|
Log082 posted:Why is such a small thing making me so happy? Because building tracks is a pain in the rear end so any QoL making it less so is a blessing.
|
# ¿ Sep 27, 2022 05:51 |
|
|
# ¿ May 14, 2024 12:42 |
|
Log082 posted:Tonight I found out that the massive, modded in Class 24 draglines that I'd saved up 25 million dollars to buy a blueprint for have a movement speed of 0, because the modder wanted to accurately represent that these kind of machines don't really move outside of the mine they're assembled in. If it was bought at the border, you could technically edit the mod and make it have an actual speed but I don't think anything can drive itself out of the building it was built in. Maybe it's also possible to edit the weight and length spec to make it "fit" on a truck.
|
# ¿ Jan 18, 2023 23:22 |
|
ThisIsJohnWayne posted:Yes, only if the mod updates. What you could do to safeguard against that is to make a copy of the folder of the vehicle/structure/thing, place it right next to the original with a new name and make the edits to this copy. Pretend it's the -B model or mark. 3 etc, new in-game name saves from mixing them up. You can also create a mod with the files and then, steam will keep it for you if you ever have to reinstall. I "fixed" a mod container facility and just never made it public.
|
# ¿ Jan 19, 2023 22:01 |
|
Log082 posted:I've actually tried to work out where containers would make sense, and as far as I can tell, they don't. You need a special packing/unpacking facility and loading/unloading times are never really a problem in this game, which is what makes containers actually useful in real life shipping. I haven't actually used them, so maybe I'm missing something, though. I "made it work" with some mod building like a gigantic container loading facility which had large storage for goods and packed container linked with the port. Then, I could dump anything I over-produced via train distribution office. The big benefit this had IMO was the ship being loaded with nearly anything and you could send enough stuff to fill a large ship without needing some crazy array of warehouse/storage yard. Shipping food, uranium oxide and chemicals from the same point and with a single type of ship made it decently easy to manage.
|
# ¿ Mar 14, 2023 21:19 |
|
Anime Store Adventure posted:My idea for how I'll run containerized export in my current save is similar, basically. There will be a containerizing facility near to the production area and I'll use distro offices to shuttle only 'overflow' goods (so, over 80% of some storage) to the container facility, and from there it'll go to rail and ship, or truck and ship if the volume is low enough. It'll just kind of set up a nice system where if its in a container, its being sold. I used to container workshop directly at the port because I didn't want to mess around with lines to move containers because you can't it with DO but it should still work.
|
# ¿ Mar 14, 2023 21:43 |
|
Anime Store Adventure posted:Distro offices seem annoying but if they’re pretty much the first thing you get it’s fine as a starting tech. The more stuff you have to research, the more it will put a strain on your starting number of college educated workers you get wen importing your first batch of workers. Since they are already needed for a bunch of jobs even in a starter town, it might start to feel really thin.
|
# ¿ Mar 20, 2023 06:28 |
|
Anime Store Adventure posted:I used to only use them to always shove food and meat into big stores, generally because I found it a lot easier to jenga the layouts. Now with some modded storage, even that is marginal. Modded forklift give you a shot and their capacity being usable in a useful way if you are ok with that type of mods. If not, they usually are too slow to manage the required throughput for most application I tried using them. RDO used to not be crossable by trains but this was changed later.
|
# ¿ Sep 20, 2023 01:08 |
|
Anime Store Adventure posted:I'll have to look again, but the last time I had looked at those mods they were either too unbalanced or aesthetically unsatisfying (I recall some just replaced the models with trucks, which looked sort of wonky.) https://steamcommunity.com/sharedfiles/filedetails/?id=2068292305&searchtext=forklift It use already in-game models but you might find them having too much capacity.
|
# ¿ Sep 20, 2023 01:40 |
|
Stairmaster posted:can someone tell me why this train DO, on the bottom left, is telling me it can't find a path to the station at the top The signals look ok from what I can see so my next guess is electric locomotive in the DO with no electric tracks.
|
# ¿ Sep 20, 2023 05:06 |
|
|
# ¿ May 14, 2024 12:42 |
|
Anime Store Adventure posted:Small aircraft don't feel like they really have a place, yeah. Maybe if you want to do aesthetic tourist areas, but even those require significant staff that you probably want to house on site, and then need to service that is probably difficult to plane in. All of the "very small" labor requirement industries aren't things that you want remote: I don't need to produce asphalt and cement in nowheresville. Remote work sites beg for some kind of locational importance. Technically you could be ferrying lumber workers out somewhere, but you can also just plant trees. Oil fields don't require workers, and the only other location specific resources are mines that need dedicated trains or tons of trucks on a constant clip. Small planes essentially don't work because convenience isn't a factor in game for the citizens and most industries area manpower heavy anyway. IRL, we can shuttle people by plane to industry sites because it eat much less of their personal time and many industry like mines have reduced manpower requirement via mechanization. In game, the train line hauling the output of the factory can be used to shuttle workers because they don't care for the 5 hours total commutes one way and the other way not existing. You could make a case to use them for modded hydro plant if their geographical location make it painful to run a line of any type there since power lines are decently forgiving on terrain and they require no other "input" than the manpower. The only other industry with location requirement are mines and oil, both of which have metric rear end ton worth of products to haul away and one does not even require workers to run.
|
# ¿ Feb 1, 2024 08:23 |