Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
SkyeAuroline
Nov 12, 2020

Palcontent posted:

Wait, so one of them would proceed to the blue chain signal and then stop there? That actually sounds like a bug if so. Because the problem you had initially is a more complex version of this situation:



Thinking about this finally made me understand something that had annoyed me in the past. Sometimes my trains heading into the customs house would barrel right through the final set of switches into the station, and sometimes they would come to a complete stop at the chain signal before proceeding. Which could be a real drag when it's a 500m oil train. It must be that they blow through when their initial target is open, and come to a stop when it's occupied. Still annoying, but not something I can change.

Yup, that's exactly the behavior they'd do, and the second paragraph is behavior that I'm seeing now that I've partially fixed it. Rail logic is strange.

Also 500m oil train good god. I don't think I've used a train over 150m yet.

Adbot
ADBOT LOVES YOU

Polikarpov
Jun 1, 2013

Keep it between the buoys


"Builders of the Komsomolsky district", painting by Vladimir Chursin, 1982

Anime Store Adventure
May 6, 2009


Depicted waiting for 0.035 of a prefab panel to finish the construction stage.

Volmarias
Dec 31, 2002

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

Anime Store Adventure posted:

Depicted waiting for 0.035 of a prefab panel to finish the construction stage.

:negative:

SkyeAuroline
Nov 12, 2020

Well, I'm pretty sure my republic is headed for a death spiral I can't pull it out of long enough to recover... all because that railway bug keeps preventing my trains from moving enough garbage out of the railway dumps. So it's backing up to the point where regular garbage isn't being collected, health risk skyrockets, and every dump is so small that even building new ones only buys me a few months tops before the exact same issue comes up - and this time without rail access to the new dumps, so they'll inevitably get filled and be near impossible to empty quickly without dozens of trucks each. I have an incinerator complex plotted out but I don't think it'll be finished in time for the rest of my republic to not hit a trash spiral.

I don't think I like any of the newer difficulty options very much. :smith:

euphronius
Feb 18, 2009

Get one of the huge modded garbage skiffs and truck it out

Anime Store Adventure
May 6, 2009


SkyeAuroline posted:

I don't think I like any of the newer difficulty options very much. :smith:

I feel like both maintenance and garbage are just overtuned slightly, garbage especially so. Maybe its just my current approach but it sure seems like you need an absolute megafleet of garbage trucks for places like steel mills and ore processing, or you need to hook them into their own construction waste reprocessor. I don't really like that! Granted I'm playing an early start so my trucks are half size, but even if I cut my current fleet in half it would still be massive.

Maintenance for vehicles I like, but I wish that vehicles had a larger range for finding and using maintenance depots and that rail was a bit more forgiving. Right now I have to manually tell my passenger trains to go to a depot 'connected' to a maintenance depot every so often because I couldn't find room on their line to do it anywhere, and having maintenance next to every distro center/stop is way too much. Same thing for trams, I can't imagine what a nightmare that's going to be. It's also annoying when you start a construction outpost to expand - if its out of range of your last maintenance depot, it becomes a really annoying micromanagement problem.

Building maintenance/reconstruction is fine, but I wish they'd add a fudge factor on at least the initial "when this needs to be rebuilt" because inevitably I get a wave of a city being rebuilt all at once and it ends up choking the city with a construction fleet. I assume given enough cycles it'll start to smooth itself out, but that stinks to wait for.

zedprime
Jun 9, 2007

yospos

Anime Store Adventure posted:

Maybe its just my current approach but it sure seems like you need an absolute megafleet of garbage trucks for places like steel mills and ore processing, or you need to hook them into their own construction waste reprocessor.
I've not played with the trash yet so maybe it looks weird but this is at least conceptually correct. Large industrial facilities will often cluster around a coproducts facility (read:industrial garbage sorters) to reduce or eliminate transportation cost of trash.

OwlFancier
Aug 22, 2013

On the big chemical sites near me there are actually companies that just run steam generation and sell the steam to anyone nearby for heating/ process

Polikarpov
Jun 1, 2013

Keep it between the buoys
The Leningradskaya Hotel located in Komsomolskaya Square illuminated for the night, 1978 (photo by Albert Pushkarev)



I really like this photo because you can see buses, trams and elevated metro converging in one area.

Also the perfidious personal car.

Anime Store Adventure
May 6, 2009


zedprime posted:

I've not played with the trash yet so maybe it looks weird but this is at least conceptually correct. Large industrial facilities will often cluster around a coproducts facility (read:industrial garbage sorters) to reduce or eliminate transportation cost of trash.

UGH it’s going to be a pain in the rear end, what do you want me to have to solve yet another logistics problem?!

OwlFancier
Aug 22, 2013

It's unfortunate that we can't build proper garbage loaders, doubly odd that you can build aggregate loaders.

Let me spend money to dump filth into things quickly

SkyeAuroline
Nov 12, 2020

Fun observation setting up short term incinerators to stabilize the issue:
Incinerators take in mixed waste to burn.
Incinerators output mixed waste when they do burn.
Incinerators can't output mixed waste to the container stands at all. They can only output their mixed waste to dumps, which are a lot harder to position in existing areas. This also means my preplanned incinerator depot that I already started construction on won't work at all. Great.
(I get why they can't just burn everything off, the remainder is ash... but it's a lot of ash that's going to be a pain to manage.)

OwlFancier
Aug 22, 2013

They can burn everything to ash except for the metal and construction portions of the waste. Ash in a dump will decay rapidly leaving only the unburnable portions, the solution to which is sorting the waste either before or after incineration. Or just getting rid of it via export.

Mixed waste is essentially several products all mixed together and you have to either sort it or export it you can't just solve it by burning it because you can't burn gravel or metal no matter how hard you try.

SkyeAuroline
Nov 12, 2020

OwlFancier posted:

They can burn everything to ash except for the metal and construction portions of the waste. Ash in a dump will decay rapidly leaving only the unburnable portions, the solution to which is sorting the waste either before or after incineration. Or just getting rid of it via export.

Mixed waste is essentially several products all mixed together and you have to either sort it or export it you can't just solve it by burning it because you can't burn gravel or metal no matter how hard you try.

I get that, I'm just annoyed that they're apparently one of the few buildings completely incompatible with container stands despite there being nothing in game to indicate that.

Anime Store Adventure
May 6, 2009


Yeah if you build a few dumps and use a distro office to spread out the ash, you’ll easily outpace the incinerator.

Polikarpov
Jun 1, 2013

Keep it between the buoys
Incinerators can absolutely output ash to containers, use the transfer for large garbage stands connected with a one way factory connection. Then you can rapidly load ash with large trucks.

If you view my posts in this thread and scroll up a bit I posted a working separation setup and some observations on the garbage system.

Polikarpov fucked around with this message at 22:11 on Oct 12, 2023

Volmarias
Dec 31, 2002

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

OwlFancier posted:

Let me spend money to dump filth into things quickly

But you already bought a forums account and you're still posting with it???

:confused:

Anime Store Adventure
May 6, 2009


If you're in the thread you probably have the game, but in case you lurk the game is onsale as part of the Hooded Horse publisher sale.

idrismakesgames
Nov 4, 2022
Yeah bought it for a friend as I feel like it’s too good to not spend a bit more money on.

Also report for community is updating residential buildings. Nice little touch.

Wondering how their overall progress to 1.0 is going and their overall roadmap is considering the hooded horse deal. Hoping for an update on all that soon

double nine
Aug 8, 2013

is there a hidden 'ash' value for certain types of mixed waste? like how abstract/detailed is the underlying logic for the various mixed waste types

Anime Store Adventure
May 6, 2009


double nine posted:

is there a hidden 'ash' value for certain types of mixed waste? like how abstract/detailed is the underlying logic for the various mixed waste types

I'm not sure what's underlying your question but it seems like you can store mixed waste with ash and eventually the ash will dissipate (in a dump) and leave the other bits in the mixed waste. I *think* if say, your mixed waste is say, Ash + Metal and 100% of the ash disappears, it will convert to metal waste, but I am really not sure of this and haven't tried it explicitly. It might just be 100% metal "mixed" waste still.

You can also reburn mixed waste that is ash, which just spits out the same amount of ash (I had screwed up my processing facility order of operations and gotten some other waste in my ash pits, so I cycled them through the incinerator.)

Caveat being mixed waste/waste in general is weird and I might be misremembering specifics.

Polikarpov
Jun 1, 2013

Keep it between the buoys
Any waste that has multiple types of waste in it is mixed waste. (Hazardous waste is mixed waste that has hazmat in it) Run mixed waste through an incinerator and the burnable stuff turns to a smaller volume of ash so you get out mixed waste that consists of ash and whatever non-burnables were in the waste.

You can run ash through a general or specialized separation plant to get that stuff out. If you chuck it in a dump the ash will slowly dissipate and leave behind anything else.

I think the volume of ash you get from waste depends on type but I'm not sure what the production % indicators on the incinerators mean.

euphronius
Feb 18, 2009

Waste needs a polish pass or two I think.

Or maybe mods will make it work better

Volmarias
Dec 31, 2002

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

euphronius posted:

Waste needs a polish pass or two I think.

Or maybe mods will make it work better

A turd system polishing, you say?

Anime Store Adventure
May 6, 2009


euphronius posted:

Waste needs a polish pass or two I think.

Or maybe mods will make it work better

All the waste in the game is already Polish though?? I guess not if you headcanon a different SSR.

Volmarias
Dec 31, 2002

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

Anime Store Adventure posted:

All the waste in the game is already Polish though?? I guess not if you headcanon a different SSR.

I thought it was Slovakia?

yes I get the joke, sorry

Nektu
Jul 4, 2007

FUKKEN FUUUUUUCK
Cybernetic Crumb
Regarding distribution offices:

I want my main crop storage to always be at least 10% full. So I get an distro office which can import from the border, and set the storage to 10%.

I also want the crop storages at my farms to be emptied into the main storage. So I get a distro office which loads from the farms and has the main storage at 90%.

Is there a way to set this up with a single distro office?

OwlFancier
Aug 22, 2013

Distribution offices aren't great if you want to both supply and take from a storage under different conditions so I'm not confident in saying yes to that question.

You can use cargo platforms attached directly to the storage to add an extra "building" to add/take from which is still the same actual storage.

I would also say that a possibility is using direct lines from your farms to the main grain storage. Not least because grain can be moved in gigantic quantities and is an ideal use case for very long trains with specialist loading areas. Alternatively you can keep a local storage at the farms and arrange it so that the line will steadily empty it over the course of a year.

Anime Store Adventure
May 6, 2009


OwlFancier posted:

Distribution offices aren't great if you want to both supply and take from a storage under different conditions so I'm not confident in saying yes to that question.

You can use cargo platforms attached directly to the storage to add an extra "building" to add/take from which is still the same actual storage.

I would also say that a possibility is using direct lines from your farms to the main grain storage. Not least because grain can be moved in gigantic quantities and is an ideal use case for very long trains with specialist loading areas. Alternatively you can keep a local storage at the farms and arrange it so that the line will steadily empty it over the course of a year.

This is a good response, if it were me I'd make a fairly large train with a crappy loco to shuttle grain, even if its not far away, and keep it on a dedicated track (this is assuming your main grain storage is pretty close to the fields.)

Basically I would set up: Fields>Trucks>Farms>Grain Shuttle Train(line)>Main Storage, with enough buffer storage in the "Farms>Grain Shuttle" stages that the system doesn't choke if the grain shuttle trains can't keep up during the harvesting months. You want to make sure you get everything you can from the fields and that your trucks there don't choke during that critical time period, but then using the shuttle train approach lets you keep a much larger storage full, and if its specialized like OwlFancier said, you can tell the shuttles to wait until they're fully unloaded, effectively living there as storage when its full.

Then all you need is one distro center to say, "If that main storage drops below 10%, go buy stuff." (I would also do this with a train distro, tbh. Get your crops out of trucks ASAP.)


e, unrelated: Where is the new patch in public test. Where is it. I finally collapsed on my last game (I never quite got my giant canal and capitol built up) and want to start a new game, but want to wait for 0.9 and a lot of the fun additions they have for that. They're integrating a few mods and adding some new super fun stuff, like dirt strips for airplanes. I cannot wait to use that to set up weird satellite industries. Next let me haul felled trees with helicopters.
https://www.youtube.com/watch?v=08K_aEajzNA

Anime Store Adventure fucked around with this message at 20:30 on Dec 13, 2023

double nine
Aug 8, 2013

update's out, they added a campaign which might be a glorified tutorial or not, haven't played beyond the first map yet.

there's a bit of proofreading for them to do though, counted a few spelling mistakes in their assignment texts.

Anime Store Adventure
May 6, 2009


double nine posted:

update's out, they added a campaign which might be a glorified tutorial or not, haven't played beyond the first map yet.

there's a bit of proofreading for them to do though, counted a few spelling mistakes in their assignment texts.

Beat me to posting this!

I booted up the Soviet Revolution campaign map and it's heads and tails more beautiful than most maps. Great mix of existing infrastructure and towns with enough room to expand and improve. I doubt I will experiment with the campaigns since they do seem to be sort of a loosely guided tutorial on how to get your Republic going (at least the random bit I clicked on) but I think they'd be helpful for new players? Not sure how easy they'll be.

Either way I'm excited about the map and the other small adds in the patch. The only thing making the game literally unplayable is that the Type 75 that they integrated into the game from mods doesn't have all the variants, and the mod author hasn't uploaded a missing-variant-only mod. D:

Log082
Nov 8, 2008


Anime Store Adventure posted:

Beat me to posting this!

I booted up the Soviet Revolution campaign map and it's heads and tails more beautiful than most maps. Great mix of existing infrastructure and towns with enough room to expand and improve. I doubt I will experiment with the campaigns since they do seem to be sort of a loosely guided tutorial on how to get your Republic going (at least the random bit I clicked on) but I think they'd be helpful for new players? Not sure how easy they'll be.

Either way I'm excited about the map and the other small adds in the patch. The only thing making the game literally unplayable is that the Type 75 that they integrated into the game from mods doesn't have all the variants, and the mod author hasn't uploaded a missing-variant-only mod. D:

In my experience with the original tutorial way back when, it was pretty good about teaching you how to do things like set up various industries but not why or when you should. If the new campaign addresses that hole it should help ease new people into things a lot better.

double nine
Aug 8, 2013

I did play through the first campaign tutorial and its nothing you'll learn if you have 100 hours or so, but for newbies the order of operations might be useful.

though there are some portions that are too abrupt - like the game starts "build a shopping center and autobuy everything" > "now do 50 days without imports". better hope you built up a supply route and don't import meat/electronics (or realize that's what causing your timer to reset).

it did remind me how slooowww realistic mode is I might switch back To that mode for a little bit

double nine fucked around with this message at 23:50 on Dec 26, 2023

Anime Store Adventure
May 6, 2009


So the new map is big enough (and flat enough) that I'm seriously considering my main transit line trunk to be 4 tracks, two in each direction. Is there any way to tease signals into making certain trains select "express" tracks in the center? Is there a better way to handle high traffic train areas that aren't just dedicated networks?

For example: I have a big yard that's going to handle gravel, coal, cement, and bricks. Cement isn't a huge traffic generator (I'll just have a single train sometimes export if its full.) Gravel, coal, and bricks, though, all both need to export to local depots, but also make larger trips for export - initially to the border, but I also love to build big rear end ports so eventually that'll be a destination. Coal especially is going to be busy: My preferred way to keep heating plants fed is just a train on a line that sits at the heating plant until empty, effectively working as a buffer storage. (An aside, this map might honestly be big enough that I'd still need to build local buffers because I'm not sure a coal train could get to some distant cities before the plant's internal storage runs out.)

What I'd like to have happen is that trains going far away can go onto express lines that don't interchange with local lines - especially because this yard is near to the capitol city area. There's going to be a lot of passenger service, local supply trains, etc. But trains from this yard, at least coal, do need to be allowed to get on local lines to supply heating plants and wherever I put my coal power plant(s). If I just build a single (if complicated) interchange to allow the yard to join express or local, I don't see a way that trains wouldn't just join the local and then maybe join the express at some point later if they judge its better according to pathfinding. I also would like to keep trains on the express as long as possible, only hitting the last change to a local track. I can see situations where trains end up joining the local if they're following closely behind a train and get an occupied block ahead with an open local. I expect passenger trains will always stay on the local, but if there are a few yards in between passenger stops, they could also jump to an express. Again, maybe not an issue, since technically they'd be express until their next stop.

That example might be hard to follow without visual examples, but its also not necessarily the best approach even from the start so I don't really want to design it yet. I guess my question is: how do you handle heavy train traffic in areas where trains are just passing, but others need to make local stops? Does anyone have experience with a 4 track trunk? Is just expanding to 4 tracks enough to handle traffic without having to stress too much about trains making weird decisions? I'm worried I'm going to create more stopping with trains constantly picking between the two lines in their direction than if I just had a 2 track trunk.

e: I wonder if there’s like OTTD tutorials for this or something. I just can’t seem to easily reason out the best way to handle it.

double edit: And also, while lines I can give waypoints to appropriately sort them, I'm going to have a lot driven by distro centers which I can't do that for.

Anime Store Adventure fucked around with this message at 21:54 on Dec 29, 2023

Pharnakes
Aug 14, 2009
There's certainly way points, so you can have the behaviour you desire with lines. Distribution office trains are just going to do whatever though.

Anime Store Adventure
May 6, 2009


Pharnakes posted:

There's certainly way points, so you can have the behaviour you desire with lines. Distribution office trains are just going to do whatever though.

Yeah the more I think about it, the more I can really get most of the traffic sorted with lines... I just love using distro centers and don't really understand what their logic will be.

Anime Store Adventure
May 6, 2009




Man, its been so long since I've played a map where I can actually use space to make nice smooth train tracks.

PerniciousKnid
Sep 13, 2006

Anime Store Adventure posted:

Yeah the more I think about it, the more I can really get most of the traffic sorted with lines... I just love using distro centers and don't really understand what their logic will be.

Do trains make pathing decisions at signals? That is to say, will they divert to an empty express/passing lane if there's traffic ahead?

Adbot
ADBOT LOVES YOU

Anime Store Adventure
May 6, 2009


PerniciousKnid posted:

Do trains make pathing decisions at signals? That is to say, will they divert to an empty express/passing lane if there's traffic ahead?
They used to be able to, at least, because I had a station that was a loop. If at the signal to either go to that loop or continue on, the continue signal was red, the train would go down the loop. It could see that completing the loop led it to a valid path to its destination, even though it didn’t realize it was just coming back to the same signal that was blocking it.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply