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TutorialOnHealth__part3Heading
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Negative effects
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TutorialOnHealth__part4
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When something emits pollution, it is displayed in the right side of the recipe UI as shown below.
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TutorialOnHealth__part5a
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Your population can suffer from diseases. There are diseases that just come and go and it is not possible to completely prevent them from happening. Providing healthcare can significantly reduce their negative impact.
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TutorialOnHealth__part5b
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There are also diseases that can occur due to bad conditions in your settlement, for instance lack of clean water or too much trash. There are no diseases from pollution as pollution gives a health penalty directly.
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TutorialOnHealth__part5Heading
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Diseases
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TutorialOnIronOre__part2
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The priority of recipe execution depends on their order which can be changed using the arrows on the left (1). If you want to prioritize {0} processing over {1}, click the <b>up arrow</b> on the <b>{0} recipe</b> for it to move above the <b>{1} recipe</b>.
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TutorialOnIronOreSmelting__name
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Iron ore smelting
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TutorialOnMaintenance__name
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Maintenance
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TutorialOnMaintenance__part1
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Maintenance is a crucial global resource that is required by vehicles and buildings to keep operational otherwise they break down and stop working. Maintenance level of each entity can be seen on the bottom of its window (1). In an emergency, broken entities can be instantly repaired using {0} (2).
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TutorialOnMaintenance__part2
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In order to produce maintenance you need to build a {0} and supply it with the necessary materials.
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TutorialOnMaintenance__part3
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You can see the current Maintenance amount on the right side of the screen (1). You can also see Maintenance Production and Consumption over time in the Statistics screen (2).
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TutorialOnMining__part1
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You can remove any material from the terrain by mining it with your <b>excavators</b> and add material by dumping it with trucks.
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TutorialOnMining__part10
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Below is an example of how a mining designation starting at surface level is reachable only if it touches the surface. The top designation is reachable as denoted by the yellow color. The bottom starts one level below the surface and is not reachable, denoted by the orange color with red borders.
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TutorialOnMining__part11
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Use the {0} key to switch to the <b>ramp</b> mode. Then you can snap to a previous flat designations and extend a ramp from there.
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TutorialOnMining__part11Header
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Creating Ramps
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TutorialOnMining__part12
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Each designation square can be mined by <b>only one excavator at a time</b>. Be sure that there are enough available designations if you have multiple excavators.
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TutorialOnMining__part13
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You can see available resources by toggling a resource overlay in the bottom-left corner of the screen.
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TutorialOnMining__part13Header
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Resources layer
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TutorialOnMining__part2
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While dumping designations can be placed anywhere on the island, mining designations must be within a {0} managed area. With a mine control tower selected, click the {1} button to outline a new area.
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TutorialOnMining__part3
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Trucks and excavators must be <b>assigned to a {0}</b> in order for mining to begin. Excavators mine designated terrain while trucks transport the mined materials from the excavators to machines, storages, or any available dumping areas.
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