+ coal/ship. This is more (880) than crude oil we are importing. There is a second cargo ship available now. Producing cement is very easy. We also have here a decent limestone deposit.
Maybe would be interesting to be able making arable field not as one big rectangular building, but with control tower and assign zones. With that would be possible to use arable lands more precised, and more naturally looking rural landscape. IRL we don't actually "build" fields, but cultivating given patch. For water and fertilizer supply later can be assigned a storage, as import target for that control tower. Moreover, new kind of vehicles, harvester, can be assigned to these towers, for increased productivity. Greenhouses still could be as buildings. And second thing with such assigning tool, could be made herding. Using empty green lands, that is yet not used for other things, or is not flat. To produce milk, meat, leather, and wool.
As for bricks, the same is for concrete slabs. You need save up stones for them, which income is not regular. Not dumping stones right away might end up in the sorter being full of stones, and stop working. You need having additional storages for stones or dirt. And increased micro to keep track. And when income of stones decreases, you need additional somewhat "stone mine". Anyways, irl is the same! People do not make bricks out of dirt. They must actually mine clay. As for concrete slabs, they also use slag. Which if you do not dump excess, would block your smelting. You already have a huge income of dirt and stones as byproduct of several places. Such as mines of coal, iron and copper ores, limestone, etc. Downside is they scattered around, and income is unregular. You just need to be more trickier to deal with that. Unregular nature of income partially compensates with number of sources. And with additional storages the flow additionally smoothes. Turn on different recipes, so missing raw materials would compensate with others. My point here is, it is not fault of the game. But it is actually most entertaining and rewarding, as you can solve issues with proper planning and range of options available.
56:48 - when a storage set to some point of "keep full" (the green slider), vehicles do not take from this storage. Would not refueling etc. This is a little frustrating. I have come to these solutions for now: 1. Not using the slider. Such way a vehicle with fuel on board will drop it there. For refueling purpose, the tricky part here is that will happen very rare. Not reliable. To ensuring this, we need somehow to enforce vehicles to load up fuel. Not just refuel themselves. Just build 2 connected fuel storages elsewhere. One is set to "keep full", and the other to "empty". And the target storage where supposed to refuel, don't set the slider. 2. Later just use fuel stations. I think, the issue is with that "keep full" green slider. Even when a storage is set on to take from, vehicles do not take from it. Very frustrating! Cannot use single storage between 2 points, need always 2 connected storages with different slider settings.
Would be very handy if vehicles had a button, which will show exact number of distance to the given end point of path. This really can help, f.ex. deciding where to build things. In this case, we have 2 iron ore deposit. And with this feature we could choose where to start mining. So vehicles would drive less distance, and performing better. Particularily in such scenarios where every bit of improvement counts.
Thanks for the stream)
IDK devs are reading comments here, but... Why we cannot fishing on island, having ship? Is very imortant.
Ваша великолепная игра заслуживает гораздо большей популярности❤️
Thanks for the stream)
i actually like doing the signals
Keep the videos on YT please
Hi. I have one question. The captain's diaries no longer mention roads for vehicles. Is this being worked on or should we not expect full functionality of road traffic for vehicles (organized priority traffic on artificial surfaces) in a future update?
trains, just watch their update videos on this channel lol
Roads were postponed but not cancelled. They will come in a future update.
Thank you for the stream)
I'll 100% buy the game when trains are added
Die Karten sind viel zu klein für Züge
Cool and interesting "behind the scenes" stream and looking forward to the train Update. @15:10 An idea for the train signals: In openTTD signals change their status when the train arrives in front of it. Thet it read if the train can leave or not. So if only the trains destination is still occupied show red. Default: red (without train in front of it). Or add a thirs status like in factorio: blue. it indicates if at least one exit is free. If all are free: green. I dont know if that is a good idea because your trains decide for themselves and the singlas only show. In the other games the signals decide and the trains only obey. I know train behaviour can be confusing if you don't know whats going on in the game engine and you have to give the player minimum confusing and maximum helpful visual indicators... I am sure you will find a good solution fall all :) So far, keep up the good work.
Thank you for the stream)
Yes, I also opt for adding signals, even if just for a decorative purpose (automatic layout), without signalling, railways lose a very important aspect and it looks strange... Neverthless, the work you've already done is astonishing.
Coal TRAINS!
Hi Marek, aren't you Czech? Anyway, thanks for interesting and insightful video!
Sell it as DLC! No more free updates! Sell it as DLC and expand your opperations!
Train with old appearance but as modern as an ICE 3 from Germany, Although for you it is "difficult signals" is what we want regrettable, you push for the moders.
It's nice to talk about the time you need to create new things in the game. As a player we can imagine the amount of work at every update you made. Good job