You don’t need two ships for oil. The one ship will service both oil rigs. What you need is crude oil storage at the dockyards to ensure the ship can empty fast enough to head out again.
To answer your question about wood chips, they are very good for steam and power. I'm not sure on the exact worker-efficiency though, but they are most definitely a viable option.
You’re sending two boats out and only half-filling each. Put all 4 fluid modules on one ship. Pause the other till you need another resource. You’ll cut crew and fuel usage in half and still get the same crude oil delivered
You could double (triple by the end?) the ship's throughput by adding more liquid modules and then save on diesel by slowing the ships down. It's weird, but you get bigger ships when you upgrade the docks and I think the fuel per trip increases (not sure about fuel efficiency though) so upgrading but not using the space is not ideal.
34:00 in my rafinery builds I am using gas boilers as primary source of steam and coal as backup and to kickstart. You can cut on coal deliveries this way (it is a fair distance in this case = lot of fuel wasted and trucks occupied) and all you need is on site then. If you don't want to do this it is a good idea to at last make it for overflow - oil processing is pretty complex and there is a high chance that somethimg will be backed up sooner or later :)
Yeaaaa I do think the oil build has room for a lot of improvement once you start adding stuff. It's extremely easy to get things backed I noticed as I continued.
Sure, but I haven't really found a clean way to conver the numbers it downs on the smokestacks etc to the numbers relating to health (those are far smaller)
You don’t need two ships for oil. The one ship will service both oil rigs. What you need is crude oil storage at the dockyards to ensure the ship can empty fast enough to head out again.
To answer your question about wood chips, they are very good for steam and power. I'm not sure on the exact worker-efficiency though, but they are most definitely a viable option.
You’re sending two boats out and only half-filling each. Put all 4 fluid modules on one ship. Pause the other till you need another resource. You’ll cut crew and fuel usage in half and still get the same crude oil delivered
You could double (triple by the end?) the ship's throughput by adding more liquid modules and then save on diesel by slowing the ships down. It's weird, but you get bigger ships when you upgrade the docks and I think the fuel per trip increases (not sure about fuel efficiency though) so upgrading but not using the space is not ideal.
That makes sense!
34:00 in my rafinery builds I am using gas boilers as primary source of steam and coal as backup and to kickstart. You can cut on coal deliveries this way (it is a fair distance in this case = lot of fuel wasted and trucks occupied) and all you need is on site then. If you don't want to do this it is a good idea to at last make it for overflow - oil processing is pretty complex and there is a high chance that somethimg will be backed up sooner or later :)
Yeaaaa I do think the oil build has room for a lot of improvement once you start adding stuff. It's extremely easy to get things backed I noticed as I continued.
Sour water processing and wastewater treatment will completely eliminate your water pollution
26:18 you can check how much polution in generated is buildings - smokestack, liquid dump, burner etc.
Sure, but I haven't really found a clean way to conver the numbers it downs on the smokestacks etc to the numbers relating to health (those are far smaller)
49:03 I belive fuel stations trucks deliver for excavators and tree harvesters only. Other trucks driving for fuel themselves.
You're completely right. I didn't realize that until later!
Resources that “collapse” are preserved. Buildings that collapse are turned into trash