When you was looking for food (@20:42), it seemed that you have forklifts setup so that they load and unload at warehouses. I have had some problems with that kind of setup and usually I set them up so forklifts only load at warehouse and unload at the store.
Oooh! 42:50 That is a nice trick, I didn’t know you can start a bridge not on the ground if snapping it next to a road. I will be using this, it looks like a cleaner result than starting with ramp from ground level.
While watching the last couple of episodes, I was wondering have you ever checked if vehicles only produced with imported materials are acutally making money? Especally with wear and tear, and fuel needed for export and import I think this migth lose you money over all. Happy to be proven wrong :) And additonally many thanks for keeping us entertained. Great season so far!
23:24 As someone who also made the same mistake a couple times, I can feel the pain as well... 27:51 One repair vehicle almost bringing down the entire peninsula? Nice! 56:36 This is when I'm glad I have separate harbors for imports and exports.
But there was no need throw everything away when he turned the ship around to go back to the border and get the cars. He could just sell the stuff he purchased and than just buy the real stuff.
44:28 why aren’t you simply reading the terrain lines? Right next to the place you want to lay the road is a much less steep place that would be much more suitable for the road
@@bballjo You could attach a vehicle/container storage to the "dummy" cargo harbor on the peninsula that is otherwise just used to repair the ships, and have the export ship unload without waiting for empty. The result will be what might be described as an eclectic collection of random vehicles, but at least some vehicles on the peninsula will be replaced with "home made" vehicles instead of having to import them. Minor gain in doing so, but also minimal effort in placing a vehicle/container storage.
Ohh, painful accidentally importing all that stuff on the ship :) A bit surprised that you didn't just tell it to unload it all when it anyways had to go to the border to get the rail wagons. It looks a bit funny that you have two import lines with 0 ships, and the actual import ship is on some other line :) Btw, you might already have done this by now, but how about telling the export line to only load the vehicles you actually produce yourself? Can't remember how many there are, but there can't be more than about 15 different ones or so. Or maybe just produce the cargo wagons yourself? Sure, no need for that to fulfill the challenge but the price for the blueprint isn't that high. Re bauxite: How about using conveyors to cross the mountain and have a few bauxite processing plats nearby the coal mines and coal processing plants? That way you end upp with all the polluting buildings at the same place and you can also use the same aggregate loading harbor for both (and sell the bauxite to the west, to be able to buy more blueprints for western vehicles perhaps?) and also maybe the same rail aggregate loader too. Also re bauxite: Don't forget that the bauxite mines produce a lot of "conmat scrap", and iirc some burnable waste. My go-to solution is to build a setup with conveyors for the raw bauxite and container transfer stations with factory connections, usually shared by two mines. For the mines having the better western excavators really boosts productivity. Well worth importing or producing those. P.S. Captain Obvious reminds that to feed a steel mill at full productivity you need a total coal mine quality of 87% (IIRC), and also that coal is the largest source quantity so you might want your steel mill next by. Or maybe you are planning on the steel mill not being a thing until you reach that small island with way more coal? The future demolition office near the small island within the large island city might be better to have on the nuclear/waste side, as it's closer to where it will dump it's output.
Some good points here. Vehicles...too much micro, and I was pretty sure a lot of the storages were pretty full ATM, so I didn't want to wait around. Bauxite, yes, great idea! Mines...oh, I know.
Good catch the last minute! And yes, please get a seperate harbor for import and export!
A tunnel through the mountain close to the fuel station would have been interesting. It could make your already busy trainline even more busy.
When you was looking for food (@20:42), it seemed that you have forklifts setup so that they load and unload at warehouses. I have had some problems with that kind of setup and usually I set them up so forklifts only load at warehouse and unload at the store.
A single distribution setup will never load and unload at the same place...
Oooh! 42:50 That is a nice trick, I didn’t know you can start a bridge not on the ground if snapping it next to a road. I will be using this, it looks like a cleaner result than starting with ramp from ground level.
Just started watching the episode. I wonder if the plan will survive the squirrel? I have my doubts :)
While watching the last couple of episodes, I was wondering have you ever checked if vehicles only produced with imported materials are acutally making money?
Especally with wear and tear, and fuel needed for export and import I think this migth lose you money over all. Happy to be proven wrong :)
And additonally many thanks for keeping us entertained. Great season so far!
That's test was done well before the season started...there is even a video;)
@@bballjo okay I might need to revisit the video then :D
23:24 As someone who also made the same mistake a couple times, I can feel the pain as well...
27:51 One repair vehicle almost bringing down the entire peninsula? Nice!
56:36 This is when I'm glad I have separate harbors for imports and exports.
❤❤❤
But there was no need throw everything away when he turned the ship around to go back to the border and get the cars. He could just sell the stuff he purchased and than just buy the real stuff.
44:28 why aren’t you simply reading the terrain lines? Right next to the place you want to lay the road is a much less steep place that would be much more suitable for the road
How will the peninsula get the replacement vehicles from the island when you run the city for 20 years unattended?
@@jarman365 well...they can buy it at the border
@@bballjo You could attach a vehicle/container storage to the "dummy" cargo harbor on the peninsula that is otherwise just used to repair the ships, and have the export ship unload without waiting for empty. The result will be what might be described as an eclectic collection of random vehicles, but at least some vehicles on the peninsula will be replaced with "home made" vehicles instead of having to import them. Minor gain in doing so, but also minimal effort in placing a vehicle/container storage.
@@Thesecret101-te1lm lol
@@bballjo ok thanks, I didn't know that could be done automatically
Ohh, painful accidentally importing all that stuff on the ship :)
A bit surprised that you didn't just tell it to unload it all when it anyways had to go to the border to get the rail wagons.
It looks a bit funny that you have two import lines with 0 ships, and the actual import ship is on some other line :)
Btw, you might already have done this by now, but how about telling the export line to only load the vehicles you actually produce yourself? Can't remember how many there are, but there can't be more than about 15 different ones or so.
Or maybe just produce the cargo wagons yourself? Sure, no need for that to fulfill the challenge but the price for the blueprint isn't that high.
Re bauxite: How about using conveyors to cross the mountain and have a few bauxite processing plats nearby the coal mines and coal processing plants? That way you end upp with all the polluting buildings at the same place and you can also use the same aggregate loading harbor for both (and sell the bauxite to the west, to be able to buy more blueprints for western vehicles perhaps?) and also maybe the same rail aggregate loader too.
Also re bauxite: Don't forget that the bauxite mines produce a lot of "conmat scrap", and iirc some burnable waste. My go-to solution is to build a setup with conveyors for the raw bauxite and container transfer stations with factory connections, usually shared by two mines.
For the mines having the better western excavators really boosts productivity. Well worth importing or producing those.
P.S. Captain Obvious reminds that to feed a steel mill at full productivity you need a total coal mine quality of 87% (IIRC), and also that coal is the largest source quantity so you might want your steel mill next by. Or maybe you are planning on the steel mill not being a thing until you reach that small island with way more coal?
The future demolition office near the small island within the large island city might be better to have on the nuclear/waste side, as it's closer to where it will dump it's output.
Some good points here.
Vehicles...too much micro, and I was pretty sure a lot of the storages were pretty full ATM, so I didn't want to wait around.
Bauxite, yes, great idea!
Mines...oh, I know.