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LeFishy
Jul 21, 2010
Gotta say I think it was watching a play through where someone used a distribution office that finally made the game click for me. Just being able to say "Hey keep these things at this supply level" is really great.

I am getting quite bored of my zero difficulty playthrough but I think I'm gonna keep at it just to get a grip on the different industries and stuff.

We've started construction of a fabric factory to move more of the clothing manufacturing process internal.

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OwlFancier
Aug 22, 2013

Volmarias posted:

The big gotcha with the gravel excavator is that it periodically DOES need to leave to refuel. And it is

So





loving











Slow









So unless you've built a gas station right next to the gravel pit, your raw gravel train is going to grind to an immediate and painful halt as trucks either wait for a full load that won't come, or meander back and forth without any cargo.

As I said, I think they made it so the gravel pit now has a fuel storage.

LeFishy posted:

Gotta say I think it was watching a play through where someone used a distribution office that finally made the game click for me. Just being able to say "Hey keep these things at this supply level" is really great.

I am getting quite bored of my zero difficulty playthrough but I think I'm gonna keep at it just to get a grip on the different industries and stuff.

We've started construction of a fabric factory to move more of the clothing manufacturing process internal.

The distro offices are super good yeah.

Oh also, I noticed apparently you maybe can turn on the extra simulation aspects in the options menu now? I'm sure that used to not be a thing.

Anime Store Adventure
May 6, 2009


OwlFancier posted:

As I said, I think they made it so the gravel pit now has a fuel storage.

The distro offices are super good yeah.

Oh also, I noticed apparently you maybe can turn on the extra simulation aspects in the options menu now? I'm sure that used to not be a thing.

I think some of those sim aspects, if you’re referring to traffic at least, are just difficulty settings that aren’t in the pre-game UI? Unless you mean something else.

OwlFancier
Aug 22, 2013

They're all in the pre-game UI, I mean I didn't think you could change the difficulty/sim complexity during the game, I was looking for a way to do that a while ago and couldn't find them.

OwlFancier
Aug 22, 2013

Has anyone used the end stations? I thought the idea was they let you store spare vehicles for a line, but they don't seem to work with line spacing?

Mandoric
Mar 15, 2003
For whatever reason, stoplights are displaying as power substations for me in the build UI. They don't, sadly, actually pass power.

Anime Store Adventure
May 6, 2009


Weird question but its surprisingly difficult for me to google a quick answer: I'm trying to mold some terrain into a fancy looking quarry - what with the tiered side walls and road up across the tiers... But for the life of me, I can't figure out *where* you would expect to find the excavators and load the stone. How do quarries *actually* work? Would you have like, an excavator on each tier, expanding it? would they just be at the bottom and you blast rock downward?

OwlFancier
Aug 22, 2013

I would assume, that you dig out the top layer, and then dig out the next layer lower and inside.

Or, I guess, if it's cutting across a tall stone face, they would advance the layers together.

There is a paper linked here: https://www.agg-net.com/resources/articles/geotechnics-hydrogeology/the-design-of-quarry-faces-and-slopes

With images that may help? It probably depends on whether you are doing a pit quarry or a "let's level this hill" style one.

OwlFancier fucked around with this message at 20:52 on May 6, 2022

Log082
Nov 8, 2008


OwlFancier posted:

Has anyone used the end stations? I thought the idea was they let you store spare vehicles for a line, but they don't seem to work with line spacing?

Are these in for trains? Because I can't figure out how to space out trains lines and I'd really, really like to.

Anime Store Adventure
May 6, 2009


Log082 posted:

Are these in for trains? Because I can't figure out how to space out trains lines and I'd really, really like to.

No, and unfortunately I don't think there's a way. The one time I've tried to make a city-tram network, I literally timed the line and sent out trams at the correct intervals as well as being very careful to signal the entire length very evenly.

If I had to bet, I'd say we might get some kind of train scheduling with the Metro update, since that feels like something we would need to make metros work well.

Anime Store Adventure
May 6, 2009


OwlFancier posted:

I would assume, that you dig out the top layer, and then dig out the next layer lower and inside.

Or, I guess, if it's cutting across a tall stone face, they would advance the layers together.

There is a paper linked here: https://www.agg-net.com/resources/articles/geotechnics-hydrogeology/the-design-of-quarry-faces-and-slopes

With images that may help? It probably depends on whether you are doing a pit quarry or a "let's level this hill" style one.

Seeing your update with that paper owns. This is exactly the type of poo poo I wanted to find.

I think I have decided on an approach just kind of reasoning based on the "stability of slopes of rock" logic, roughly, combined with some game-y ness so they're not too far away.

I'll share pics when its done!

OwlFancier
Aug 22, 2013

Log082 posted:

Are these in for trains? Because I can't figure out how to space out trains lines and I'd really, really like to.

I think with trains, they are not in because... you can build them yourself?

Ultimately all one of those would be for trains is a bunch of parallel sidings with chain signals to let trains on the line stack up in there, which you can just build with chain signals and normal tracks, with spacing determined by block density on the rest of the track, determining how many trains can exist on it simultaneously.

Also train related: I need to build a four way intersection for double rail lines and frankly I am considering building a trainabout instead.

I have so far made two three way intersections offset but they're too close together and now I have to fit the the whole thing between the bauxite unloader with its lead track and the highway bridge. And I need enough spacing that it can handle great big long trains carrying oil from the east and bauxite from that thing, potentially in all directions because south is the harbour, north is the main rail export, and west is likely to be further industrial expansion.



Sat here staring at this yonic thing I built and annoyed that I would need four more tracks to connect to the other two directions.

OwlFancier fucked around with this message at 02:05 on May 7, 2022

Anime Store Adventure
May 6, 2009


I don't know if I know what you're trying to do but how is it different from a regular 4 way? You don't need to run two tracks in each "branch" of the y you currently have...?

OwlFancier
Aug 22, 2013

I can't get it to let me do a normal 4 way because it doesn't like having too many tracks runing over each other too close together, so I'm sort of faffing trying to get them to space out in a way it likes. Also possibly because of beta I have some sections of track that I can't attach anything to, it's very annoying, some parts of the terrain seem to dislike being built on.

And it's not really different from a normal 4 way highway intersection I just don't want to have to build a train cloverleaf.

Also you will note that I always build roundabouts for my highway intersections so again, the trainabout is calling me...

OwlFancier fucked around with this message at 02:14 on May 7, 2022

Anime Store Adventure
May 6, 2009


This is rude of me to share as a brag, but you can do a good 4 way, trust in me:

Anime Store Adventure
May 6, 2009


Too much alcohol last night meant I had to wake up and undo a decent chunk of work, but I finished my first port for this save. This drat island has confounded me so many times - I've had a lot of false starts because I end up finding something fundamental I didn't like about my design - but now at least I'm happy with the start here. I gave myself a 'plot' to kind of drive how the start would be set up.

My 'plot' is that the island was surveyed and found to have natural resources (surprise) so probably Moscow or Warsaw, (whatever, it's going to be mostly Polish themed) set up a port in a natural bay which was quarried out for space, a coal mine near the mountain on the island, and a town to support the mining effort. Obviously, I don't have the town set up yet, but my goal is that once I have that and the coal mine set up, I will run this Cosmonaut, bringing in everything by ship.

The whole port:


The cargo docks - there will be a lot to import for awhile, certainly, so I made a lot of them. Hopefully we can slowly start to turn these over to export docks until we can build a bigger container harbor. There's a brick powerplant tucked in there behind the sewage treatment, too. There's a nice little nexus of workspots that can all be served by one bus stop. All of the jobs in the port are just right there.


The oil and aggregate dock. I wish I could get a smaller oil dock - I just needed somewhere to import fuel and bitumen for a bit.. Not a huge industrial port. Coal and gravel aren't worth a lot, but you also tend to fairly easily overproduce them (until you get a Hungry Hungry Steel Plant) so we'll export the excess for now and hopefully it'll offset some of our imports, even if only lightly. Luckily there are some big aggregate carrier ships. (I am not going to check for game balance in the tonnage, they're probably wrong.) You can also see the (modded) 'construction' industry here - the 3 'barn' building is a smaller cement factory, and there's a concrete and asphalt plant along the seawall there.


A lower angle of the quarry. It still didn't come out quite like I had hoped - the space required for roads makes it difficult to get the really steep look - but I think it turned out super well anyway. Also no, don't think I tried to terraform all that rock. I absolutely cheated and painted that rock after I got it how I wanted shaped with dirt. (Just a note if you do this - mine buildings calculate their percentage 'purity' or whatever at placement, so they have to be placed after you paint your rock.)


The whole port but from a different angle, with better view of the aggregate stores and infrastructure there. I've got it already ready for trains and obviously trucks already have a spot to load. I've split the stores so hopefully this will keep the industries chugging as they always try to fill the export. I know gravel is almost worthless but it should at least cover the fuel for the ship. (I hope, lol.) I think I am going to get rid of some of the concrete pavement that isn't immediately close to the seawall - it looks overdone.

Anime Store Adventure fucked around with this message at 18:04 on May 7, 2022

OwlFancier
Aug 22, 2013

That is a sick rear end port. Very jealous as I don't have the patience to lay out all the decorative bits.

Anime Store Adventure
May 6, 2009


OwlFancier posted:

That is a sick rear end port. Very jealous as I don't have the patience to lay out all the decorative bits.

The only part in this one that was a huge PITA was the angled 'pier' of sorts between the cargo and aggregate port. The rest other than that piece really only about 15 total pieces, so not *too* much pixel perfect placement required.

That said, I forgot that I spent a whole bunch of time making sure the terrain was all hyper level, which is a huge part of it.

explosivo
May 23, 2004

Fueled by Satan

drat that looks unbelievable. Nice work!

Arven
Sep 23, 2007
I love grid snapping so much. I'm actually letting time progress as I lay stuff out now instead of being paused 3/4 of the time. Such a small thing made such a huge difference.

Now they just need to add snap points for roads and sidewalks at every grid corner and allow sidewalks to make 90 degree turns, because those are still a huge mess unless you remember to lay them out at the same time as roads.

Anime Store Adventure
May 6, 2009


Arven posted:

I love grid snapping so much. I'm actually letting time progress as I lay stuff out now instead of being paused 3/4 of the time. Such a small thing made such a huge difference.

Now they just need to add snap points for roads and sidewalks at every grid corner and allow sidewalks to make 90 degree turns, because those are still a huge mess unless you remember to lay them out at the same time as roads.

It is annoyingly fiddly, but if you want right angled roads/sidewalks, lay out a T, then delete one leg of the T so you get the corner you want. What's even worse about this rather than being fiddly is sometimes the textures flip out and make it look like poo poo.

Log082
Nov 8, 2008


That is a gorgeous port, holy poo poo.

punishedkissinger
Sep 20, 2017

that is real nice

explosivo
May 23, 2004

Fueled by Satan

I think I'm going to start a new game, I've been relearning how to play with a lot of the harder modifiers disabled but even with the simpler education I still hosed myself by not getting a college running until after my whole workforce died out or was too stupid to do any meaningful jobs. A bit nervous about the heating and fuel stuff but fuggit let's go :getin:

OwlFancier
Aug 22, 2013

My honest suggestion for heating would probably be, to make a small heating plant and put a residential building as far away from it as you can, but still within walking distance, maybe a few of them.

Then expand your city away from it. You will get a bit of pollution spillover to that bit of the city but I personally think the reliability of the heating is worth it. There are other solutions but a heating plant failure will just kill everyone in the country.

Small plants aren't that great but for a big city you need more than one plant even with the big ones, big ones mostly I think let you pump the heat further without it getting too cold.

explosivo
May 23, 2004

Fueled by Satan

Thanks for the tip, I'll definitely give that a try when starting out!

OwlFancier
Aug 22, 2013

For reference I have had multiple failure spirals in my current save because I keep overbuilding jobs and then people don't go to the bus station and then they don't get bussed to the combination electrical and heating area and then the electricity shuts off so the water shuts off and everyone simultaneouslty dies of freezing to dehydration no-electricity-itis.

So if you do decide to rely on buses for that I would probably say it's a good idea to set a couple of buildings to only send workers to the bus platform, just so you definitely always have workers handy.

Anime Store Adventure
May 6, 2009


OwlFancier posted:

For reference I have had multiple failure spirals in my current save because I keep overbuilding jobs and then people don't go to the bus station and then they don't get bussed to the combination electrical and heating area and then the electricity shuts off so the water shuts off and everyone simultaneouslty dies of freezing to dehydration no-electricity-itis.

So if you do decide to rely on buses for that I would probably say it's a good idea to set a couple of buildings to only send workers to the bus platform, just so you definitely always have workers handy.

I cannot second this post hard enough - after hundreds of hours in this game I still constantly make this mistake on a new save.

Log082
Nov 8, 2008


Anime Store Adventure posted:

I cannot second this post hard enough - after hundreds of hours in this game I still constantly make this mistake on a new save.

I very rarely experience that failure spiral, but only because I've made the suggested fix - dedicated housing to the specific bus/train stop leading to the heating - a normal part of my build strategy. It is definitely good advice.

OwlFancier
Aug 22, 2013

It's one of those features that is generally not useful and so I forget it's there, but yes that is basically the ideal use case, retaining a pool of surplus labour either for direct use in critical industries or to feed the otherwise low priority transport stations which go on to feed critical industries.

Log082
Nov 8, 2008


It's a great time to build the smaller housing that normally isn't worth bothering with in your high density glorious socialist utopias. I've got a set of the small, 12 person occupancy buildings feeding the station that goes to the heating plant in one of my current cities. Beautiful, high quality housing on the water, and the only thing the occupants pay is being on call 24/7 to run the heating plant the moment the temperature get chilly.

Anime Store Adventure
May 6, 2009


I haven't used waiting stations yet - Can they be used as a drop off for citizens? I like to make a system wherein you haul the citizens to a central transit area, have them change buses to a large hub station for the various worksites. I wonder if waiting stations can do this?

OwlFancier
Aug 22, 2013

The end stations do not appear to do anything except have a setting to tell vehicles to wait either for a set time or "variable" time, and refuel the vehicles. They cannot be used as stations afaik.

biglads
Feb 21, 2007

I could've gone to Blatherwycke



That port

:drat:

OwlFancier
Aug 22, 2013

I really wish that fences snapped to roads and rails using the parallel snapping.

Volmarias
Dec 31, 2002

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

Anime Store Adventure posted:

Use a distro office to send fuel to the quarry my dude!

OwlFancier posted:

As I said, I think they made it so the gravel pit now has a fuel storage.

:doh:

They've had it for a while, but I think it used to be bugged and didn't actually fill up the excavator. At least, that's what I'm remembering.

OwlFancier
Aug 22, 2013

Volmarias posted:

You say once they, not if they. Have they promised better support on this?

GUESS WHAT

https://www.sovietrepublic.net/post/report-for-the-community-50

Hihohe
Oct 4, 2008

Fuck you and the sun you live under


My dream update is some sort of modular factory system so that i can put the aggregate elevators where i want on Factories

Mandoric
Mar 15, 2003
Being able to import labor is only going to make those export-only resource outposts more appealing.

Now I'm thinking of alternate ways, within the gameplay loop, to avoid using even that. A tent category of housing that takes fabric and wood but no labor days? Mobile homes, implemented as containerized vehicles that get hauled to a plot from the border or their factory and transform into buildings when placed? (It'd be supremely hacky, but I'd guess you could do this by having them contribute huge numbers as a mechanism on site but only to a construction phase only they have.)

Hihohe posted:

My dream update is some sort of modular factory system so that i can put the aggregate elevators where i want on Factories

Imagine conveyor (etc) subbuildings that work like heliports.

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Volmarias
Dec 31, 2002

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

!

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