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Anime Store Adventure
May 6, 2009


Volmarias posted:

Oh thank goodness, the road building is funky and was causing road blocks from trucks and busses piling up, the helicopters were just the icing on the cake.

E: now all we need is distribution office style behavior for trains and planes, I want the train to load only if the source has more than 50% stored etc

I know. I desperately want that ability too. You can fake it out by using a distro center to ferry goods to an overflow storage where a train is waiting with “wait until full” but that’s not always what you end up wanting to do.

“-If CO has checked "deliver mechanisms only with trucks" or it is helicopter CO, mechanisms are after work teleported home”

Hell yes.

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Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
Having trains pathfind themselves is already such a step up from my experience with Transport Fever's strict lines, DC behavior would be amazing.

Anime Store Adventure
May 6, 2009


Generation Internet posted:

Having trains pathfind themselves is already such a step up from my experience with Transport Fever's strict lines, DC behavior would be amazing.

Hilariously this leads to situations where if you build so that trains never have to turn around in stations (I did this for awhile in my last save) they’ll often use a little circle loop to avoid a red signal further down the line. I think it’s a logic to sniff out an “express” rail line of sorts, but it’s really funny to see your trains take a nonsense loop “for fun.”

Log082
Nov 8, 2008


Generation Internet posted:

Having trains pathfind themselves is already such a step up from my experience with Transport Fever's strict lines, DC behavior would be amazing.

If I could have this game but with Transport Fever's train variety I would never need another train game.

Let me run a GG-1! I don't care how anachronistic it is! Pleaaaaaase!

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
My Glorious People's Republic of Helicopter Based Inter City Transit and Construction is doing well. There's about 8000 citizens. The yearly Fuel consumption is about 5m Rubles in 1970 money, though I'm making so much more and exporting so much bitumen (and some fuel but not as much) by consuming about 8m Rubles of oil (all just one refinery, albeit a very thirsty one!) that it's just not an issue at this point. I've just finished setting up a coal mining facility, and once I build an iron facility I will be able to eliminate my largest import by a huge margin: Steel. And that will be very useful, as I start building a great railroad to allow me to export that bitumen and fuel in bulk! :ussr:

The helicopter based building and transit mechanics are just delightful, honestly. It's allowed me to very reasonably perform a Cosmonaut run and create an outpost near another border crossing without having to build an expensive road / tunnel / whatever. I'm using mods to place village housing since it feels more appropriate for very small housing but it works. The only disappointing thing is that I have to build full on passenger helicopter stops instead of just landing pads, so it's less feasible to just plop one near one of those little villages to handle shopping and schooling needs.

Volmarias fucked around with this message at 00:38 on Apr 29, 2021

OwlFancier
Aug 22, 2013

I am finding a use for the new mechanics by constructing an entirely unstaffed remote oilfield by helicopter with its own wind power.



I do really like how the game models vehicle motion, the helicopters move very weightily as does everything else, but the way the helis move in particular is very pleasant to watch.

OwlFancier fucked around with this message at 00:55 on Apr 29, 2021

Anime Store Adventure
May 6, 2009


OwlFancier posted:

I am finding a use for the new mechanics by constructing an entirely unstaffed remote oilfield by helicopter with its own wind power.



I do really like how the game models vehicle motion, the helicopters move very weightily as does everything else, but the way the helis move in particular is very pleasant to watch.

I'm doing this too! But I'm going to have to ferry some citizens out for a firestation - the helicopters from my city can't quite reach the oil field.

I agree, this game has an ant farm effect like none other.

Volmarias posted:

My Glorious People's Republic of Helicopter Based Inter City Transit and Construction is doing well. There's about 8000 citizens. The yearly Fuel consumption is about 5m Rubles in 1970 money, though I'm making so much more and exporting so much bitumen (and some fuel but not as much) by consuming about 8m Rubles of oil (all just one refinery, albeit a very thirsty one!) that it's just not an issue at this point. I've just finished setting up a coal mining facility, and once I build an iron facility I will be able to eliminate my largest import by a huge margin: Steel. And that will be very useful, as I start building a great railroad to allow me to export that bitumen and fuel in bulk! :ussr:

The helicopter based building and transit mechanics are just delightful, honestly. It's allowed me to very reasonably perform a Cosmonaut run and create an outpost near another border crossing without having to build an expensive road / tunnel / whatever. I'm using mods to place village housing since it feels more appropriate for very small housing but it works. The only disappointing thing is that I have to build full on passenger helicopter stops instead of just landing pads, so it's less feasible to just plop one near one of those little villages to handle shopping and schooling needs.

I do hate the 'built up' passenger helipad, I'd like a more rustic looking one. I'm sure the workshop will have one soon enough!

zedprime
Jun 9, 2007

yospos
I don't know if it's be anymore efficient but it seems more thematic if you use one of the small houses as a bunk house for the back country firefighters and then they take the helicopter into town to watch movies and buy food.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

zedprime posted:

I don't know if it's be anymore efficient but it seems more thematic if you use one of the small houses as a bunk house for the back country firefighters and then they take the helicopter into town to watch movies and buy food.

That's actually specifically what I want! Small village to operate the construction facilities so that other things can be built further away without issue. No worrying about building a school or hospital or university or even a bus station!

This is originally what I had planned on using airports for but the relatively smaller footprints and costs of helipads make it much nicer.

Pornographic Memory
Dec 17, 2008
Anybody else start making personal cars and then get depressed by what they unleashed? In my last Republic I built a car factory for the first time so naturally I wanted to try everything with it...and hoo boy, are personal vehicles tremendously wasteful. My roads were clogged to hell and back, especially in urban areas, and I was cramming in ridiculous amounts of parking everywhere I could simply to get any meaningful number of drivers. And worst of all they barely move anybody around, you still need public transportation because staffing a factory purely on private transit would require such ludicrous amounts of parking and vehicle manufacturing. The fuel consumption also sucks too though if you have an oil industry it's not difficult to meet your needs, you just lose out on your exportable surplus.

Lib and let die
Aug 26, 2004
Probation
Can't post for 4 hours!

Pornographic Memory posted:

Anybody else start making personal cars and then get depressed by what they unleashed? In my last Republic I built a car factory for the first time so naturally I wanted to try everything with it...and hoo boy, are personal vehicles tremendously wasteful. My roads were clogged to hell and back, especially in urban areas, and I was cramming in ridiculous amounts of parking everywhere I could simply to get any meaningful number of drivers. And worst of all they barely move anybody around, you still need public transportation because staffing a factory purely on private transit would require such ludicrous amounts of parking and vehicle manufacturing. The fuel consumption also sucks too though if you have an oil industry it's not difficult to meet your needs, you just lose out on your exportable surplus.

Is W&R actually just an op to condition us against the excesses of Western lifestyles?

Firos
Apr 30, 2007

Staying abreast of the latest developments in jam communism



Lib and let die posted:

Is W&R actually just an op to condition us against the excesses of Western lifestyles?

Communism is good op.

Lib and let die
Aug 26, 2004
Probation
Can't post for 4 hours!

Firos posted:

Communism is good op.

I'm just waiting on the thumbs up to start rolling out the guillotines, comrade.

On-topic: I just cannot stop thinking about this game. It's so drat good. I keep telling myself I'm going to install DE now that the final cut is out but I just keep coming back to building communism. I don't even count sheep to fall asleep anymore, I count workers.

OwlFancier
Aug 22, 2013

Pornographic Memory posted:

Anybody else start making personal cars and then get depressed by what they unleashed? In my last Republic I built a car factory for the first time so naturally I wanted to try everything with it...and hoo boy, are personal vehicles tremendously wasteful. My roads were clogged to hell and back, especially in urban areas, and I was cramming in ridiculous amounts of parking everywhere I could simply to get any meaningful number of drivers. And worst of all they barely move anybody around, you still need public transportation because staffing a factory purely on private transit would require such ludicrous amounts of parking and vehicle manufacturing. The fuel consumption also sucks too though if you have an oil industry it's not difficult to meet your needs, you just lose out on your exportable surplus.

I tried to build personal cars except they kept getting in the car, driving to the adjacent car park, then getting back out again, without getting any closer to where they were going. So the car parks just got clogged with people being idiots.

Also nobody drives at 160 despite me giving them all absurd soviet muscle cars. Because the roads are still locked to 110 or whatever.

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.
Can somebody explain to me how factory connections work? When do I need forklifts to use them?
I have a road station, a storage, and a warehouse connected with connection and things transfer automatically.
I have a cement plant, a cement tank, and a prefab plant connected with connections and nothing transfers.

Pornographic Memory
Dec 17, 2008

VictualSquid posted:

Can somebody explain to me how factory connections work? When do I need forklifts to use them?
I have a road station, a storage, and a warehouse connected with connection and things transfer automatically.
I have a cement plant, a cement tank, and a prefab plant connected with connections and nothing transfers.

Factory connections only transfer goods through the next connection over, and they only pull from the outputs of the next factory over, never their stockpiles of materials. For storages connections will pull out finished product and feed in resources as appropriate to directly neighboring connections. If you want your prefab plant and cement factory to share gravel you need to connect them both to a gravel storage directly.

Also make sure you are not getting your cement and concrete mixed up, because the one five man plant only makes wet cement for construction as needed while the larger plant makes dry cement for future mixing or use in prefabricated panels. I forget which name the game gives to each of them but cement/concrete seems to be a common area of confusion for new players.

Anime Store Adventure
May 6, 2009


VictualSquid posted:

Can somebody explain to me how factory connections work? When do I need forklifts to use them?
I have a road station, a storage, and a warehouse connected with connection and things transfer automatically.
I have a cement plant, a cement tank, and a prefab plant connected with connections and nothing transfers.

Porno Memory has it right, but some more detail from playing 300000 hours - caveat that so much of it is observation which sometimes may be false or change with subsequent patches.

Factory connections are not unlike pumping oil/fuel in this game, and a liquid analogy might be helpful here. A single factory connection effectively makes the storage and the connected factory a 'tank.' Factories can only have a single connection - if you connect a factory to storage 1 and then connect storage 2 to storage 1, the factory cannot pull resources from storage 2, and the link between two storages has no force to push resources between them. The factory does - it acts like a small 'pump' effect, but this pump is just equalizing. Meaning for example, if you have a storage that has 1200 steel and the factory input can hold only hold 300 steel, they'll stay at the same ratio. If the storage is half full (600), the factory input will sit at 150. This is almost always fine, but some of the fiddlier products (electronics chain, nuclear chain) mean that this can be of more concern if you have big differences in storage size versus factory input/output sizes. (Output works the same with a factory connection and equalizes.) I also tend to use forklifts between a large department store and a town warehouse, as you always want to make sure the store is topping up with food because it goes so quickly with lots of citizens.T his is the same logic behind the oil/fuel pumping - without a pumping station in between, a tank and a refinery will equalize their input or output.

Forklifts work as a pump. In the case of a single connection (storage>forklifts>factory), the forklift can be set up to always top off the input storage of the factory. Again, not often crazy useful, but for cases like food from a warehouse to a store, this can become very important. Crucially, too, they can also work in the opposite direction. For things like electronics that need electrical components, it can be handy to always top up inputs and always pull out outputs. At a level of "I just want the factory to work" this won't matter - a factory connection is fine - but forklifts 'pumping' can help with efficiencies in the system.

Forklifts also let you get a little more creative with set ups. Factory connections are limited in distance and connection/turn angle, so forklifts can be useful to bridge a complex more completely. They have a huge limitation though, and that's throughput. For example, trying to feed a fully productive mechanical parts factory with enough steel using only forklifts is pretty tough and might require 8+ forklifts connected to two or more storages and connections to the factory. At that point, you're better off having a truck or two make a small loop from the storage to the factory, really. Things like steel and crops that you often need to move in huge amounts just can't be served by forklifts that have an absolute cap on how much they can drop since a factory connection has a quickly reached upper limit as only one vehicle can service the building from the connection at a time.

I like to use forklifts whenever they fit because they're neat, but generally only do it for warehouses to stores and the electric parts/chemicals/plastics/electronics chain, and even that becomes situational to the complex I set up. In most cases just a single factory connection is plenty, and in other cases its sometimes just better to make a short truck line or two between a storage/factory and another factory. (This can become a problem again if you have a lot of trucks vying for the same parking spots at a factory, though.)


OwlFancier posted:

I tried to build personal cars except they kept getting in the car, driving to the adjacent car park, then getting back out again, without getting any closer to where they were going. So the car parks just got clogged with people being idiots.

Also nobody drives at 160 despite me giving them all absurd soviet muscle cars. Because the roads are still locked to 110 or whatever.
In my current game I finally opted for the refinery open to keep a ton of cash for exports so I'm using excess cash to buy cars in my first city. Crucially I am going to try to focus them toward letting workers get to distant, small worksites (distant firestations, the heating plant, the powerplant) with the biggest sink of open 'work' lots being the refinery. They have a 2km range from a parking lot and are fast, so they're fantastic at these sorts of jobs. My hope is that I can literally do away with bus routes to the heating and power plant. If you imagine your transit network as a big jar to fill with stones, your buses and trains should be the big rocks you fill in first and do most of the work. Think of your cars as sand you fill in around those stones - they aren't taking most of the volume, but help your overall productivity because they work sort of like a distribution office for workers.

Critically though, they can absolutely gum up your roads and almost require divided highways/avenues with dedicated one ways so that they can pass slow vehicles and use their speed. I try to keep a limited number of open spaces within my city and give people plenty of walking and transit options first to get to services so that car use for that is (relatively) minimal and as much as I can make sure that they have to obey a sort of tiered road system. I don't want to give them a direct gravel road to a worksite, I want to structure my city so that to get to a worksite in any volume, they're basically forced to get on a divided road/highway. This is frequently nontrivial, though, and you can more or less solve the entire issue they solve by just having efficient public transit (just like real life!) so if you run into problems, you can avoid them altogether.

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.
How do you guys setup your cement factory?
I ended up with a strange web of conveyors crossing each other, because of the way the prefab plant inputs are arranged. Where the gravel and cement conveyors cross over I can't place roads so I had to buy the conveyor towers.
Adding the concrete factory to this web feel impossible, so I have a cement truck running a loop around the factory to the other side of my gravel storage.
The bit of video I have watched all use modded conveyor towers.

My original plan was to connect the cement and panel factories and the cement tower with connections. But after building it, I found a line in the help that suggested that connections only transfer goods that fit warehouses and open storage.
The topology had a connection junction in the centre with the cement silo, panel factory and cement factory connected. It didn't transfer anything. Would it work for normal goods?

I have currently an open storage for panels, that is a central connection node to panel factory, rail constructor and a train station. It works fine. Though I am feeling like I should move the rail constructor to a more accessible location.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Pornographic Memory posted:

Anybody else start making personal cars and then get depressed by what they unleashed? In my last Republic I built a car factory for the first time so naturally I wanted to try everything with it...and hoo boy, are personal vehicles tremendously wasteful. My roads were clogged to hell and back, especially in urban areas, and I was cramming in ridiculous amounts of parking everywhere I could simply to get any meaningful number of drivers. And worst of all they barely move anybody around, you still need public transportation because staffing a factory purely on private transit would require such ludicrous amounts of parking and vehicle manufacturing. The fuel consumption also sucks too though if you have an oil industry it's not difficult to meet your needs, you just lose out on your exportable surplus.

Congratulations, you made Houston!

OwlFancier
Aug 22, 2013

It's a bit annoying really that unlike real life you can't put crops on a conveyor belt.

zedprime
Jun 9, 2007

yospos

VictualSquid posted:

How do you guys setup your cement factory?
I ended up with a strange web of conveyors crossing each other, because of the way the prefab plant inputs are arranged. Where the gravel and cement conveyors cross over I can't place roads so I had to buy the conveyor towers.
Adding the concrete factory to this web feel impossible, so I have a cement truck running a loop around the factory to the other side of my gravel storage.
The bit of video I have watched all use modded conveyor towers.

My original plan was to connect the cement and panel factories and the cement tower with connections. But after building it, I found a line in the help that suggested that connections only transfer goods that fit warehouses and open storage.
The topology had a connection junction in the centre with the cement silo, panel factory and cement factory connected. It didn't transfer anything. Would it work for normal goods?

I have currently an open storage for panels, that is a central connection node to panel factory, rail constructor and a train station. It works fine. Though I am feeling like I should move the rail constructor to a more accessible location.
Unmodded concrete related stuff is probably the breaking point for most people to mod their belt towers because otherwise you are designing arcane runes to criss cross and still leave room for road connections and such.

Anime Store Adventure
May 6, 2009


Like this!



Not my proudest construction goods/gravel factory layout ever, but space efficient and with nice paved queues for trucks to get to all the sources and the highway going through is a cool touch! Needs some decoration/fences and stuff though too.

Also I forgot to leave room for helipads. :sigh:

Does it bug anyone if I dump pics here - like I did with my big city post? I was running an LP thread for the game, but I didn't want the overhead of feeling like I should do a write up and document the game more fully - I just want to share pictures when I get something I like, but I don't wanna flood the thread if it bothers people from getting questions answered and stuff. I'm guessing the answer is no but I'm afraid to :justpost:

e: and even if you want to play a fully 100% vanilla "I don't do mods" game, you should get the mods for conveyors because Jesus Christ they're so much better.

Anime Store Adventure fucked around with this message at 19:52 on Apr 29, 2021

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
It bugs me cause it makes me realize how bad I am at these games.

this is a joke, please continue to post cool designs

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

Always! I love seeing how other people build in this game, especially with how many systems are non-intuitive.

OwlFancier
Aug 22, 2013

Ah man I just had the big brain moment when I realised that you don't need to hook windmills up to substations, power generators project power around them, and windmills are small and have no pollution, so you can just slap them directly next to what you want to power.

They might not be the best generators but I think that absolutely gives them a good use for powering some remote things easily.

I would still quite like a sort of "reverse substation" perhaps that draws power from all things nearby and puts it into a power line.

OwlFancier fucked around with this message at 21:10 on Apr 29, 2021

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Anime Store Adventure posted:

Does it bug anyone if I dump pics here - like I did with my big city post? I was running an LP thread for the game, but I didn't want the overhead of feeling like I should do a write up and document the game more fully - I just want to share pictures when I get something I like, but I don't wanna flood the thread if it bothers people from getting questions answered and stuff. I'm guessing the answer is no but I'm afraid to :justpost:

Only insofar as it brings me great shame to compare your perfect setups with my haphazard shanty towns of industry and living.

:justpost:

Anime Store Adventure
May 6, 2009


Awesome - as I finished the stack (mostly)


And then spent the next like, two hours laying out a steel complex that was one of the worst things I've ever had to build in the game. The map only has really good coal in a very, VERY mountainous area, so it called for copious use of cableways. Not even just out of trying to use them - they absolutely are the only way to get to these without some really nasty mountain roads. I built a small train spur up into where the passenger cableways start, and the cargo cableways go down to steel complex.

It's completely unbuilt, but I saved and did an autobuild so it was visible enough for screenshots. It's going to take so many helicopters of stuff its not even close to funny. When I did a group autobuild of all of it it cost me all my rubles (~7million) and all my dollars (~1.7 million) and still wasn't finished.






I am so sick of finding ways to exploit the building right-click level to descend some of those steep cliffs.

e: a couple more because the yellow wireframe is easy to see at night.




Anime Store Adventure fucked around with this message at 00:32 on Apr 30, 2021

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
It feels like the best solution to this would be to just have the mine conveyor output go the kilometer or so down the mountains, being placed at local maximums so that terrain wouldn't block it.

Forget cableways, just straight up conveyors.

Anime Store Adventure
May 6, 2009


Volmarias posted:

It feels like the best solution to this would be to just have the mine conveyor output go the kilometer or so down the mountains, being placed at local maximums so that terrain wouldn't block it.

Forget cableways, just straight up conveyors.

And then how do the workers get up to the mine? :v:

Yaoi Gagarin
Feb 20, 2014

Anime Store Adventure posted:

And then how do the workers get up to the mine? :v:

I have used conveyors for the ore and cablecars for the workers and it seems to work pretty well.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

Anime Store Adventure posted:

And then how do the workers get up to the mine? :v:

A glorious, constant stream of helicopters oh course :ussr:

Honestly now that helicopters are in it makes something like an offshore oil-rig way more viable than it was before.

On a side note, I really love both the way fields work now and how the lowest wattage power-lines look running through them. Reminds me of places I've been in real life.

Dirk Pitt
Sep 14, 2007

haha yes, this feels good

Toilet Rascal
How big should I make my main town before branching out to another area to get more resources back to a fledgling industrial area?



I have power, coal, gravel and cement done. An unstaffed iron mine is off in the distance of my area and I'm thinking it is time add a new residential block? And my power substation is completely over worked in the main part of town...

Dirk Pitt fucked around with this message at 12:48 on May 1, 2021

John Charity Spring
Nov 4, 2009

SCREEEEE
How do water sources for fire station helicopters work? Is it just about having some actual on-map water within a certain radius of the fire station?

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
Small patch for the test branch with a bunch of fixes that re-enables pedestrian rail crossings.

quote:

0.8.4.10

-Pedestrian rail crossing are now allowed again
-Now bulldozer tool not remove underground stuff and in underground mode stuff above the ground
-Now is possible to place underground pipelines under the buildings or existing infrastructure
-Fixed cable way station for building editor
-Fixed serious problem when any road/rail/footpath construction is split by any other road/rail etc. or waypoint and the part which should get finished remain in zombie state
-RMB click on the message in left bottom notification panel remove the message
-Optimized terrain tools, they had too low FPS in case many fields on the map
-Fixed problem about sometime with footpath, railway or road was possible to cross very low bridge
-Fixed problem if vehicle cargo is trashed, it was reset also the resource/wagon specific preferences of vehicle
-Added functions to avoid place underground stuff like tunnels or pipelines through building's underground body (like underground pipeline engines or pedestrian underpasses)
-Pedestrian tunnel can be now much shorter, in case it ends or start in underpass building
-Attempt to fix issue with terrain tools in landscape editor, sometime landscape editor terraforming generate strange squares where the collision with terrain not worked. This fix should prevent landscape editor to do this bad areas.
-Added factory connections and more pedestrian connections to alumina plant factory
-Added first building's working SFX for conveyor and pipe engines
-Fixed issues about on some buildings instead above ground scaffolding was underground scaffolding generated
-Requirement for lake required for fire station was update and now for fire station is enough smaller lake for water supply
-Russian localization update
-Japanese localization update
-Chinese localization update

John Charity Spring posted:

How do water sources for fire station helicopters work? Is it just about having some actual on-map water within a certain radius of the fire station?

Not sure how this patch changed it, but valid water sources should show up as blue dots when you're viewing the range of the station.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Generation Internet posted:

A glorious, constant stream of helicopters oh course :ussr:

:hmmyes:

I'm definitely happy that you can now path pipes under buildings, that was getting super frustrating.

Anime Store Adventure
May 6, 2009


I think the blue range for fire helicopters is also their range to fight a fire. I saw a shore just out of the blue dot range where I had a distant construction office - it caught fire and the helo let it burn down.

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.
Do power plants stop consuming resources when their full output isn't needed? The Oil plant specifically.

Also, I just expanded my oil setup and the oil industry feels quite overpowered as a moneymaker.

Also, also, why does this game display plant output as KWh per day? Whyyyy?

Anime Store Adventure
May 6, 2009


VictualSquid posted:

Do power plants stop consuming resources when their full output isn't needed? The Oil plant specifically.

Also, I just expanded my oil setup and the oil industry feels quite overpowered as a moneymaker.

Also, also, why does this game display plant output as KWh per day? Whyyyy?

Yes. I have my power export tuned so that the truck line feeding it coal comes out just about even. Every now and then I have to check back and make sure it’s keeping stocked as my domestic power needs increase. I assume the oil plant works similarly.

Im with you on the units being KWH. It’s so useless to everything you’re doing in the game. If you look at the power gauge on the building window it shows the max MW, though, which for the coal plant is 23MW.

I just noticed/learned that the lights poles on your lighted streets are set by which direction you drag the street (as in dragging west to east makes the poles on the south side, and dragging east to west puts them on the north side.) This is going to drive me nuts now for making things look right/nice in cities. At least it’s not too bad to fix for major avenues that I draw out first.

OwlFancier
Aug 22, 2013

I wish there was an option to set a power plant to either produce power or heat. Or if power plants could produce a small amount of heat so my power plant can have its own fire station without them freezing to death. Also solar plants would make nice heating plants as they are solar thermal from the looks of it.

Anime Store Adventure posted:

I assume the oil plant works similarly.

Can confirm that my oil power plant throttles down during the day because the solar plants cover the power costs.

OwlFancier fucked around with this message at 20:36 on May 1, 2021

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Anime Store Adventure
May 6, 2009


OwlFancier posted:

have its own fire station without them freezing to death.

It’s vaguely “cheaty” but Robs mods have small fire stations that work well for this purpose and don’t require heat, though this problem is also at least somewhat fixed now if it’s close enough for a helicopter too. I still use the cheaty for stations because it’s ridiculous to think about piping heat half way across the map for a fire station at an oil field when the heating system is clearly designed around fairly dense urban areas that would realistically benefit from central steam heating and not a few distant outbuildings.

Another compromise they could make is a checkbox to enable electric heating for individual buildings. A no brainer for random buildings out in the sticks, but too expensive to realistically heat an entire city that way.

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