Been watching this series since the start while doing my own play-through trying to reach 100K residents, there are many times I though "oh, he's going to regret doing that in 20+ episodes"... welp. Attaching small warehouse to repair station is a good idea, but I've learned the hard way to attach a small open storage as well or they will run out of steel, vehicles will get stuck waiting repair, everybody dies, etc...
28:17 You haven't set the busses to force unload workers at the train station. (Which is why the huge unemployment is there in the first place and why you may have trouble with steel production) 48:24 Huh, so it is helping, although, I still see a few people complaining there :D
You talked about tourist sector few episodes ago. What if you make the islands that are next to The Line, a tourist paradise like Finlands Åland islands?
I think. With 8 factories, we should set them up to produce a variety of machines on loop, then set up our distribution of those trucks into four seperate lines, refilling all storages in seperate sections, for a long term resolution of lots of trickling machine production, and exporting the surplus. Because we have chosen to use two seperate storages for most truck types, we can easily set up a small swarm of transports to out load dozens of old machines at once and empty the republics storage one type at a time, and when completed, your production will slowly refill all storages. Alternatively accept the loss of value and order old machines to head direct to the sale yard and skip the export line setup. Certainly we don't get automation that we might enjoy, but we will be out of a potential death spiral where everything will shut down due to lack of new production machines. I presume you'd prefer to do it while offline, and you'd probably like one factory to build custom orders only To be clear, i suggest taking our current production system and setting up some long term distribution and production chains, to ensure consistent production and distribution is finished, with that established we can clear the Aging backlog with confidence all types will be available for replacement. And then with all types represented in our production queues, we can wait and hope for the age related filter to appear one day, and set up distribution networks with confidence.
I think I like all of that, and in some shape that's what I wanted to do...but there is no way to set up a long term queue anywhere, which is really the main hurdle for all of this.
@bballjo you can't queue up a list and set it to repeat? That's frustrating. You'd think it wouldn't be too hard to add a loop construction process. I suppose the alternative is to print five of each type and repeat cars at the end then re add the whole list manually whenever you spot it printing cars again.
@glenmcgillivray4707 anything repeatable and predictable would work, there are so many options, and I did tell the devs all of my thoughts about it...we will see what the future holds.
Had no idea that the trains would go to depots and use them for repairs, I thought that was just the spawn point (or basically the staging point) to buy trains and then set up lines. Is this the same for road depots? That would make me start using the larger road depots more often, if vehicles will drive to them to be in the repair radius. Everytime I watch one of your videos I learn something new. Thanks again!
Yes, all the repair stations are supposed to be the same. If vehicles have a home base, the repair station trucks will go there if they are in range, if vehicles don't have a home base, the trucks will try to find a repair station that has room for them. A long those lines, the queue space is directly dependent on the current workers in the repair building, and each repair and vehicles have different values for how many people are needed for the repairs.
Been watching this series since the start while doing my own play-through trying to reach 100K residents, there are many times I though "oh, he's going to regret doing that in 20+ episodes"... welp.
Attaching small warehouse to repair station is a good idea, but I've learned the hard way to attach a small open storage as well or they will run out of steel, vehicles will get stuck waiting repair, everybody dies, etc...
9:38 pressing the T_ on thr bottom right of the mini map adds the city names to it
28:17 You haven't set the busses to force unload workers at the train station. (Which is why the huge unemployment is there in the first place and why you may have trouble with steel production)
48:24 Huh, so it is helping, although, I still see a few people complaining there :D
Indeed...I finally did that now 😂
You talked about tourist sector few episodes ago. What if you make the islands that are next to The Line, a tourist paradise like Finlands Åland islands?
I think. With 8 factories, we should set them up to produce a variety of machines on loop, then set up our distribution of those trucks into four seperate lines, refilling all storages in seperate sections, for a long term resolution of lots of trickling machine production, and exporting the surplus.
Because we have chosen to use two seperate storages for most truck types, we can easily set up a small swarm of transports to out load dozens of old machines at once and empty the republics storage one type at a time, and when completed, your production will slowly refill all storages.
Alternatively accept the loss of value and order old machines to head direct to the sale yard and skip the export line setup.
Certainly we don't get automation that we might enjoy, but we will be out of a potential death spiral where everything will shut down due to lack of new production machines.
I presume you'd prefer to do it while offline, and you'd probably like one factory to build custom orders only
To be clear, i suggest taking our current production system and setting up some long term distribution and production chains, to ensure consistent production and distribution is finished, with that established we can clear the Aging backlog with confidence all types will be available for replacement. And then with all types represented in our production queues, we can wait and hope for the age related filter to appear one day, and set up distribution networks with confidence.
I think I like all of that, and in some shape that's what I wanted to do...but there is no way to set up a long term queue anywhere, which is really the main hurdle for all of this.
@bballjo you can't queue up a list and set it to repeat? That's frustrating. You'd think it wouldn't be too hard to add a loop construction process. I suppose the alternative is to print five of each type and repeat cars at the end then re add the whole list manually whenever you spot it printing cars again.
@glenmcgillivray4707 anything repeatable and predictable would work, there are so many options, and I did tell the devs all of my thoughts about it...we will see what the future holds.
Had no idea that the trains would go to depots and use them for repairs, I thought that was just the spawn point (or basically the staging point) to buy trains and then set up lines.
Is this the same for road depots? That would make me start using the larger road depots more often, if vehicles will drive to them to be in the repair radius.
Everytime I watch one of your videos I learn something new. Thanks again!
Yes, all the repair stations are supposed to be the same. If vehicles have a home base, the repair station trucks will go there if they are in range, if vehicles don't have a home base, the trucks will try to find a repair station that has room for them. A long those lines, the queue space is directly dependent on the current workers in the repair building, and each repair and vehicles have different values for how many people are needed for the repairs.
why me ? *suprised pikachu face*
PS : I don't even remember that bus station... except what Hai said in his comment :D