Difference between revisions of "Cargo Depot (2)"
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{{about|the small auxiliary dock for utilized by [[Cargo Ship]]s|the large pier where the exploration [[Ship]] docks|Shipyard|the small wooden dock used for [[trading]]|Trade Dock}} | {{about|the small auxiliary dock for utilized by [[Cargo Ship]]s|the large pier where the exploration [[Ship]] docks|Shipyard|the small wooden dock used for [[trading]]|Trade Dock}} | ||
The '''Cargo Depot (2)''' is a small auxiliary dock which allows for a [[Cargo Ship]] to dock at the island once one has been discovered and repaired. It features a flat dock space with connection slots for the addition of two '''(2)''' Cargo Depot modules, a | The '''Cargo Depot (2)''' is a small auxiliary dock which allows for a [[Cargo Ship]] to dock at the island once one has been discovered and repaired. It features a flat dock space with connection slots for the addition of two '''(2)''' Cargo Depot modules, a 74 unit {{infoicon|Diesel}} tank for refueling Cargo Ships, and an accompanying [[Pipe]] connection to replenish itself. | ||
In order for the Cargo Ship to arrive and be able to unload cargo, the player must attach and build at least one [[Unit Module (S)]], [[Unit Module (S)]], or [[Fluid Module (S)]]. While there are also higher-capacity (M) variants of each of these modules, they are unlocked upon completion of the [[Cargo Depot II]] research which also unlocks the [[Cargo Depot (4)]] with additional module slots. As a result, pairing of the (2)-size dock with the (M)-size modules is uncommon. | In order for the Cargo Ship to arrive and be able to unload cargo, the player must attach and build at least one [[Unit Module (S)]], [[Unit Module (S)]], or [[Fluid Module (S)]]. While there are also higher-capacity (M) variants of each of these modules, they are unlocked upon completion of the [[Cargo Depot II]] research which also unlocks the [[Cargo Depot (4)]] with additional module slots. As a result, pairing of the (2)-size dock with the (M)-size modules is uncommon. | ||
==Module selection== | ==Module selection== | ||
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* Unit Module (S): [[Sawmill]] ({{infoicon|Wood}}) | * Unit Module (S): [[Sawmill]] ({{infoicon|Wood}}) | ||
* Loose Module (S): [[Sulfur Mine]] ({{infoicon|Sulfur}}) • [[Uranium Mine]] ({{infoicon|Uranium Ore}}) • [[ | * Loose Module (S) | ||
::[[Coal Mine]] ({{infoicon|Coal}}) • [[Sulfur Mine]] ({{infoicon|Sulfur}}) • [[Limestone Quarry]] ({{infoicon|Limestone}}) • [[Quartz Mine]] ({{infoicon|Quartz}}) • [[Uranium Mine]]({{infoicon|Uranium Ore}}) • [[Rock Mine]] ({{infoicon|Rock}}) | |||
* Fluid Module (S): [[Oil Rig]] ({{infoicon|Crude Oil}}) • [[Groundwater Well]] ({{infoicon|Water}}) | * Fluid Module (S): [[Oil Rig]] ({{infoicon|Crude Oil}}) • [[Groundwater Well]] ({{infoicon|Water}}) | ||
Module types can be mixed and matched within a single Cargo Depot, however they are frequently built in identical pairs for ease of management. | Module types can be mixed and matched within a single Cargo Depot, however they are frequently built in identical pairs for ease of management. Mixing module types may make the cargo ship depart the deposit before the less-utilized cargo is unloaded. So, fuel efficiency will be worse. | ||
==Configuration of modules== | ==Configuration of modules== | ||
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As with mixing and matching module types, it is possible to mix and match desired cargo within the same dock. For exactly the same reasons as stated before, this is not always preferable. | As with mixing and matching module types, it is possible to mix and match desired cargo within the same dock. For exactly the same reasons as stated before, this is not always preferable. | ||
==Cargo Depot spacing and placement== | ==Cargo Depot spacing and placement== | ||
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==See also== | ==See also== | ||
* [[Outposts]] | * [[Outposts]] | ||
{{Navbox/Machines}} | {{Navbox/Machines}} |
Revision as of 05:57, 18 August 2022
Construction | |
Workers | 12 for assigned cargo ships |
Electricity | None |
Maintenance | None |
Footprint | 25x2 (on land) plus 25x9 on land or over ocean plus 45x12* over ocean |
Cargo | Diesel |
Storage | 77 |
Required Research | Cargo Depot |
Designation | Cargo Docks |
Variants | Cargo Depot (4) Cargo Depot (6) Cargo Depot (8) |
The Cargo Depot (2) is a small auxiliary dock which allows for a Cargo Ship to dock at the island once one has been discovered and repaired. It features a flat dock space with connection slots for the addition of two (2) Cargo Depot modules, a 74 unit Diesel tank for refueling Cargo Ships, and an accompanying Pipe connection to replenish itself.
In order for the Cargo Ship to arrive and be able to unload cargo, the player must attach and build at least one Unit Module (S), Unit Module (S), or Fluid Module (S). While there are also higher-capacity (M) variants of each of these modules, they are unlocked upon completion of the Cargo Depot II research which also unlocks the Cargo Depot (4) with additional module slots. As a result, pairing of the (2)-size dock with the (M)-size modules is uncommon.
Module selection
Module selection should reflect the type of cargo available at a repaired outpost staffed by Workers. Suitable pairings include:
- Coal Mine ( Coal) • Sulfur Mine ( Sulfur) • Limestone Quarry ( Limestone) • Quartz Mine ( Quartz) • Uranium Mine( Uranium Ore) • Rock Mine ( Rock)
- Fluid Module (S): Oil Rig ( Crude Oil) • Groundwater Well ( Water)
Module types can be mixed and matched within a single Cargo Depot, however they are frequently built in identical pairs for ease of management. Mixing module types may make the cargo ship depart the deposit before the less-utilized cargo is unloaded. So, fuel efficiency will be worse.
Configuration of modules
After construction, the desired cargo must be set on a per-module basis. If only one suitable cargo type is available to the player when it is built, that cargo will be automatically selected. To select the desired cargo, left click on the module and select the item type in the Stored Product
section.
As with mixing and matching module types, it is possible to mix and match desired cargo within the same dock. For exactly the same reasons as stated before, this is not always preferable.
Cargo Depot spacing and placement
Upon first glance, the Cargo Depot (2) may appear to require an abundance of unoccupied space on either side laterally. However, this is to reserve space so that the Cargo Depot (2) can be directly upgraded to the Cargo Depot (4) without needing to demolish and rebuild them further apart later.
Placement of Cargo Docks on uneven shorelines is often tricky. The player can ease placement through strategic dumping of excess materials, such as Slag or Rock to create a straighter and more level shoreline.
To prevent blockage (assuming they are placed along a parallel shoreline) a minimum of 50 tiles of space is required between the structural part of the depots. For Cargo Depot (2) this includes the invisible footprint reserved for the extra space Cargo Depot (4) takes up.
See also
General Machines | |
Water Extraction & Processing | |
Food Production | |
Metallurgy & Smelting | |
Power Production | |
Crude Oil Refining | |
Waste Management | |
Transports | |
Storage |
|
Buildings | |
Buildings (For Vehicles) | |
Housing & Services | |
Cargo Docks |
|
Landmarks | |
Planned or Proposed | |
* Only available in the Supporter Edition |