![]() Increased replayability by offering more ways to play the game.Improved island generation / multiple islands to build on.More interactions in exploration & naval battles.More mechanics around settlement & population.“We are hoping to incorporate following improvements: How is the full version planned to differ from the Early Access version? We want to make sure that we deliver a game that we can be proud of and a game that players will enjoy.” We'd like to use this time to finish and polish the game as well as take the time to incorporate feedback from the community. “We plan to stay in the early access for 2-3 years. However, to deliver a full release with all the ideas we have in mind, we need support and feedback from the community.”Īpproximately how long will this game be in Early Access? We believe that we managed to get the game far enough to provide you with an exciting Early Access experience. “We are a team of two developers with no external funding and we've been passionately working on Captain of Industry for more than 6 years. Finally, set the filling inserters to and the emptying ones to. Then link the arithmetic combinator’s output to a red network spanning all your inserters, and each inserter also to the chest it accesses. Simply divide by the negative number of chests. So instead of comparing "A" to "Iron", we can reformulate our comparisons:Įach condition has an addition and a comparison, both of which are handled by the inserter itself. When you connect a red and a green network, their contents are added! The trick is to realize that each inserter condition is itself a comparison, but each circuit component is itself an adder. In fact, we can get away with a single Arithmetic Combinator. Is there a way to make this even more compact? Remember that inserter conditions are themselves a comparison, so we don’t need the comparison combinator - we can just link the output of each arithmetic combinator directly to each set of inserters, for instance in the item "A" (for Average), and use a second green network linking just the chest with the inserter to compare the items in the chest with the average. Then we just add the leeway with two more arithmetic combinators, and link each chest to a decider combinator for the number of items. Because of this, it’s usually better to build in some leeway:Ĭomputing is fairly easy: we just add together all the chests’ contents, by connecting them onto a single circuit network, and use an arithmetic combinator to divide the number of items by the number of chests. Of course, we get into trouble when each chest is equally full - no chest will be fuller than the average. The basic idea is that we want each chest to fill only if its fullness is less than the average, and empty if its fullness is more than the average. We’d rather keep our chests symmetrically loaded. Then the outgoing belt slows down because it’s only being filled from that one chest. When built like this, it’s often the case that the chests become unbalanced, for instance because one chest gets the most items due to being earlier on the belt. This buffer zone usually takes the form of a bunch of chests feeding from a belt on one side and onto another belt on the other. For that reason, it’s useful to have a buffer between the smelter and your factory, so that if your iron backs up, it doesn’t stop copper from smelting and you have time to turn off the iron inflow. For instance, when transporting copper and iron on the same train, or smelting it in the same furnace line, sometimes your iron backs up and starts blocking the smelters, and because your belt is full of iron no copper can get processed, and your factory locks up. Often in larger factories, you want a buffer zone for items to avoid backing up. All credit for this design goes to MadZuri.
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