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Thank you for all the time you put into those builds. It's not easy to plan space in COI when you don't know the footprint of a building prior to unlocking the tech, so upgradeability is super useful. I just got into Electronics II in my base, so the silicon smelters will be put to good use right away.
(comment for engagement) I find building all my smelters and mixers as close to the cp manufacturers as possible and bring everything in on belts.... I wanna hear from JD and the fellow Diggy Diggy crew on the pros and cons of my decisions 😊
Only thing I added to this was storage for deconstruction. They get fed into the system on priority so they don't fill up the shipyard when I use uni to take things down.
Most of this applies when playing on highest difficulty settings. The idea is if you need so much CP2 to build something you already have the full storage of CP1 available to boost production without over producing CP2 if you let it run normally with a balancer set to priority lanes. It's easier to upscale and boost production with Unity for 5 min than it is to revert CP2 back to CP1, if your CP1 storage is empty. Many structures that use CP1 are vital to the game as a whole and if you run out can hamper your games progress. such as vehicle bridges 40-60 CP1, smoke stacks 10CP, T1 pipes 1CP per 3 squares, Unity boosting housing Squares 200 CP1. Unless the line backs up from all subsequent storages being filled like CP2 or CP3 then CP1 will fill back up without cutting other production lines. Unity boosting is expensive if you use Unity for other things like Offshore mines/rigs and contracts or generally boosting other more vital parts of the factory if needed. This way you only need to boost 1 assembly line when needed instead of boosting the whole assembly line from raw to needed product because the CP's and every raw material also all have a buffer storage. It's harder to explain and get the idea across through a text, might i suggest trying to replicate this ingame and seeing for yourself. Eventually even with a balancer your going to loop it back around to increase throughput for demanding build projects without having to stockpile vast amounts of CP's that will get used once every so many overhauls or expansions.
how is it best to connect the belts and storage. im trying to use my phone to and play coi at the sametime and its abit hard to follow when im having to guess how best to conect the belts and workout how to belt the supplies like iron and steel. ive noticed on your twitch coi streams you have a different version to your yt videos, could you do step by step walkthrough how you did it?
Should I upgrade the lower tier assemblers such as Assembly (Manuel)? It confuses me that you leave the old ones in place. Also, what about the single Maintenance Depot (Basic)? Should I upgrade that one later? Or perhaps remove it?
I mention in the video upgrade everything as you want/need everything is of a lower tier so you can build it when you first unlock it then upgrade as required
I tell you. These trucks are gonna be the death of me!! I have lost count of the number of times that a truck loaded (for example with copper) drives right past a storage, with space, demanding an item to drop it directly into the assembler!!!! Even with belts connecting the assemblers to the relevant storages, the only way to prevent trucks from trying to deliver is to set imports to off!!
More Captain of Industry Tutorials?: th-cam.com/play/PLnIE0W-m629exSS9LlJc5S-aRo2poUj0t.html
Want to see the currently lets Play? Check the playlist here: th-cam.com/play/PLnIE0W-m629fZlIig9Q-JHnYlff1dXvXO.html
Consider supporting Join Patreon and save on yearly membership www.patreon.com/JD_Plays or Become a TH-cam Member th-cam.com/users/jdplaysjoin
Join our Discord to talk all things Captain of Industry discord.gg/jdplays
Their seems to be an error when I try to join your discord channel.
@@jamesbooker1632 Whats the error?
So not only did you give us a full construction part BP but you also upgraded your old smelter designs as well. Thank you for the great work JD!
Thank you for taking the time to make and share the blueprints.
Thank you for all the time you put into those builds. It's not easy to plan space in COI when you don't know the footprint of a building prior to unlocking the tech, so upgradeability is super useful. I just got into Electronics II in my base, so the silicon smelters will be put to good use right away.
As always, amazing work JD.
Amazing job there JD you done good MAATTTTEEEEEE
love your capatin of industry content keep it up
(comment for engagement) I find building all my smelters and mixers as close to the cp manufacturers as possible and bring everything in on belts.... I wanna hear from JD and the fellow Diggy Diggy crew on the pros and cons of my decisions 😊
Belt EVERYTHING! So the trucks can spend more time flatting the island!
Those are some nice builds.
Loving the content JD, hope to catch ya next stream
Great set of blueprints. I would leave room around electronics 1 & 2. So I could double it without it being longer.
There is very little to stop you doing so, just paste down the Electronic 2 BP in a blank area, and cut and paste what you want to where you want.
@@JDPlays Definitely, the great modular design makes mods ez.
Only thing I added to this was storage for deconstruction. They get fed into the system on priority so they don't fill up the shipyard when I use uni to take things down.
Unity now magiclly puts things back into storage boxes if there is room! I also modified mine when i placed it cuz I unity build/remove everything!
Copper Smelter Build looks like its missing washing machine thingy - cannot remember name now during lunch at work( to make it pure )
the Copper Electrolysis
It was a error thats already been fixed in the final BP 😀
Yes I give a like....... thank you
Ohh more than one print.... yeahh..... and nuclear soon..... yesssssssssssssss. Ok I hit join
@@stephenlong829
6:10 wouldn't it be more efficient to use a balancer instead of having to manually pause and unpause a loopback belt?
Most of this applies when playing on highest difficulty settings.
The idea is if you need so much CP2 to build something you already have the full storage of CP1 available to boost production without over producing CP2 if you let it run normally with a balancer set to priority lanes.
It's easier to upscale and boost production with Unity for 5 min than it is to revert CP2 back to CP1, if your CP1 storage is empty. Many structures that use CP1 are vital to the game as a whole and if you run out can hamper your games progress. such as vehicle bridges 40-60 CP1, smoke stacks 10CP, T1 pipes 1CP per 3 squares, Unity boosting housing Squares 200 CP1.
Unless the line backs up from all subsequent storages being filled like CP2 or CP3 then CP1 will fill back up without cutting other production lines.
Unity boosting is expensive if you use Unity for other things like Offshore mines/rigs and contracts or generally boosting other more vital parts of the factory if needed.
This way you only need to boost 1 assembly line when needed instead of boosting the whole assembly line from raw to needed product because the CP's and every raw material also all have a buffer storage.
It's harder to explain and get the idea across through a text, might i suggest trying to replicate this ingame and seeing for yourself.
Eventually even with a balancer your going to loop it back around to increase throughput for demanding build projects without having to stockpile vast amounts of CP's that will get used once every so many overhauls or expansions.
how is it best to connect the belts and storage. im trying to use my phone to and play coi at the sametime and its abit hard to follow when im having to guess how best to conect the belts and workout how to belt the supplies like iron and steel. ive noticed on your twitch coi streams you have a different version to your yt videos, could you do step by step walkthrough how you did it?
Should I upgrade the lower tier assemblers such as Assembly (Manuel)? It confuses me that you leave the old ones in place. Also, what about the single Maintenance Depot (Basic)? Should I upgrade that one later? Or perhaps remove it?
I mention in the video upgrade everything as you want/need everything is of a lower tier so you can build it when you first unlock it then upgrade as required
@@JDPlays Thanks! I just wondered if it might mess with the ratios.
I tell you. These trucks are gonna be the death of me!! I have lost count of the number of times that a truck loaded (for example with copper) drives right past a storage, with space, demanding an item to drop it directly into the assembler!!!!
Even with belts connecting the assemblers to the relevant storages, the only way to prevent trucks from trying to deliver is to set imports to off!!
I cant unlock cp4 what am i doing wrong ?
Is there an Updated version of this? or does this one still work?
How are the truck suppose to get to mechanical parts
That's something I have had an issue with. After I build the belts, there is always a couple trucks trying to get to the Mechanical Parts storage.
Where can we get community blueprints?
Many others have been sharing blueprints in my discord server!
Mechanical Parts not made from steel for more efficiency?
ok maybe I saw it wrong in the BP, its made from steel. So all good
I'm very new to the game, how do i get access to these blueprints?
now that is done where is the Power blueprints ...