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TutorialOnCargoShip__name
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Cargo ship
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TutorialOnCargoShip__part1
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A Cargo ship allows to automate product deliveries from world mines and oil rigs. The ship has to be discovered, repaired, or purchased on the world map, it cannot be built directly on your island. Once you obtain a cargo ship you can build a {0} on your island and the ship will dock there automatically.
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TutorialOnCargoShip__part2
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The number of ships available (repaired) and the number of ships discovered is shown at the top of the interface.
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TutorialOnCargoShip__part3a
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A {0} can only be researched once a first cargo ship is discovered on the world map. Depots can be built on the shore of your island. When placing a {0}, you will see striped patterns reaching out into the sea indicating ship access. You must ensure that at least one area is green, indicating that a ship will be able to dock. Be careful to not block these areas with other buildings such as other depots or ocean pumps.
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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__part4Heading
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Ship logistics
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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__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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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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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__part5
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Running out of power is no fun and there are several ways to avoid that. The first step is to set up alerts for storages that feed power-making machines, for example, coal and water storage that feed boilers used to produce steam for generators. This way, you know that coal or water are getting low before the power supply halts entirely.
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TutorialOnDiesel__name
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Diesel production
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TutorialOnFertility__fertilizers2
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To make fertilizers work, you need to connect a <b>pipe with fertilizer</b> product to the farm (1) and drag the <b>fertility target slider</b> (2) to the desired level. The farm will automatically fertilize the soil to the selected level. Note that each fertilizer type has its own maximum fertilization target which is displayed in the <b>Fertilizers Overview UI</b>.
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TutorialOnFertility__rotation1
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Growing the same crop more than once in a row will impose <b>{0} penalty</b> on fertility. This can be avoided by planting different crops in a crop rotation schedule. You can plant {1} which does not yield any useful products but helps to regenerate soil fertility and eliminates same-crop fertility penalty when planted between other crops.
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TutorialOnFurnace__name
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Iron Scrap smelting
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TutorialOnIronOre__part1
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The {0} can process both {1} and {2} by toggling both recipes on. To do so, turn on the <b>{1}</b> recipe by clicking on it.
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TutorialOnIronOre__part3
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With {0} being smelted, the {2} will produce <b>{1}</b>. {1} can be dumped anywhere on the island by placing dumping designations (unless you prevent {1} dumping by changing the <b>global dumping filter</b>). Trucks will always prioritize delivering {1} and other materials to where it is needed before dumping it (e.g. concrete production). Dumping {1} is important as typically your smelting industry will produce way more {1} than you can use. Dumping it has no pollution effect.
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TutorialOnMineTower__name
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Mining
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TutorialOnPauseTool__part2
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The tool can be activated by pressing {0} or by clicking the icon in the toolbar (1). When you drag over an area with non-constructed buildings it will toggle the construction pause, otherwise, it will toggle the regular pause. If any entity in the selection is paused, it unpauses everything selected, otherwise, it pauses everything selected.
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