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TutorialOnShipRepair__part5Heading
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Enemies and pirates
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TutorialOnShipRepair__part6
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Many components of the ship can be added or upgraded. Upgrades are performed in the {0}. The {0} prepares any required components regardless of whether the ship is present or not. Once upgrades are prepared, they get automatically applied when the ship arrives.
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TutorialOnShipRepair__part6Heading
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Ship upgrades and weapons
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TutorialOnSmelting__part1
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The {0} allows smelting products such as ores and scrap into molten materials. The {1} can be used to cast molten materials to slabs.
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TutorialOnSmelting__part2
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In order to produce <b>iron plate</b> you can use {0} gathered from the abandoned buildings nearby. Later on you will be able to set up a mining operation to smelt {1} directly.
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TutorialOnSmelting__part3
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Build a {0} and 2x {1}. Connect them together using {2}. The molten channels are needed since the molten iron is too hot to be transported by trucks.
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TutorialOnSmelting__part4
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Build and attach a {0} to the {1} either directly or via pipe (which can be found in the <b>transports</b> category).
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TutorialOnSmelting__part6
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Since you don’t have access to coal mining yet, build a {0} to produce <b>coal</b> from wood. Don’t forget to attach a {1} to it as well. You can even share the same {1} which is used for {2}. To learn how to get <b>wood</b>, read the tutorial for {3}.
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TutorialOnSmelting__part7
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Watch the furnace recipe in progress whilst trucks automatically supply it with {0} and coal. Iron slabs produced in a {1} will be stored there until trucks can find a place for them to be delivered. Later, you will be able to unlock and build conveyor belts to deliver iron directly to your production buildings or storage.
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TutorialOnStorage__part1
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It is beneficial to use conveyor belts and pipes to transport goods from production buildings to storages and let trucks to balance the inventory between storages. This helps keep truck utilization high since they can always travel fully loaded. It also gives machines an extra input and output buffer for uninterrupted operation.
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TutorialOnStorage__part2
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For example, {0} can benefit by having {1} and {2} storage silos attached via conveyor belts.
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TutorialOnStorage__part3
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A storage unit will not actively request products from trucks by default. To change this, drag the green slider marked as <b>{0}</b> to the right. This makes the storage request products until it gets filled up to the green slider.
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TutorialOnStorage__part4
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For storages that you do not want full (such as {0}, pictured below), you can use the <b>{1}</b> slider to set the threshold which vehicles will automatically retrieve materials and store them at another available storage.
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TutorialOnStorage__part5
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Note that the red/green sliders have no effect on connected transports. For example, a storage set to <b>{0}</b> will still continue to output products via connected transports, ignoring any rules set to the storage.
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TutorialOnStorage__part6
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You can also <b>set up alerts</b> to be notified if the storage becomes either too full or too empty which would prevent connected machines from performing correctly. This is ideal for alerting you if a critical material providing storage, such as coal to a power plant, is running low.
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TutorialOnStorage__part7
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Once machines are connected via transports and a first product is delivered / received, trucks will no longer try to deliver / receive that type of product. You can manually override this behavior via the logistics panel in each machine in {0} and {1} panels.
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TutorialOnStoragesAndTransports__name
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Storages with transports
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TutorialOnTerDumping__colorsDesc1
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The colored outlines on the designation squares lets you determine many things.
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TutorialOnTerDumping__colorsDesc2
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<b>light green square</b>: is accessible and will be used
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TutorialOnTerDumping__colorsDesc3
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<b>yellow green square with a red outline</b>: is not accessible yet
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