工业巨头 (Captain of Industry)

工业巨头 (Captain of Industry)

工业巨头 (Captain of Industry)

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《工业巨头》更新内容 1. 火车网络卸载模块现在默认阈值为100%(始终需求),而非0%;装载模块仍默认0%。这使得火车网络无需配置滑块即可直接使用。 2. 火车调度器现在在多个同样合适的闲置火车中,会优先选择距离供应站最近的火车。 3. 改进了火车轨道、车站、桥梁和道路的碰撞体。 4. 改进了液体和散装火车车厢的3D模型,减少LOD弹出问题。 5. 修复了两个均使用config.json文件的模组无法注册的问题。 6. 修复了车站在火车对齐过程中发生变化时,火车可能对齐到错误模块或无法满足发车条件的问题。 7. 修复了两列火车在同一燃料站需要相同燃料类型时可能相互干扰,导致两者都无法获得燃料的问题。* 修复了火车网络可能会优先处理低优先级任务而忽略高优先级任务的问题。

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《工业巨头》v0.8.4b更新内容

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《工业巨头》4.1版本更新内容 - 铁路网络与生活品质优化

《工业巨头》更新内容 改进 1. 优化了桥梁初始化,使内容加载速度提升约40%。 2. 支柱完全位于陆地上的桥梁段现在可以使用统一建造模式进行建造。 3. 将支柱、电线杆和其他基础设施实体排除在全局搜索结果之外。 4. 重新命令船只前往新的世界位置时,不再先将其送回码头。 5. 增速快捷键在超级速度未激活时,不再循环切换至超级速度。 修复 1. 修复了FBR浓缩过程偶尔出现卡顿的问题,该问题是由于剩余燃料寿命未结转至下一循环导致的。 2. 修复了火车寻路时低估通过车站的成本,导致火车不必要地优先选择通过车站路径的问题。《工业巨头》修复公告 1. 修复了船只离港时旋转角度高达359度的问题。 2. 修复了两栖自卸卡车混合材料堆颜色显示异常的问题。 3. 修复了一个与定居点相关的崩溃问题。

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《工业巨头》v0.8.2a更新日志

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卡车在什么情况下无法为建筑物装卸货物?

《工业巨头》更新内容 1. 货物仓库和车站模块现在会显示输入/输出产品,并且产品搜索功能现在包含火车。 2. 重新引入基于运输不活动状态而非在站总时间的网络火车超时机制,当火车被强制发车时会有通知。 3. 地形检查工具不再对地块大小进行四舍五入。 4. 修复了加载恢复存档后,被触及地块的地形物理停止工作的问题。 5. 修复了加载恢复存档后,地形物理和破坏效果未能完全恢复的问题。 6. 修复了保存/加载后配置引用失效的问题,该问题可能导致难度更改或模组覆盖应用到过时的副本上。 7. 修复了堆叠塔提前发出警告的问题。 8. 修复了在启用港口避让功能时,坡道可能垂直于起始港口建造,从而导致港口无法使用的问题。《工业巨头》修复公告 1. 修复了翻转火车站之间的平衡问题。 2. 修复了第一段管道为垂直方向时,管道初始方向不稳定的问题。 3. 修复了地形检查器无法显示中间基岩下方图层的问题。 4. 修复了火车驶离需要在车头预留关键路段的车站时出现的错误。 5. 修复了在折返站短暂显示“无法寻路”通知的问题。 6. 修复了因孤立的火车轨道支柱/电线杆导致的错误和加载不完整问题。 7. 修复了火车头反向行驶时煤水车无法正常工作的问题。 8. 修复了取消任务的工具提示显示前一辆火车遗留产品的问题。 9. 修复了返回主菜单后游戏无法释放内存的内存泄漏问题。

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《工业巨头》v0.8.4a更新内容

《工业巨头》更新内容 1. 修复了桥梁上火车轨道的高亮显示问题。

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《工业巨头》v0.8.2c更新内容

缺油、缺電、缺食物、缺水讓你陷入了死亡螺旋?這篇文章教你解決。 1.摘要:能源農業 1.摘要:能源農業 遊戲過程中,一定偶爾出現缺油、缺電、缺水、缺食物,搞油電糖水搞到焦頭爛額的船長肯定不在少數。 裸露的煤礦、原油就那麼多,就算有世界地圖礦井也總有一天坐吃山空。 這世上只有陽光、空氣、(海)水是無限供應的,種田只要有土就行,只要還有食物就還有勞動力。 鍋爐這個工業的心臟,是個有機物處理後都可以拿來餵,農作物也不例外,有了鍋爐就有淡水有電。 農作物還可以加工成燃氣,再加工成柴油或氫氣。 至此油電糖水都有了自然就復活了。 最後農作物還可以做成食品包,交換用途更多的資源。 2.產業鏈 作物-攪拌機(飼料)-鍋爐-熱脫鹽器(水)、渦輪(電) 作物-發酵池(燃氣)-鍋爐(氣)-水、電,因為效率較低故不推薦 作物-發酵池(燃氣)-空氣分離裝置+裂解裝置(柴油) 作物-發酵池(燃氣)-氫重整器(氫氣) 所以生產農作物就是生產水電燃油 下面是一些數學 HS=蒸氣(高壓),黃色的那種 鍋爐消耗有機物的比例不同,但輸出相同,因此燃料並非以單個物品而是以鍋爐60s的消耗為一單位 熱脫鹽氣必定配一個海水泵,因此耗電量加算 設備 HS 水(含冷凝) 燃料(鍋爐數) 電力(MW) 發電機(大) -48 36 0 15 鍋爐 48 -48 -1 0 熱脫鹽器(HS) -12 78 0 -0.5 由以上配方可以求出生產每個水、蒸氣、燃料的電量消耗 單位物品 電能消耗 HS -0.359 水 -0.0616 燃料(鍋爐) -14.3 3.輪作選擇 各船長科技進度不同,但農作物之間的優劣,準確來說是生產率比值,並不會有任何變化 不考慮成本最高效率必定是玉米連作,但是連作會有肥力懲罰,因此解答必定是玉米+X 1).玉米-草 窮,沒有肥料時 2).玉米-馬鈴薯,140% 目的是生產燃料(飼料)的最高效率,而且可以安排一部分當居民的食物 3).玉米-小麥,140% 目的是養雞烤麵包製作食品包時,只有小麥可以製成麵包 肥料(NH3)的來源推薦礦渣-酸水的合約,礦渣總要處理的 以下是數學證明 作物 產率(溫室II) 燃氣 燃氣/Max 飼料 飼料/Max 馬鈴薯 46.7 26.69 67.05% 37.36 78.22% 玉米 39.8 39.80 100% 47.76 100% 小麥 23.4 23.40 58.79% 37.44 78.39% 黃豆 13.3 11.40 28.64% 23.94 50.13% 蔬菜 36.3 20.74 52.12% 甘蔗 53.1 35.40 88.94% 水果 24.2 24.20 60.80% 在做燃料時的效率雖然小麥>馬鈴薯,但是考慮輪作時馬鈴薯勝出,因為馬鈴薯種植時間短,可以空出時間給最高效率的玉米。 4.包裝食品 除了後期的太空食品以外,包裝食品的用途只有一個:貿易。 包裝食品可以換得原油、鈾礦石、氨氣 哪一樣都可以製造成燃料 包裝食品的配方建議是麵包+肉或蛋 如果你同時用包裝食品與黃金交換原油與鈾礦時,你應該用 黃金=原油 包裝食品=鈾礦石 會比較有利 藍圖[hub.coigame.com]在此 接上水&肥料就可以用

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工业巨头,但是以农立国

我把自己的1000人口城市分享出来,希望能给大家提供一些参考。 大家好,我看到很多人提问,但相关的指南和解答却很少,所以决定把我的1000人口城市分享出来,希望能帮到大家。 声明:我不会对图片进行描述,因为我希望你们能自己动手尝试。不过,有问题尽管问。 市中心 - 我原本有更多的房屋,但通过升级,我成功缩小了市中心的规模。 - 废物处理直接连接到化工厂,我不在农场中使用再生水,而是采用盐水处理器。 工业区(冶炼厂+生产设施)- 我采用了简单的积木式设计: 0+0+0 0+0 0 效果非常好 - 我先建造工厂,之后再建造熔炉,所以同一排熔炉混合了铁、铜和钢 - 铁和煤都直接连接(我有专门用于化工厂的煤矿) - 玻璃、家具、混凝土和额外的钢 化工厂(+主发电机) - 电力不能中断!确保你的水-蒸汽-电力-水循环独立于燃料生产之外,连接新设备时要注意,务必计算清楚! - 这是一个“ spaghetti monster( spaghetti 式结构)”,是自然发展而成的,而非刻意设计 - 但这里有燃料提取模块(1-3),旧的柴油模块现已暂停,还有橡胶和酸制造设备 - 我“专注”于那种橙色气体(燃料气?)因为我可以用燃气锅炉让他循环运行 - 分开设置你的石油港和木材港,船只可能会在卸载木材时卡住,导致你燃料耗尽! 新农场(+盐水处理器) - 额外增加了4个农场,我要么得拼命研究科技,要么就得建更多农场 - 雨水农场只连接到生产区域,我本可以建一个水闸,但没必要 - 如果你建造温室,农场就会失去自然降雨!要准备好你的水资源生产 - 盐水处理器是我发现的最佳发电设备,你只需将海水转化为电力和盐水,盐水可以利用或排回大海 - 一个单独的肥料制造机就能让我永远用不完肥料 30年的污染情况 - 所以...情况在好转之前可能会先恶化 :) - 工业区有废气到水回收装置 - 城市废弃物作为水源进入化学工厂 - 化学工厂有废气到蒸汽回收装置【注意这是该殖民地的关键开关,如果燃料中断,重要的发电机将停止运行,一切都会崩溃】 - 化学工厂没有废水排放口 最后,用一张图片展示你游戏的核心内容- 我不需要两个以上的研究中心,我发现如果研究中心太多,科技树会变得混乱,让我难以追踪进度。 - 船只,这款游戏就是围绕船只设计的,要善用船只并体验相关玩法,你不需要建造所有东西(注意所需的水手数量),找到一到两个石油钻井平台和一个锯木厂就足够了。 - 利用你的市场码头来应对各种失误和问题,大多数时候这都是个不错的选择,而且游戏中还有更多的定居点可以探索。 希望这些建议对你有帮助,祝你游戏愉快。

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《工业巨头》更新内容 1. 优化了火车状态同步,在火车密集的游戏场景中可提升最高10%的帧率。 2. 新增了更多【鼠标指针中心缩放】选项,并设置了新的默认值,若你偏好之前的操作方式,可在设置中进行调整。 3. 新增了相机运动阻尼滑块。 4. 修复了蓝图旋转时,多格表面与贴花及其他实体之间对齐错位的问题。 5. 修复了实例化实体在蓝图状态与已放置状态之间切换后出现的错误及视觉故障。 6. 修复了在之前的放置序列中途取消后,拖放放置火车轨道时出现的错误。 7. 修复了加载某些包含海洋相邻实体的存档后出现的错误。 8. 修复了一个罕见问题,即在连接器放置于不支持的传送带或管道上时,传送带或管道可能会消失。

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《工业巨头》v0.8.3a更新内容

《工业巨头》更新内容 改进 1. 通过网格去重和缓存,将桥梁网格的内存消耗减少了高达80%。 2. 模组目录名称现在必须与模组的ID(来自清单)匹配,名称错误的目录现在会被拒绝并显示错误消息。 3. 在实体列表中将管道移至熔融金属通道之前。 4. 当火车可以直接前往下一个车站时,不再为路标点减速。 5. 非两栖卡车不再尝试向完全位于海洋中的实体进行交付。 6. 火箭组装站现在在建筑检查器中显示其计算需求。 修复 1. 具有出口路线的矿塔卡车现在会等待其分配的矿塔的指定位置,而不是倾倒到其他地方。 2. 矿塔卡车在向非分配矿塔倾倒时现在会遵守物流区域掩码。《工业巨头》修复公告 1. 修复了桥梁车道检查器在内侧车道按钮上不显示双车道选项的问题。 2. 修复了计算状态栏不显示当前使用容量的问题。 3. 修复了火车坡度难度乘数被应用两次,导致火车过于容易爬坡的问题。 4. 修复了更换机车后火车检查器显示陈旧水源图标的问题。 5. 修复了火车在路标点无法正确对齐的问题。 6. 修复了非两栖卡车会向高度为0的海洋区域倾倒物资的问题。 7. 修复了车辆可以向其分配的物流区域外的矿塔区域倾倒物资的问题。 8. 修复了部分建筑升级时出现的问题。 9. 修复了地形破坏系统在加载时可能因模组导致的队列条目损坏而引发的问题。《工业巨头》更新内容 1. 修复了多种建筑布局,使其与3D模型更匹配,包括矿石分选厂T1、大型破碎机、化工厂、食品加工厂、微芯片制造机等。 2. 修复了多种载具任务、教程消息和用户界面元素缺失可翻译字符串的问题。 3. 修复了在桥梁附近倾倒物品可能导致桥梁立即坍塌的问题。 4. 修复了高亮显示时建筑动画部件渲染偏移的问题。 5. 修复了树木收割机的动画问题。 6. 修复了两栖载具在到达目的地后未被判定为已停放的问题。 7. 修复了坡度难度变化后,列车设计器对比中显示的速度值过时的问题。 8. 修复了视频设置选项卡可能初始化失败并报错的问题。

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《工业巨头》v0.8.2b更新内容

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How to use the fast breeder reactor. Under construction to reflect the changes made in Update 3. The Basics: A fast breeder reactor is the endgame of nuclear power, based on cutting edge nuclear research in the real world. It works on the principle of a breeder reactor, in which atoms of heavy but non-fissile isotopes are exposed to the alpha particles and neutrons emitted from a nuclear reaction to transform them into more useful nuclear fuel isotopes. In the type of fast breeder reactor depicted in the game, the fuels used are mixtures of fissile material in a liquid form alloyed with molten salt, as opposed to conventional solid nuclear fuel rods. "Blanket fuel" and "Core Fuel" are the inputs. "Depleted Core Fuel" and "Enriched Blanket Fuel" the outputs. They are all molten liquids, which can be carried with pipes but cannot be stored in liquid storage or carried by trucks. All the loops for processing must be built close to each other. Keeping the loop going requires a constant input of steel, acid, salt and molten glass (along with yellowcake, nuclear waste and/or depleted uranium), the requisite supply of fresh water and steam reprocessing, as well as a block of steam turbines to make the power. The reactor can self-regulate if it is provided with processing power. If the reactor ever shuts down either due to overheating or because the output loop is blocked, all core fuel will be destroyed and you'll need to make more to restart it. Under construction: The fast breeder reactor has been changed a bit in Update 3. I'm working on updating the guide. The main change is that the research is now locked behind space science, and the reactor itself now requires titanium alloy to construct. There is also a setting to change the ratio of enriched products in the reactor itself, so producing a surplus of enriched blanket fuel is now optional. Establishing the recycling loops There are two output loops that need to be handled. Depleted core fuel is handled in a nuclear reprocessing plant. It requires acid and steel, as well as an input of molten glass. Using a whole blast furnace just for this is a bit overkill, but since molten transports have to be flat the only other option is relocating your glass production to near the reactor. You only need one of these plants, it has the capacity to handle two reactors worth of output and then a bit more, but you'll need a second if you want to reprocess old depleted fuel or MOX casks into blanket fuel, that'll come later. Depleted core fuel is produced one for one when the reactor consumes core fuel. For each ten units of depleted core fuel, the reprocessing facility outputs eight units of core fuel and two units of fission products. So you get four units of core fuel back for consuming five units of depleted core fuel. This means you only need to replace one out of five. The one vital thing that you cannot allow to happen is letting the output for depleted core fuel back up. That will cause a shutdown. If the output of enriched blanket fuel is full there's no consequences, the reactor can still run. If there's no input of blanket fuel, there's no problem, but no new core fuel can be created by the blanket fuel recycling loop, and so you'll eventually run out of core fuel. If you use up the core fuel you can make more using the chemical plant recipes. But if the output of depleted core fuel backs up there's nothing to be done, you can't dump, store or remove that depleted core fuel from the reactor, you have to reprocess it, and that means you need access to the inputs and need to make sure that the core fuel produced has somewhere to go. The second loop (for blanket fuel) is done in an enrichment plant. It takes in enriched blanket fuel in 15 unit batches and outputs three core fuel and 12 blanket fuel. There's no external ingredients required for this and no by-products. The rate at which blanket fuel is converted to enriched blanket fuel is settable by the player to either off, sustaining or surplus. If enriching is off you'll get no blanket fuel but the consumption of core fuel will be cut in half. You'll need to use one of the startup recipes to make up the shortfall. At the normal enriching level you will produce just enough to keep up, creating just enough new core fuel to make up for the loss on the depleted core fuel loop. At high level enrichment you will make a surplus, but in exchange the reactor will produce far less steam: at speed level 4 it will make as much steam as a level 1 on a different setting. Surplus enriched blanket fuel can be used for other processes. It can be used to convert depleted uranium into new blanket fuel (in a Chemical Plant II). In older versions of the game depleted uranium and salt could be converted directly into blanket fuel, but now this process requires enriched blanket fuel. It can also be used to make 20% uranium or plutonium (in an Enrichment Plant). Since these products can be stored and used to make core fuel they are a useful way to stockpile resources to start more reactors or generate plutonium for space probes (or restart your reactor in case of a shutdown error). Remember, 20% uranium can be stored in an ordinary flat storage but plutonium can only be stored in a nuclear waste facility. Creating the starter core fuel The reactor produces its own core fuel but you will need to make a bit to get started. It is produced in a Chemical Plant II from 20% enriched uranium and salt. You make 20% uranium by processing 4% uranium in an enrichment plant with more Hydrogen Fluoride, you can use a loop back and sorter to accomplish this. Update three adds a second option for producing your starter supply of core fuel: plutonium and salt. So if you plan ahead you can stockpile some plutonium instead of converting it to MOX rods, a smart idea since there is a use for plutonium in space probes now (although it is possible to make plutonium from enriched blanket fuel, I'll cover that in the section on recycling.) Use a pipe balancer to make sure that the core fuel coming back from the two recycling loops is given priority over new core fuel otherwise the loop might back up. Once the system is running you can pause this plant but be ready to use it to start up again. If you run the reactor in non-enriching mode it will consume half as much fuel, but you will need to produce more using these methods. Enriching fuel is more cost effective, so under most circumstances that is what I would recommend. Creating input blanket fuel Blanket fuel recycles through the loops but it diminishes as it's converted to core fuel, so you'll need a constant input of new blanket fuel. There are two machines that can make it, and four possible input products to make it from. Using a Nuclear Reprocessing Facility, you can make blanket fuel from either spent fuel or spent MOX, giving you a way to reuse the wastes from your older reactors. These can be belted in from the waste facilities where they are stored. There's no chance of backup as they're used in the same amounts, so feel free to share a belt for these. As before the byproduct is fission products, and you'll need inputs of salt, acid and molten glass (but surprisingly not steel, I guess since the waste comes in as a barrel the plant is just reusing the same barrel for the fission products). You will want to start out this way to get rid of your hazardous waste. It makes two a minute in a 1 to 1 ratio with either waste input. The second way is in a chemical plant II, which can process either yellowcake or depleted uranium along with salt. Yellowcake requires only salt, but to make blanket fuel from depleted uranium you must provide an input of enriched blanket fuel. You get back four blanket fuel per minute in either case, but with depleted uranium it's only a net of two (as you consumed two enriched fuel to make it). One reactor won't fully load the recycling loops, so only one of these methods is needed at a time, but I recommend first using up your hazardous spent fuel and MOX to free up the storage, then switching to your depleted uranium stockpile and then back to yellowcake. Using up the waste you generated on the earlier reactors might take you a century or more. The depleted uranium method can't make enough new blanket fuel on its own to keep up with the reactor, so you will need to use yellowcake or reprocessed waste to make up the deficit. Superheated steam - power generation and more The FBR generates superheated steam, which has double the energy content of regular high steam. To optimally use the steam, you should build a shaft with two super turbines, two high-pressure II, two low-pressure II, and four large generators all plumbed in series. That will consume 96 superheated steam and give back 96 depleted steam, and completely occupy the 72 MW torque limit of a single shaft, which yields 60 MW of electricity. Four such shafts deliver 240 MW. One large cooling tower can recover the steam from one shaft, so you'll want four of those as well. If you recycle all the steam you'll need 24 new water per level per minute to make it up as the cooling tower can only recover 75%, that is 96 at full speed. If you send the depleted steam to a bank of vacuum desalinators instead of cooling towers you can consume all the steam of a full output power plant and get a net gain of 37.5% extra fresh water, but that will require 16 desalinators, using 64 workers and 6.4 MW of power and a lot of space. If instead you feed 12 superheated steam to two desalinators you'll net all the water you need to make up for the loss plus a surplus of 36 per minute, using only 800 KW and 8 workers. Keep in mind that if you use all your steam for power you'll have none for desalination, so your reactor could run dry if you're at the redline unless you use a pipe balancer to ensure that the desalination gets priority. Most of the groundwater aquifers can support 96 water a minute (that's two pumps) sustainably if you don't use it for anything else, more than that they'll deplete over time. The hydrogen reformer also includes a new method of splitting water using superheated steam to make hydrogen and oxygen that uses less energy than electrolysis. Tapping into your superheated steam for these processes will mean you can't fully use all of it for power generation. It's far more flexible to use power to make superheated steam in electric boilers, but that incurs a small loss. Also, superheated steam isn't compatible with the oil refining process, so if you had been tapping your old reactor for your refinery's steam you'll need to either tap in after the super pressure turbine or use an electric boiler instead.

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快中子增殖反应堆与你!

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