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.
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
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.
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}.
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.
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.
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.
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.
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.
The cargo ship departs automatically when there is enough cargo to collect on the world map. Each journey of the ship has a fixed cost of fuel that is based on the size of the ship. Larger ships are more efficient in fuel consumption (they get upgraded automatically with cargo depot upgrade). The ship doesn't need to be assigned to individual mines / oil rigs, it collects cargo automatically. It can transport multiple types of products at the same time and will make sure all of them are supplied (it will depart anytime any of its products need to be transported).
The cargo ship departs automatically when there is enough cargo to collect on the world map. Each journey of the ship has a fixed cost of fuel that is based on the size of the ship. Larger ships are more efficient in fuel consumption (they get upgraded automatically with cargo depot upgrade). The ship doesn't need to be assigned to individual mines / oil rigs, it collects cargo automatically. It can transport multiple types of products at the same time and will make sure all of them are supplied (it will depart anytime any of its products need to be transported).
Cargo depot module for transferring fluid materials (such as oil). It can be built in any empty slot of a cargo depot. Unloads cargo {0} faster comparing to the basic module.
Cargo depot can be used either to import products from your mines and oil rigs or to perform a contract. Cargo depot can be assigned only to a single contract and once it is assigned, its ship will automatically perform the assigned contract given there are correct modules with correct products assigned. When cargo depot is assigned a contract it cannot perform any other duties such as importing products from mines and oil rigs.