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hailthefish
Oct 24, 2010

The processing plant has multiple outputs, as does at least the larger aggregate storage. Don't remember about the smaller aggregate storage. So it's theoretically possible, but trying to get them all built so that the outputs and inputs line up as well as all the road access... THAT'S the hard part.

A lot of the buildings have very confusing input/output/road locations, and it would be nice if there were both more options for those, and more options for building conveyors instead of just the one tower. If conveyors worked more like oil pipelines that would be nice, instead of having to build a half dozen conveyor towers to try to make a corner and cross a road.

The worst are the factory connections though aaaaa

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Government Handjob
Nov 1, 2004

Gudbrandsglasnost
College Slice
Yeah, I wish there were variations on factory designs to pick from, or at least possible to pick which sides of the building to use for input/output.

My mistake with the power plant was just tardiness, I knew from earlier tries that I should have put an aggregate storage between the processing plant and the power plant, but I forgot about it while strategically placing a busstop between the two and promptly went on to build everything for rubles.

And yeah, conveyors are a pain in the rear end, especially when trying to cross roads that are already in place

Government Handjob
Nov 1, 2004

Gudbrandsglasnost
College Slice
Annoyances aside I'm having a lot of fun with this, and it runs surprisingly well for an early access game, I've only had one crash to desktop so far.

zedprime
Jun 9, 2007

yospos
If you have fuel off, or maybe it's even competitive with conveyoring it the whole way by the time you do a conveyor tower loop the loop, you can have something like a rate limited step by setting up a tower to feed the power plant and an aggregate loader and using the truck as a slightly slower, more quantum conveyor belt to ferry to aggregate storage.

zedprime
Jun 9, 2007

yospos
Rereading the last conversation I think I misunderstood what is was actually about but really unless you've really got your mining staff supply down to a science the processing plant and power plant are pretty wide so just trucking off a bit out of a branch straight to a loader seems pretty sufficient for me right now.

Compiling a list of things I wish I knew 3 hours earlier into playing:

Construction offices aren't needed if you are building by rubles or dollars, everything magically springs from the ground
Similarly the road hookups to buildings without employees are for construction equipment, there's no maintenance access for now
You can't actually drive through a through lane through buildings on your way somewhere else.
Seems easier to live next to the industry and take the bus to the shops than trying to bus into a mine. Playing on easy setting for citizen requirements probably has a lot to do with this and or everybody is going to die at 50 of pollution
Finding resources is bullshit, Google the map. Orienting yourself isn't much better but at least you'll have half an idea where the oil is.
Footpaths are great I just wish there was a way to know if the bus stop was going to be in range of the mine up the hill.

hailthefish
Oct 24, 2010

If you have fires enabled, road access for buildings without employees is also used for firetrucks.

Also yeah I could probably do better with trucking some stuff instead of building a giant conveyor tangle to move coal around a corner and across the street.

Forums Terrorist
Dec 8, 2011

On the other hand trucks clog the roads and use gas.

zedprime
Jun 9, 2007

yospos
My latest learning that I'm still struggling with what to actually do about it is agent behavior.

An agent starts at home and depending if it's work shift time or off shift time, heads out the door to go somewhere
First he looks everywhere in range of home.
If he doesn't find anything, he hoofs it to the closest bus stop waiting for a bus going somewhere they want to go.
Tricky part 1, when a bus schedule says unload, it really means unload. Everybody gets booted off, hope they had a destination here
(Apparently there's a behavior on a beta branch where people on the bus get first dibs on getting back in)
At the bus stop they do the same thing, look for somewhere interesting to go in range or queue back up for a bus
When they get to the destination they do their thing and when it's done, they teleport back home apparently.

So if I'm not mistaking and understanding this right, which is far from guaranteed, good public transit is one or more bus stops on a residential area set to loading only, then arriving at one industrial or commercial area set to unload. Sequential stops only good for filling the bus up if needed (or conversely fully unloading eventually but you need to wrestle with unload/load which doesn't work super intuitively yet).

Or I guess in other words, people are a resource like any other, created at a residential building and consumed in industrial or commercial buildings.

E. I guess the troubling part I'm having is it seems like you should never cross the streams between work busses and play busses which kind of stamps down some of the freedom you would get from no return trips to increase bus utilization on the trip back. Just strictly regimented gather people, drop them off at destination, start again.

The other big thing I found out is you can import goods to a storage building at the border at cost and transport them yourself which is basically a cheat code on top of no fuel being a cheat code already.

zedprime fucked around with this message at 14:09 on May 7, 2019

zedprime
Jun 9, 2007

yospos
The belt outputs on processing plants exist purely to make your steel works an an amazing fortress of belts, huh.

spartan885
Aug 2, 2012
I am loving this game so far, but I think trying to figure out the optimal way to shift transit from roads to rail is going to put me on the spectrum. for early access though this is really a good start and I wonder what they will add to the game.

Government Handjob
Nov 1, 2004

Gudbrandsglasnost
College Slice
There's a road map linked on the Steam page showing police/militias, armed forces, weapons and arms manufacturies and uranium extraction among various other things.

Firos
Apr 30, 2007

Staying abreast of the latest developments in jam communism



So I have an electrified train that has gone into a customs office, but apparently the customs rail isn't electrified even though the model has the overhead wire supports? So now my train is stuck there. Anyone know how to deal with this?

The Locator
Sep 12, 2004

Out here, everything hurts.





Firos posted:

So I have an electrified train that has gone into a customs office, but apparently the customs rail isn't electrified even though the model has the overhead wire supports? So now my train is stuck there. Anyone know how to deal with this?

Bribe the customs officer to release your train. :v:

Firos
Apr 30, 2007

Staying abreast of the latest developments in jam communism



The Locator posted:

Bribe the customs officer to release your train. :v:

Lol I need to free the train precisely because it is my only means of making more than the pittance I currently make through selling electricity.

Government Handjob
Nov 1, 2004

Gudbrandsglasnost
College Slice
Are you sure its the track by the customs office and not a signal error further down the line? Or the line not properly connecting to where the train wants to go?

Firos
Apr 30, 2007

Staying abreast of the latest developments in jam communism



Government Handjob posted:

Are you sure its the track by the customs office and not a signal error further down the line? Or the line not properly connecting to where the train wants to go?

It’s a single line with no other trains on it. Plus the train has a lightning bolt above it. I suspect this map is cursed though because I just realised that there are no villages or roads except for what I’ve laid, and then the customs offices.

WhiskeyWhiskers
Oct 14, 2013

Firos posted:

It’s a single line with no other trains on it. Plus the train has a lightning bolt above it. I suspect this map is cursed though because I just realised that there are no villages or roads except for what I’ve laid, and then the customs offices.

Haven't played in months, but there at least used to be two maps to select from. One uninhabited, and one with existing features.

Government Handjob
Nov 1, 2004

Gudbrandsglasnost
College Slice

Firos posted:

It’s a single line with no other trains on it. Plus the train has a lightning bolt above it. I suspect this map is cursed though because I just realised that there are no villages or roads except for what I’ve laid, and then the customs offices.

Huh, that's weird. How are the power levels doing? Electrical trains can donk out if the lines supplying it are overloaded.
Worst case scenario just sell the train, redo the tracks where the problem was and buy another trainset, I guess.

sincx
Jul 13, 2012

furiously masturbating to anime titties
.

sincx fucked around with this message at 06:26 on Mar 23, 2021

zedprime
Jun 9, 2007

yospos
If you're allergic to Tropico agents you're going to have a real hard time getting into it. Most of what I see as the point is marshaling your Tropico agents into a Transport Tycoon sort of logistics grid to build the factories needed to build more logistics grid. It's got a lot of good logistics networking but it still all relies on Tropico labor and resource agents.

The labor agent AI is, let's not say dumb. But the first couple hours anyone plays of the game is usually figuring out how to bus them to work because it isn't instantly apparent.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
The game is playable but there's still some rough edges, especially with construction. The rail construction units aren't smart enough to know that they're allowed to back out of track they just laid, and it's desperately missing the "ignore the next signal and just go anyway" button.

On the other hand, this is the love child that Tropico had with TTD, while secretly fantasizing about the old Railroad Tycoon as they made love. I've been hooked since I bought it on sale too and I cannot stop.

Arglebargle III
Feb 21, 2006

How do I get workers to work in my coal mine? I set up worker dorms right next door but all they do is take the bus into town to shop and go to school. I keep accidentally building a service economy please help, my heavy industry is dying of neglect.

zedprime
Jun 9, 2007

yospos
Lets see if I remember my PHD in worker-ology. I haven't played in a while so maybe some of this is smoothed out.

Workers are first to be considered like a material input to your places of business. They are delivered and spend the next 8 hours toiling for the motherland, then reappear in their home. They'll generally find the closest place of employment. So first you need a supply line from the place of residence to the business involving walking paths and buses if its a bit too far to walk. There's a visualization mode to help see this IIRC.

Not all adults are ready to be workers though. Every adult will generally spend 8 hours sleeping and having 8 hours to themselves. In the 8 hours to themselves they will try to fulfill their basic and luxury needs. If they lack something critical like food, they will gently caress off from their work shift and spend it trying to fulfill their needs again. So don't make them travel cross country to get their bread if you want a good utilization of adults as workers.

Further diluting your worker pool, if you are playing with school and daycares, any adult with children can't go to work if their kids are not enrolled in a daycare or school.

Further further diluting your worker pool, if there's a university in the country a lot of adults 18-30 will decide they want a college degree and go get one first before joining the worker pool. Younger adults are considered first but if there's open enrollment slots some older folks will get in on the college degree action too.

I think those are the major catches. There's some tricks in not overloading a place of work in one shift as the workers 'decay' and go home, creating wide swings in utilization of the building which can really gently caress with the powerplant if nothing else. The rule of thumb here is move people into the expected residence that will be supplying the powerplant in waves. You can use intra-country moves to smooth this out after the fact.

Arglebargle III
Feb 21, 2006

I'm such a fool, in the spirit of glorious international cost - savings I imported Maoists to run my coal power plant and they're all taking the bus to the school to attend struggle sessions with the middle school kids.

Arglebargle III
Feb 21, 2006

What are the limits on commuting? I tried another new game today and found a great hilltop coal plant location, hooked up conveyors, bus stop and cable car, and then... workers wouldn't go there. They started trickling in when I ordered them to the cable car station and bus stop but still single digit numbers.

zedprime
Jun 9, 2007

yospos
Depending on dificulty settings I think they will endure up to a 2 hour commute before disappearing and reappearing back home.

The path finding is a little strange if they haven't honed it in the year I've been away from the game. You don't want to give them the option to go somewhere else if you can help it. The algorithm is
I will first see what they can walk to that meets my need and go there
I will next get on a random bus with unloads in walking distance of something that meets my needs
If nothing directly meets my needs explicitly I'll just ride any old bus
I ride the bus to the next bus stop that's says unload and start again from step 1

This causes some strange behaviors if not controlled for. Ex you have two bus routes, A going to glorious ironworks and B going to glorious shopping center. Even if A has 300 open jobs and B has 30, people will tend to split 50/50 each direction. Better if B is on the way to A. People get off and fill up the shopping center and bet back on the bus if it's filled up. Then get to the ironworks and start filling in jobs there.

Also if the destination is behind too many layers of transport you can see why they might start ignoring it. You're waiting for them to plinko through the transit if they have a choice of going anywhere else at all.

Arglebargle III
Feb 21, 2006

Ah I see, it follows the Principals of Socialist Pachinko as laid down by 3rd International All-Soviet Pachinko Conference. (Not the imperialist running-dog counter-revolutionary 3rd All-Soviet International Conference on Pachinko.)

Pretty rad dad pad
Oct 13, 2003

People who try to pretend they're superior make it so much harder for those of us who really are. Philistines!
There is a distinction between work, free time rules and transport rules, and they experience time at different speeds. ( :birddrugs: )

Free time rules, they have 16 hours to meet whatever they rolled for needs for that day. The timer counts up if they're walking, waiting for a vehicle, or at a service building, being on a vehicle or iirc at a hospital pauses it - but it counts up more slowly if they're walking vs doing anything else. If they meet all their needs they teleport home. Once their 16 hours are up they teleport home and start a work shift.

Work rules, they'll look for a job in walking distance first. If they have a university education and there's a job open that requires one they'll prioritise that. If they don't find one they'll as mentioned look for a platform with a destination that has jobs. The 8hr shift count doesn't start until they arrive and isn't shortened by a long journey.

Transport rules, they have 5 hours total. Arrival at a platform starts a 1hr countdown and if they don't get on a vehicle they go home. If they do, they have 4hrs to get where they're going. Not actually sure if they start another 1hr if you send them to a second platform or just keep at the 4, probably. The walk to the platform, however, doesn't count towards anything if they're going to work so you don't cut their time budget by having the platform a long way away.

Because they'll get on the first valid vehicle that arrives, if you have a stop with multiple lines your control methods are vehicle size and service frequency.

Time limits probably change based on difficulty, idk.

They don't discriminate as far as what's at the destination, just that there's a spot that they can theoretically fill (which may or may not be open when they get there).

If you want them to get off a vehicle at a stop and onto a different one you have to explicitly order the first stop to unload to the second stop. If they're self-directing they'll only ever go vehicle -> destination.

It actually works fine once you understand what's going on, but it definitely rewards both having some slack in the system and single-purpose transport lines - there's no direct downside to having people unemployed beyond the cost of keeping them fed and watered, and from the point of view of the industry receiving the workforce it's completely fine to have a bus full of people stuck in purgatory because there's no jobs for them to get off for (they will once some open up, and it's of no significance to the industry whether they 'time out' on the bus or at the station) but you don't want the same bus that moves your teens to a university to simultaneously be moving mass numbers of workers to an oversupplied destination, as if they can't get off they may prevent anyone from getting on for a while.

Ideally you want them within walking distance anyway, the range was upped to 400m a bit back which is pretty workable. Following the broad outlines of Soviet urban planning theory - services within walking distance, work as well if possible, footpaths are preferable to a road to every doorstep - will get you better results than trying to give everyone a car and/or public transport commute; the challenge is, how do you balance that with not murdering the poo poo out of them with your hyper-polluting heavy industry...

This is pretty ugly but you get the idea:



The central bit is a small food/alcohol plant which produces very little pollution. So, fine to have them live next door (plus they can mostly get their food direct from the factory store! saves on shipping). The construction yards in the background are pretty nasty when they're running so the closest housing is about 300m away, which is tolerable. You can kinda get a sense of the housing being more or less in a semi-circle around the pollution emitters. Off to the left there's a little oil refinery and a bunch of chicken farms which are pretty nasty, so a bus takes workers about 750m to avoid anyone getting gassed in their sleep.

The, uh, dead zones can get pretty significant if you concentrate a bunch of polluters - I had three coal plants running flat out as a single unit in a previous game and they were lethal a good 2-3km downwind...

Jeza
Feb 13, 2011

The cries of the dead are terrible indeed; you should try not to hear them.
I wondered if this was in any way related to Republic: The Revolution, but it apparently not. That's a game I haven't seen anybody mention for like 10 years.

Arglebargle III
Feb 21, 2006

I built a nice little model soviet mid-rise neighborhood with services in walking distance and a bus platform with seven buses to take people to the agri-farm and food factory about two kilometers down the road. Now I have 90% unemployment and the food factory can barely produce.

Molentik
Apr 30, 2013

Jeza posted:

I wondered if this was in any way related to Republic: The Revolution, but it apparently not. That's a game I haven't seen anybody mention for like 10 years.

I loved that game and would like a modern remake.

Arglebargle III
Feb 21, 2006



Why won't they go to work? :(

Arglebargle III
Feb 21, 2006

Is there a trick or secret to exporting bitumen? I've tried to hook up all the exit pipes but my pumping stations still say no input, yet my refinery says can't export.

Arglebargle III fucked around with this message at 20:27 on May 26, 2020

rain dogs
Apr 19, 2020

Arglebargle III posted:

Is there a trick or secret to exporting bitumen? I've tried to hook up all the exit pipes but my pumping stations still say no input, yet my refinery says can't export.

Are you trying to pump into a storage tank or a train loader? Do your pumps have power?

Arglebargle III
Feb 21, 2006

Yes and yes. I've deconstructed the whole output system and rebuilt it without any luck. I think I'll just load an old save and rebuild the entire industrial complex because I finally understand how pipelines are supposed to work I think.

Any output connection from the refinery should work for oil or bitumen right?

rain dogs
Apr 19, 2020

Yeah, you can click on a tank and choose what it will store.

Arglebargle III
Feb 21, 2006

Wait, what? How do you do that?

rain dogs
Apr 19, 2020

Click on a tank, and at the bottom of the pop-up there will be some boxes to check. You can pick whick tank will store what.

Trucks, trains, warehouses and aggregate stores work similarly.

rain dogs fucked around with this message at 21:44 on May 26, 2020

Arglebargle III
Feb 21, 2006

Woah, hang on. You can send buses directly to factories?

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biglads
Feb 21, 2007

I could've gone to Blatherwycke



I started playing this again a week or so ago and have fallen in love with it all over again. So much has changed since I played before that I ditched my old save, no great loss as I had attempted to remodel my rail network as it was so ugly and of course it immediately broke down catastrophically, so I started afresh on a downloaded map (subsequently found it was an old map with no Uranium resources, but glorious coal is the future).

The Seasons update gives the game a touch of Frostpunk to go alongside Transport Fever & Tropico and the heating pipes give you another fun tool to scar the countryside with. There's a stack of mods on the Steam Workshop which range from stupidly overpowered (tiny kindergartens that house 500 children) to the must have (Reliant Regal Supervan). There's a couple of users who seem to be modding in every building from their own hometown plus some where for the description there is

RU
pages of Cyrillic

EN
Is Truck

Best of all, and this was probably in the game all along but I only just discovered it, is if a monument has the T_ icon available, you can add text to it.
Example here, https://steamcommunity.com/sharedfiles/filedetails/?id=2260338241

I found another YouTube series https://www.youtube.com/playlist?list=PL841c9Cy1nKBHA2LEvIu53yJ4RVn3v_LC that is maybe less entertaining than the Colonel Failure one (still running) in the OP. This guy knows what he is doing which contrasts with Colonel Failure and while he makes a few ricks, he understands the mechanics pretty well and his town planning skills are very very good.

Onwards to utopia comrades, if utopia is classified as a state where every adult of sufficient party standing gets a timeshare of a Zastava 1300 by the dawn of the 21st century.

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