Similar to Turbines, but from other side.
Would disable generator if not enough torque on shaft.
That would manage power plants with unstable steam supply.
Similar to Turbines, but from other side.
Would disable generator if not enough torque on shaft.
That would manage power plants with unstable steam supply.
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It should go away after some time. Doesn’t it go away?
Nope.
And i think it should be 1 time event. Not a continues one.
Please add Shipyard Storage value override.
You could only hide it.
I don't need to see that message permanently.
Just basic 180 degrees rotation.
Way too many times i missed up these while building. ;)
Please make economical settings editable. :)
A cargo helicopter consumes approximately 15 to 25 times more fuel per hour than a truck of similar carrying capacity.
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I would imagine the price of these logs being sky high! 😆
There are indeed helicopters being used to lift logs out of a forest where trucks can't access. Google it.
Heli-logging accounts for a very small fraction—typically less than 5%—of total global timber production. Its usage is primarily restricted to highly valuable tree spe…
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i really love the idea of a dedicated logging helicopter being assigned to a Tree cutter/planter incresing their productivity by lowering downtime.
logging helicopter - that's rich!
I would imagine the price of these logs being sky high! 😆
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To by bol masaker. Niektoré schémy by sa nemali do hry kopírovať aby to nezabilo pôvodnú myšlienku hry.
That would be a massacre. Some schemes should not be copied into the game so as not to kill the original idea of the game.
These are mods. Mod's are optional and can be used or skipped at will. No one is forced to use a mod.
Even more complicated.
Add an electricity grid like in a Factorio.
This one is rather complicated, i suppose.
Limit amount of range liquids can travel in pipes and add a specialized Pump building, which would consume moderate amounts of electricity.
So to transfer liquids for a long distance would not be free.
Make basic buildings have internal pumps, with limited range, while Pumps having a longer reach.
Multipliers for transport belt maintenance and energy consumptions.
I'd like to set these for like 1000% to make Trains a better choice than an awfully long belts.
Make basic Trains and Wagons need Vehicle Parts I to build instead of Vehicle Parts II. That would make trains much more accessible at early game. Who need glass for a steamers, if you don't need it for Pickups?!
A mod to move whole basic Trains tech before Steel could be even better. Maybe after Advanced Logistic Control tech? Just Trains, not **Long Trains,…
Cause these cells look yellow and seems like can not be used for tree planting.
Or I'm wrong about that?
Not just amount of pirates, but their power too.
Could these be ignored also?
How about making speed changes 1-2-4-8-16 instead of 1-2-3-4.. e.t.c. ?