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TutorialOnCargoShip__part3b
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A {0} requires <b>modules</b> in order to store and transfer products. There are modules for each type of product and you can mix and match them on a single depot. These modules determine what types of products your ship will import or export, you need to assign this product manually. Modules also have input and output ports for you to connect transports to.
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TutorialOnCargoShip__part4V2
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A cargo ship will depart automatically when there is enough cargo to fill the ship on the world map (1). A ship can pick up cargo from any entity on the world map. Each trip of the ship has a fixed fuel cost which is based on the size of the ship (2).
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TutorialOnCargoShip__part5V2
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Upgrading the cargo depot will also upgrade the attached ship. This expands the number of slots and thus the amount of transported materials. Larger ships are more efficient in fuel consumption.
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TutorialOnCoalPower__name
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Coal power plant
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TutorialOnCoalPower__part1
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A more efficient way of generating power compared to diesel generators is a coal power plant. Coal burned in boilers turns water into steam (1). This steam then spins turbines (2) and transfers mechanical force over a shaft into attached power generators (3) which make electricity from it.
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TutorialOnCoalPower__part2
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It does not matter how you order your turbines and generators, as long as they are all on one shaft they work together.
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TutorialOnCoalPower__part3
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Generators do not produce electricity when there is no need and ignore the energy from the mechanical shaft. However, the turbines do not stop when the shaft is spinning at full power, instead, they let the steam pass through which means some energy gets lost. To combat this, you can use a {0} attached to the mechanical shaft which will store the mechanical energy as inertia and return it when the power is needed, behaving like batteries.
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TutorialOnCoalPower__part4
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A {0} can be used in combination with “auto-balance” toggle on turbines. Once enabled, turbines will automatically turn off when the connected shaft has maximum inertia, and back on when the inertia is low. The {0} helps to increase the total inertia of the shaft to make this system more efficient and prevent loss of power due to turbines' slow startup.
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TutorialOnContracts__name
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Contracts
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TutorialOnContracts__part1
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You can establish contracts with settlements to <b>exchange goods on regular basis</b>. Contracts are typically much more lucrative than quick trading deals but they cost Unity and require a dedicated {0}.
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TutorialOnContracts__part2
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After you establish a contract, you’ll need a {0} and a {1} with modules fit for the contract. For example, if you’re trading {2} for {3} you’ll need to have both a Unit Module ({2}) and a Fluid Module ({3}) attached to the {1} (1). Select either module, click 'assign a contract' (2), and assign the contract you wish to begin (3). Note that any other attached module will be auto assigned to the appropriate type of material if compatible with the contract.
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TutorialOnContracts__part3
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Once your {1} modules are supplied with the correct amounts of required goods, the {0} will automatically travel to the settlement to exchange the goods. Contracts enable you to trade as much as you want without any time restriction
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TutorialOnCopySettings__part1
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This tool enables you to copy configuration from one building to another. You can even drag over multiple buildings to mass apply the selected configuration.
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TutorialOnCopySettings__part2
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This tool can be activated by pressing {0} or by clicking the icon in the toolbar (1). Then click on the building you want to copy settings from (2). Finally click on or drag across as many other similar buildings to paste those settings (3).
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TutorialOnCopyTool__part1
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This tool allows you to select one or more buildings to copy and place elsewhere. This allows you to effortlessly copy existing factory designs to scale your production.
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TutorialOnCopyTool__part2
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To copy several buildings at once, press {0} or click the icon in the toolbar (1) to select the <b>copy tool</b> then click and drag across the desired buildings (2) tool. Let go of the mouse button and drag to where you want to place your copied buildings and left click once to place (3). You can <b>copy a single building</b> by hovering over it and pressing {1}.
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TutorialOnCopyTool__part3
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This tool copies configurations of buildings by default. You can hold the {0} while placing a building to prevent it from copying the configuration. Copies buildings will be constructed as new ones.
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TutorialOnCrisis__part1
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From time to time, your island might get into a crisis – fuel running out, no power, low maintenance, etc. Obviously, it is never your fault. It’s always caused by the people on the island doing a bad job. However, there are ways to avoid some of the issues early on.
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Čas od času se může stát, že se váš ostrov dostane do krize - dojde palivo, není k dispozici elektřina, údržba je nízká atd. Samozřejmě to nikdy není vaše vina. Vždy je to způsobeno tím, že lidé na ostrově špatně pracují. Existují však způsoby, jak se některým problémům vyhnout již na začátku.
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TutorialOnCrisis__part3
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It is recommended to set up storage alerts for products like {0} or products that are critical for maintenance or settlement services. Getting notified early on gives you time to react. You can also set up dedicated storages, fill them with emergency supplies and disable truck export. This way, you have emergency supplies whenever you need them.
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TutorialOnCrisis__part6V2
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You can also give an increased priority to a storage that feeds your power plant. You must first have the <b>{0} slider</b> (1) moved away from the default location or you will not see the <b>priority selection screen</b> (2).
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