Beginning of a Micro Nation | Ep72 | Workers and Resources | Season 10

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  • Опубликовано: 15 ноя 2024
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Комментарии • 50

  • @jonathanvoigt2690
    @jonathanvoigt2690 День назад +2

    I think a tunnel project to the give the island a road link would be an interesting proposition, given that it would be massively resource and vehicle use intensive far from any major construction office clusters, great episode as always!

    • @bballjo
      @bballjo  День назад +1

      @@jonathanvoigt2690 but that's against the rules/ideas of the island challenge...tbf, not really, but we already know that the main island is fine... expanding that with more roads wouldn't really do much imo...I just really liked the micronation challenge in a small space.

    • @glenmcgillivray4707
      @glenmcgillivray4707 22 часа назад

      I think I would give the micronation a single construction office for maintenance reasons, then use it to dig its own tunnel to the mainland while Helicopters focus on delivering any repair related machines/resources while the tunnel is slowly bored from the island to the mainland to ultimately rid itself of helicopter reliance.
      It would keep with the theme of independence and give some workers something to do to give us a way to get off the island without expensive helicopter rides.

    • @bballjo
      @bballjo  21 час назад

      @glenmcgillivray4707 it would certainly work...but no tunnel feels better to me...let me know what you think when it's all done :)

    • @glenmcgillivray4707
      @glenmcgillivray4707 20 часов назад

      @@bballjo main reason for the construction office is sometimes stuff ends up without helicopter access. It'll be a lot better to not let the island break down because a water, sewer, power connection falls over because we put a trash bin two full pixels too close to it! And it would be fun for roleplay reasons, a few mechanics patching stuff up and tunnelling whenever they aren't busy.

    • @bballjo
      @bballjo  20 часов назад

      @@glenmcgillivray4707 there will be COs on the island... just no tunnel:)

  • @hai.nguyenhoang
    @hai.nguyenhoang 16 дней назад +3

    Don't forget about that tiny amount of hazardous waste (that's mixed with metal scrap) the small clinic will produce there :)
    And for vehicle replacement, you'll also need a scrapyard there.
    47:31 Tooltip there says the coal mine has a max daily garbage production of 16.17t.

  • @kent_hdd
    @kent_hdd День назад

    Wow, I did the exactly same challenge just 3 days ago. I give myself the extra milestone of solving buildings puzzles, where everything must fit inside the designated area AND look nice at the same time.

    • @bballjo
      @bballjo  День назад

      How did you do?!?

    • @kent_hdd
      @kent_hdd День назад

      @@bballjo It is surprisingly fun to be limited on space and build a mini communist island. However, it is worth noting that I had to use quite a lot of mods and even locally edit some of the mods myself. Some of the vanilla buildings are way too big to fit on the island and look pretty at the same time.

  • @Rapha_493
    @Rapha_493 День назад

    New idea for a video in the future : "Beautifying the republic"
    Making the cities of the republic look as welcoming as possible, while also making the industries as good looking as possible (in the sense of more realistic)

    • @bballjo
      @bballjo  День назад

      You are looking for hmuda ;)

  • @JuusoH-l1v
    @JuusoH-l1v День назад +1

    New idea for the next 5 year plan... Ep 80 Big chemicals factory...

    • @bballjo
      @bballjo  День назад +2

      Hm...with the new vanilla chem plant...it's not really a challenge anymore, it's just a matter of where to add the village near the line...but bigger issue is, chemicals don't cause enough financial stress...there is something much more important we will need!

  • @JuusoH-l1v
    @JuusoH-l1v День назад +2

    Wild idea for the micro nation public transport. Trolys (Trolley busses)

    • @bballjo
      @bballjo  День назад +2

      I think the same was suggested on patreon, but it becomes problematic with the conveyor towers (solvable), but busses felt more flexible...plus busses would still be needed for the power plant, as trolleys need that power

    • @bennaylor3658
      @bennaylor3658 8 часов назад

      @bballjo metro? could Easy run a circle under the island and leave roads for trucks it would be funny to only heli in city needs one less harbor also no?
      I use alot of helicopters tho lol

    • @bballjo
      @bballjo  8 часов назад

      @bennaylor3658 metro could be interesting here...single loop to deliver workers seems effective...but requires a lot of power to run...so maybe

    • @bennaylor3658
      @bennaylor3658 8 часов назад

      @bballjo its is a micro nation and you havnt done metro yet lol
      might do it my self with a above ground that transition into the underground as it enters the mountain to the mines 🤔

    • @bballjo
      @bballjo  8 часов назад +1

      @bennaylor3658 send it to me when you are done!

  • @Marlec-vo3hc
    @Marlec-vo3hc День назад

    This project reminds me of an actual in real life island located in Japan called Hashima. It’s now abandoned but it used to be a coal mining island, it’s a really interesting story maybe you can use sole inspiration from it :)

    • @bballjo
      @bballjo  День назад

      I've seen that one in a show/documentary!

  • @hahu8483
    @hahu8483 День назад

    - The general separator will likely be your bottleneck. If I have seen correctly it already is at your other coal mines, despite them being low yield and run at meh efficiency. It is possible to completely separate the coal mines/processors construction waste from other completely burnable waste with just bin/garbage transfer separation, and incinerate it directly.
    - Consider connecting one of the mines to the incinerator with factory connection, seems to me it could be possible to connect them through the garbage transfer. That's always some traffic cut. Though the mine would need another garbage transfer directly strapped and set to construction waste, to prevent the conwaste from going to the incinerator.
    - You will get more than enough gravel from recycling conwaste, so you will have to build the aggregate harbor to export it anyway.
    - Ore processors will produce a lot of waste, and you have them on the opposite end from the incinerator. For me it would be a cableway moment, betting on a the big one assuming ++80% efficiency. Same, I would bet for a big incinerator for all this coal waste, I got burned myself once I used the small one.
    - Getting rid of ash will be a problem, I would not bet if even filling the entire remaining land with ash dumps would cut it.
    Cheers!

    • @bballjo
      @bballjo  День назад

      I think we will be ok with all the waste...but we will see what time brings:)

  • @daniil3815
    @daniil3815 День назад +2

    Yeah. I suggested to settle that island before. it has so much coal, and it is the biggest % on the map.

    • @bballjo
      @bballjo  День назад +1

      That island was designed to have the biggest coal deposits...yet I didn't anticipate a full settlement on it :)

    • @daniil3815
      @daniil3815 День назад

      @@bballjo I remember I suggested to have steel mills on that island, so you don't have to move so much coal. And I wanted to have a city on the main island and had bridges to that coal island. but your way of doing it might be even cooler, we like moving cargo around the map like maniacs. xD hopefully pollution will be under control on that coal island.

    • @bballjo
      @bballjo  День назад

      @daniil3815 we will see:) with a steel mill there, you now have to solve shipping in workers...that would also be interesting, but without end stations a real challenge

  • @SeregaKRYL
    @SeregaKRYL 17 дней назад +1

    In Banska Stiavnica in Slovakia they had mining university for a few centuries already (mining town)

  • @Thesecret101-te1lm
    @Thesecret101-te1lm День назад

    Interesting episode!
    I think you forgot to actually allow citizens to move in to the "first coal town appendix" or whatever would be the best way to describe it :)
    For the bus lines in that area, maybe disallow passengers and students to the single bus that takes workers to the gravel area (and any leftovers to the main city).
    Re the micro nation: If you arrange the footpaths so only one Dnipro flat is within walking distance of the university, you ensure about 18% highly educated workers, which should be plenty to staff the uni, school, police, secret police and the hospital.
    In theory you could probably build two of the new bigger version of the small shopping center, with two factory connections, and have each of them connect to a shared meat storage and a shared food/clothes/electronics storage, and have helipads connected to them, with four lines, one for each material type (or possibly two helicopters for food?). :)
    I think that you "deserve" to build a bridge over to the nearby even smaller island and use that for the trash setup.
    Also since pollution is the main factor, if you can squeeze it in, maybe build all three incinerator types, i.e. heat, power and the regular one, and use duplicate heat transfer stations and set "high priority" to the ones that are fed from the incinerator, and likewise use priority switches for the electricity.
    Don't forget that if you decide to use helicopters for all reconstruction you need to ensure that helicopters have access to all buildings, i.e. they can't be too close together.
    Although ships are the cool way to solve materials movement, I think in this case it's fine if you use one or two 3x helipads with "wait until unloaded" for the materials that have really low usage, like fabric for vehicle maintenance and whatnot.
    Speaking of vehicle maintenance, you need to set up storage's for replacement vehicles on this island. Thinking about it, if you are able to use conveyors everywhere, and have the vehicle repair station use a factory connection to an open storage connected to a harbor, you might be able to only have buses, covered hulls, garbage trucks and the four emergency service vehicle types. Still quite a lot of different vehicles, but you could at least do without open hulls.
    Looking forward to the next episode, will be interesting to see how you solve all of this!
    P.S. it might be a good idea to build a passenger heliport, to have workers from outside start everything up so you don't have to take a chance on wind (and/or solar) power producing enough until the coal production is able to sustain a coal power plant. Speaking of this, I think that this is a place where you "deserve" to permanently use one of the free fuel stations permanently, as that ensure that the bus line to the coal power plant will run even if the power plant runs out of workers, the buses run out of fuel and wind don't produce enough to power the fuel stations. Also speaking of this, you might want to have priorities on what gets powered when there isn't' enough power. I would say fuel stations and what's needed to run the coal power plant is highest prio, and the city and heating plant second prio, and the mines and whatnot third priority.

    • @bballjo
      @bballjo  День назад +1

      Very interesting.
      I think there are a lot of good thoughts here!

  • @Kuszu
    @Kuszu 17 дней назад +2

    You could use normal stands for mines to pre-seperate trash so you can ease up the workload in seperation

    • @Kuszu
      @Kuszu 17 дней назад

      And they can be handled by technical office

    • @bballjo
      @bballjo  17 дней назад +1

      @@Kuszu good call!

    • @Kuszu
      @Kuszu 16 дней назад +1

      @@bballjo And mines create A LOT of construction waste so be ready :P

    • @bballjo
      @bballjo  16 дней назад +1

      They won't produce more than any of the others we've already built...

    • @Thesecret101-te1lm
      @Thesecret101-te1lm День назад

      they take up almost as much space as a container transfer thingie, and the transfer thingie has room for more trash so would be a better option as long as it's possible to get the factory connection in.
      Also forcing the use of DOs makes it possible to set the DOs to only fill the trash setup up to say 50% or so, ensuring that there is room for waste from the technical services even if the trash setup is overloaded. It's way better that the mines operate at a reduced efficiency than the city drowns in trash.
      Side track: Unfortunately it seems like you can't connect two dumps and tell one to store mixed waste and one to stor construction waste, as the mine then mixes construction waste with mixed waste.

  • @notdoggymoney
    @notdoggymoney День назад

    bbanjo whats about the electronics, thats another doomsday clock ticking

    • @bballjo
      @bballjo  День назад +1

      @@notdoggymoney A. All doomsday clocks are connected. B. Bbanjo would have been a much better name!!

  • @EVILIAN32
    @EVILIAN32 9 часов назад

    Why don't use train to connect coal island and big one? I understand, that challenge goal is avoiding auto and trains between islands, but coal island doesn't have any custom house.

    • @bballjo
      @bballjo  8 часов назад

      You can if you want...but imo we've already done that one the island... connecting the coal island with a road would just make it part of the island and work exactly like everything else on the island... doesn't sound very interesting or exciting.

  • @tixarfuriaa
    @tixarfuriaa 13 дней назад +1

    hey, I have a city with about 10,000 people and I have no place to live, and my children are dying, I built an orphanage, is this a way to prevent these children from dying??? I know I should build more blocks, but I built 5 with 500 people each and they were filled immediately :D

    • @bballjo
      @bballjo  13 дней назад +2

      @@tixarfuriaa yes, you can save some children with an orphanage, just make sure it runs as peak efficiency.

    • @tixarfuriaa
      @tixarfuriaa 13 дней назад +1

      @@bballjo ty bro :)

    • @cpt.mirones5109
      @cpt.mirones5109 День назад

      you can also toggle on the building when building it to not recive new citizen so there is space to live now.

  • @bennaylor3658
    @bennaylor3658 9 часов назад

    id hook it up to rail ships seem to unreliable for me one oneway rail to supply the city is how i would hook it up tunnel under the water mabey idk 🤷‍♂️ or a road tunnel and supply with truck's

    • @bballjo
      @bballjo  8 часов назад

      Yeah...but we can't use roads or tunnels

    • @bennaylor3658
      @bennaylor3658 8 часов назад

      @bballjo y