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OwlFancier
Aug 22, 2013

Electric heating would be a nice option yeah. Though I would definitely want electric heating on everything because the solar power plants output a huge amount of power and you can slap them in the middle of the city.

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John Charity Spring
Nov 4, 2009

SCREEEEE

Generation Internet posted:

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.

How do you check the range of the station? I'm feeling pretty stupid right now.

edit: is it just to hover over the building window when you click on the building? It highlights buildings and roads in range that way. but I guess I'm just not close enough to water or something. Do you need to have the fire stations right next door?

edit 2: okay so I can see that the range is pretty big here but the window still says 'no water source in range'. I guess that might disappear if there's an actual fire. I don't know

John Charity Spring fucked around with this message at 22:27 on May 1, 2021

Volmarias
Dec 31, 2002

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Anime Store Adventure posted:

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.

I usually just build a small heating plant next to it, since it's cheaper than piping the heat in, truck included. The water tanks either don't, or too slowly for me to notice, lose heat. As a result, I can set it to have 2 employees max, and every once in a while someone on their way to the place the fire station is shows up to turn the boiler on for a bit.

OwlFancier
Aug 22, 2013

Not bad for six years work.



Someday I will have access to the big island. The new bridges are quite nice but I really really wish there was a variety particularly suitable for building on the side of mountains.

E: oh my god I just decided to plan out an airport for the central island and the runway numbers actually reflect the orientation that's amazing.

OwlFancier fucked around with this message at 01:56 on May 2, 2021

Log082
Nov 8, 2008


OwlFancier posted:

Not bad for six years work.



Someday I will have access to the big island. The new bridges are quite nice but I really really wish there was a variety particularly suitable for building on the side of mountains.

E: oh my god I just decided to plan out an airport for the central island and the runway numbers actually reflect the orientation that's amazing.

Is that paving around your drydock a mod, or something added in the last update since I played? It looks nice.

Danaru
Jun 5, 2012

何 ??

Log082 posted:

Is that paving around your drydock a mod, or something added in the last update since I played? It looks nice.

Just about to ask the same thing

OwlFancier
Aug 22, 2013

Log082 posted:

Is that paving around your drydock a mod, or something added in the last update since I played? It looks nice.

That is a feature in the beta update in the same tab as trees.

It works by drawing a grid of roads where you drag it out lmao, hacky as poo poo but it does look quite good in the end. The roads are not functional and exist on a "secondary road layer" which causes them to render underneath most other things, so if you draw them up to your existing roads and objects it blends quite well. I would not recommend using the gravel option because it draws it using gravel paths for some reason and creates an absolute shitload of them which take ages to delete afterwards if you want to get rid of them.

Log082
Nov 8, 2008


Thanks!

I really need to start a new game with all the new features.

Volmarias
Dec 31, 2002

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

OwlFancier posted:

E: oh my god I just decided to plan out an airport for the central island and the runway numbers actually reflect the orientation that's amazing.

It is very neat, and helpful since the control tower references the runways by their number (which is correct). I just wish there was better collision prevention pathing for aircraft on the ground, or even the ability to designate directions for taxiways to allow for semaphore-ish behavior. Otherwise each plane just waits the absolute longest to do anything, when they should be lining up on a taxiway while the plane landing departs somewhere else. Also, if they could reasonably cross runways that are clear, that would just be delightful.

Anime Store Adventure
May 6, 2009


I finished up all of my building on the first fjord! Behold the space efficiency. It produces fuel, bitumen, chemicals, and in the back is a wood lot and lumber mill out by the distro offices.


The oil port. One dock for oil from the oil field, one for exporting excess bitumen and fuel.


The powerplant and chemical factory. I don't really want to talk about that highway interchange with the rail tunnel. That took like 45 minutes of finagling to get decent and working.


General/regional distribution offices, some extra vehicle depot space (usually used for transferring a lot of vehicles to new offices or a new line, or something) and some backup construction offices in case I need to build here again. I will probably move these vehicles closer to the new development areas. And the wood lot!


I did have to make a small "gently caress drat it I need to get rail through that mountain pass and I forgot" fix, but I think the breakwaters actually make the coastline trail track look cool.


Full shot - Look it that!


Here's my oil field. It's just out of (fire) helicopter range so it burns down randomly, but its fine, the other helicopters just go rebuild it. The offshore platforms are great for maps that put oil in the water.


New builds - kind of hard to see, but the cableways are done and are just waiting for the rest of the steel complex to get built. It's still a little far out.


New town heavily in process to feed the mines and mill - don't mind the four bridges on the way in, I totally didn't forget that I needed to connect the two sides of the trumpet interchange but still go overtop of a railway.

I also made the smart move of "Well even though its mid-December and -10C, I have the bus line already set up for the heating plant. They won't all die before it gets staffed and hot." Technically this was correct, they didn't all die, but enough did that its going to take a year or two to get back to full strength. I keep getting "Ambulance not arrived" warnings yet they seem to be able to leave the hospital. Hope those flats aren't bugged or something.

Log082
Nov 8, 2008


Holy poo poo.

Where did you get those breakwaters and concrete berms?

Anime Store Adventure
May 6, 2009


Workshop! I think they're in my collection:
https://steamcommunity.com/sharedfiles/filedetails/?id=2329453474

Specifically:
https://steamcommunity.com/sharedfiles/filedetails/?id=2333173978
https://steamcommunity.com/workshop/filedetails/?id=2278229891
https://steamcommunity.com/sharedfiles/filedetails/?id=2330153181

Anime Store Adventure
May 6, 2009


Has anyone had "Ambulance didn't arrive" notifications at apartments connected by ped paths?

Apparently this is fine for ambulances:


But this is not:


It's literally this close to the hospital, which is about the same distance as the first pic:


I asked on their discord but just got answers that assumed I had Done It Wrong. At this point, I'm leaning bug. Wondering if anyone else has gotten this notif a lot.

OwlFancier
Aug 22, 2013

Yes, but I thought it was a lack of ambulance capacity, it decreases if I build more hospitals although I did keep getting it at one particular building until I demolished it.

I seem to have ambulances in use a great deal since the last update. I don't know if it is the heating plant smoking people out a bit.

Anime Store Adventure
May 6, 2009


OwlFancier posted:

Yes, but I thought it was a lack of ambulance capacity, it decreases if I build more hospitals although I did keep getting it at one particular building until I demolished it.

I seem to have ambulances in use a great deal since the last update. I don't know if it is the heating plant smoking people out a bit.

A reload may have helped, but hard to tell. I have at least 4 ambulances at the hospital idle right now as the town is very small compared to what I'm planning for, so its not a capacity issue. Super weird one.

ThisIsJohnWayne
Feb 23, 2007
Ooo! Look at me! NO DON'T LOOK AT ME!



Anime Store Adventure posted:

Has anyone had "Ambulance didn't arrive" notifications at apartments connected by ped paths?

All the time. Two hospitals in two different towns, literally across the street from the affected houses and nearly empty of patients, nearly fully staffed all the time with a full set of ambulance and helicopters. Houses aren't connected to roads though, only paths. Still see ambulances constantly make successful pickups from these houses so its intermittent. Looks like the pathfinding fails at random?

Anime Store Adventure
May 6, 2009


Ugh, I got my cable ways to work but they choke on so little coal ore that they’re functionally worthless. I’m going to take a stab at seeing if I can make conveyors work, but it might be time for me to learn how to make a mod with an edited capacity or edit the game files to make it work. I hate to do that but it’s going to look like poo poo (I think) with conveyors as one mine is on a really tall peak.

It’s silly that they’re that bad because an aggregate cableway seems like exactly the solution to a mine in the mountains down to a processing facility. I guess I could see it for quarried stone too, but considering you’d have to truck it the first and last bit makes that less appealing. I think it would take like four heavy cable ways at least to keep up with a mine, and that’s just silly. Anywhere with the room for that has room for conveyors that don’t look like poo poo.

The passenger ones at least have a purpose if extremely niche. These are awful compared to functionally infinite conveyor throughput.

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.

Anime Store Adventure posted:

Has anyone had "Ambulance didn't arrive" notifications at apartments connected by ped paths?
Yes, I had a flood of those yesterday. Despite having ambulances and doctors waiting and going to more distant buildings.
I rebuilt the area around my hospital, to finally fit in that heli-pad. And despite technically preserving the topology, the messages stopped.

Log082
Nov 8, 2008


Anime Store Adventure posted:

The passenger ones at least have a purpose if extremely niche. These are awful compared to functionally infinite conveyor throughput.

This was my experience with using cable ways to pass steel from a high train line down to a train line on a lower level that went to a drydock. It seemed like a clever solution at the time but it only kind of worked because throughput was so low.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
I was very excited about forklifts until I built them for the same reason. Honestly it's a little weird that they're so useless by default when factory connections can instantly teleport an infinite amount of resources between to buildings.

Log082
Nov 8, 2008


Generation Internet posted:

I was very excited about forklifts until I built them for the same reason. Honestly it's a little weird that they're so useless by default when factory connections can instantly teleport an infinite amount of resources between to buildings.

Same. The thread even warned me, but I tried it anyway while making a food processing setup that would benefit from multiple silos.

Next game I'm definitely adding capacity mods for both.

Anime Store Adventure
May 6, 2009


Log082 posted:

Same. The thread even warned me, but I tried it anyway while making a food processing setup that would benefit from multiple silos.

Next game I'm definitely adding capacity mods for both.

I took a quick peek at the files for the cableway car and I *think* it should be an easy change to just up the capacity. I may have to make a modded station if the game respects the new weight of the vehicle as the station works as the engine.. Not sure exactly. I could do the same for forklifts if there's not already one on the workshop if its just a .ini edit.

If you wanted to test it out yourself I think you could literally back-up the .ini file and just edit it live in your game without going through the hoops of publishing a workshop mod.

OwlFancier
Aug 22, 2013

Not wanting to be stupid but are you using the heavy cableway towers? Because the light cars have a lot less capacity.

Anime Store Adventure
May 6, 2009


OwlFancier posted:

Not wanting to be stupid but are you using the heavy cableway towers? Because the light cars have a lot less capacity.

I am, yeah. I actually double checked just in case I somehow missed this. I'll do some testing later so I can lament about exactly how bad they are and if I can get a version that works I may do a quick workshop mod so idiots like me who like to see little cablecars go back and forth can actually use them effectively.

e: with the small mod towers I guess I can replace the line with conveyors - its actually not as unforgiving as I had thought for conveyor placement and routing. I'm still a little bugged the cableways suck that bad at seemingly the one situation where you might want them, but what are you gonna do.

Anime Store Adventure fucked around with this message at 17:52 on May 4, 2021

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.
I just built a radio station, and how does the sports category work? If I broadcast negative sports, does that mean people need less sports? Or does broadcasting positive sports satisfy people's sports need?
Very confusing.

Also, building railroads outside of the auto-assignment range of the construction office is hell. I probably should have just autobought them, I am swimming in those petro-rubles.

zedprime
Jun 9, 2007

yospos
I imagine heavy cableways still slot in for doing construction projects in the mountains before you have a construction helicopter or in parallel to.

I don't know if you'd ever realistically use it to move raw ore in real life. If you look at surface mining operations at altitude you're probably looking at conveyors or cog/funicular/high grade rail to get ore down. Looking at the road map and what was explained during cablecars though, I think we got cablecars instead of funicular or cog railways.

E. I think my ideal mountain top mining experience would be the more common: turn the top of the mountain, overburden and pay dirt together, into dust and drop it all off the side of the mountain. Then recover from the giant pile. It's awful for everything involved to do in real life so might as well game it out.

zedprime fucked around with this message at 18:14 on May 4, 2021

OwlFancier
Aug 22, 2013

zedprime posted:

E. I think my ideal mountain top mining experience would be the more common: turn the top of the mountain, overburden and pay dirt together, into dust and drop it all off the side of the mountain. Then recover from the giant pile. It's awful for everything involved to do in real life so might as well game it out.

I think at least historically this is how they did it, you just chuck all the stuff you dig out down a shaft and it comes out at a lower level where it is removed from the mine through a lower adit.

WIth the underground system they could conceivably make mines properly three dimensional with a head frame at the top and access at the bottom.

Would potentially be quite interesting as you could add extra tunnelling costs to expand the mine and its collection area as well as easier access.

OwlFancier fucked around with this message at 18:40 on May 4, 2021

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.
I think historically mines aren't actually on top of mountains, normally. And the leftovers are your actual source of road gravel.
With the dedicated stone mines being only for fancy stones for statues and countertops.
And in a lot of places where the game put forklifts, you would have a micro railway.

Volmarias
Dec 31, 2002

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VictualSquid posted:

Also, building railroads outside of the auto-assignment range of the construction office is hell. I probably should have just autobought them, I am swimming in those petro-rubles.

At a certain point it's just easier to build the rail station further out. It's simpler to have a convoy of trucks resupply the materials than to have the construction car go there and back and there and back and...

"But tovarich Volmarias, there is no existing road there, it is in the middle of nowhere behind unpassable mountains, how should I handle this?"

Comrade, now is the time to invest in a medium open storage, optionally a warehouse, a diesel station, gas station, and train stops both here and there. And, to build them all, helicopter construction facilities :ussr:

Volmarias fucked around with this message at 18:55 on May 4, 2021

zedprime
Jun 9, 2007

yospos

OwlFancier posted:

I think at least historically this is how they did it, you just chuck all the stuff you dig out down a shaft and it comes out at a lower level where it is removed from the mine through a lower adit.

WIth the underground system they could conceivably make mines properly three dimensional with a head frame at the top and access at the bottom.

Would potentially be quite interesting as you could add extra tunnelling costs to expand the mine and its collection area as well as easier access.
This is probably more than warranted for this game since the vanilla maps and their ridge top deposits are aesthetically and game mechanically perfectly served by conveyor belts down to a railstop or ore processing facility and the moutain ASA is dealing with is a fresh hell from a workshop map. But drat if I don't want an industry porn game like this one but entirely focused on mines now.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

VictualSquid posted:

Also, building railroads outside of the auto-assignment range of the construction office is hell. I probably should have just autobought them, I am swimming in those petro-rubles.

I had my first real encounter with rail construction pain last night where I couldn't assign segments that the construction train would have to turn around for even after manually building a loop that should have allowed it.

I still need to figure out where and how to most effectively build turnarounds. It seems like gas stations could use them after trains failed to pathfind to my directional siding based one. Actually thinking about it I think the directional part is the problem there.

Volmarias
Dec 31, 2002

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zedprime posted:

This is probably more than warranted for this game since the vanilla maps and their ridge top deposits are aesthetically and game mechanically perfectly served by conveyor belts down to a railstop or ore processing facility and the moutain ASA is dealing with is a fresh hell from a workshop map. But drat if I don't want an industry porn game like this one but entirely focused on mines now.

This is a communism simulator. The eusocial simulator SimAnt is in that direction, and the capitalist hell simulator Dwarf Fortress in the other.

Anime Store Adventure
May 6, 2009


I was so utterly wrong about conveyors being worse to place and I didn't even have to give them a new substation, which was more luck than anything. They do look like poo poo if they need super tall supports, but they basically have no requirement for slope so you can just keep them close to the land.

I'm not insanely happy with the mountain top mine as a whole - it does seem weird that a mine would be way up there, but:


Whereas this one, which was easy to do conveyors for, actually feels fairly thematic/nice looking a little bit further down the mountain on a little ridge.

Anime Store Adventure
May 6, 2009


Also I totally ignore rail construction in many situations where it becomes wildly inconvenient, its one area where I jam autobuild and save up export cash frequently.

If you're building new transit lines out from your developments, its easy enough to let a rail cons office do it, but if at any point you have to fit a spur or some other bit into an existing, running network it might as well be pulling teeth.

Volmarias
Dec 31, 2002

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Anime Store Adventure posted:

I was so utterly wrong about conveyors being worse to place and I didn't even have to give them a new substation, which was more luck than anything. They do look like poo poo if they need super tall supports, but they basically have no requirement for slope so you can just keep them close to the land.

Unless there's a road or a path or a POWER LINE somewhere, in which case gently caress YOU.

zedprime
Jun 9, 2007

yospos
Flying conveyors down a ridge or cliff is incredibly liberating for the reason that you don't usually need or want or even can criss cross them with anything. Not even comparable to the conveyor hell that is piping up your processors and mills where everything is competing for space.

OwlFancier
Aug 22, 2013

VictualSquid posted:

I think historically mines aren't actually on top of mountains, normally. And the leftovers are your actual source of road gravel.
With the dedicated stone mines being only for fancy stones for statues and countertops.
And in a lot of places where the game put forklifts, you would have a micro railway.

I mean I would absolutely like mines (and/or ore processing) to make gravel. And sure they wouldn't normally build at the top of a mountain, but I absolutely think they could and should use the underground system to give you more choice in how your mines work. If nothing else you could make horizontal mines running deep into a mountain as an option, even if it just gave you exorbitant tunnelling costs.

I think there's totally room for laying out an underground complex to access a large deposit with options for putting access points in different places. The game is kind of about making industrial complexes, so I think it's pretty reasonable that you could extend that to making mines a bit more interesting than just "plonk headframe down and hoover up ore from 200m radius" as it already has the majority of the needed tech behind it, and I always want more things to throw workers and resources at long term.

OwlFancier fucked around with this message at 06:20 on May 5, 2021

Nuclear War
Nov 7, 2012

You're a pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty girl
Anyone got an idiot guide on How to Ship? specifically, how do i sell newly built ships, and how do i actually use them to export stuff down river? like, where do i click, that level of hand holding

OwlFancier
Aug 22, 2013

I don't know about sales of built ships (other than the way you would sell any other vehicle with the button in the vehicle panel) but ships are basically just like any other vehicle except they don't need roads, they figure out where to go on their own. Select the ship, click "add new stop" at the top as you would any other vehicle, assign them to a harbour.

Harbours work exactly like other cargo stations, they need to be connected via a direct factory connection to a storage at which point they will allow ships to load/unload from that storage. Different harbours have different connections and some of them connect to pipes and conveyors instead of factory connections.

To ship beyond the borders there is a dedicated button at the top of the vehicle panel labeled "beyond the borders" for east and west, click that and it will add a stop to the ship's routine that will tell it to sail outside the map and you can tell it to pick up/drop off same as you would at a border checkpoint. They can buy resources, sell resources, and pick up tourists.

When you are building ships and harbours, be aware that there are cargo ships/ports and "container" ships/ports, containers require a container loading station and they sort of... pack resources into crates which are then loaded onto ships (presumably a lot faster than loading them normally) and need to be unpacked at the other end if you want to use them. I haven't messed with that system though and it seems like the kind of thing you would need the entire republic's manufacturing capacity funneled into one place to really make use of. So I would just make sure you are using cargo ships/ports.

OwlFancier fucked around with this message at 11:00 on May 5, 2021

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Arven
Sep 23, 2007

Nuclear War posted:

Anyone got an idiot guide on How to Ship? specifically, how do i sell newly built ships, and how do i actually use them to export stuff down river? like, where do i click, that level of hand holding

To sell a ship, have it go to the beyond the border with no return order. It will sell itself when it gets there. This is true for all vehicles afaik.

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