Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
IMHO a vehicle should not be allowed to leave until it is fully unloaded, there should only be the option in the line manager to leave anyway and carry all the remaining items one full round around the line...
So, great idea, but UG should unwind the silly "produce-no-matter-what" rule, into a demand based one..
If you're "losing cargo", that's a sign that maybe you aren't moving enough cargo quickly enough?
TpF2, for all it's problems, is a huge step up.
Meeting demand in TpF2 doesn't cause supply to stop existing, causing demand to collapse, causing the entire supply chain to revert to base upgrade level, which is what happened in TpF1. Note: there wasn't anything you could do about this, because Failing to meet demand resulted in supply accumulating at the supply point... which Also shut down supply leading to the same problem.
The raw materials in 2 are always produced simply because it solves the above disaster with very little overhead.
TpF2 is a mere sandbox, where it does not matter any more. The model is wrong, resource industries just start producing without demand, the challenge is zero. It's boring and dumb. I tried to fix this but not possible with a mod. This is one of the major steps backwards of TpF2, and where I was very disappointed about. Hence the creation of my Senseless mod, tring to fix what to me went wrong with TpF2... within the limits of what's possible.
But it isn't moved by someone else. If it was, it should arrive at its destination at some point, and ie limit demand by towns.
Even if you use sandbox to set up your map accordingly, TPF will penalise you for not transporting goods across the entire length of the map.
Nice mechanic for train stations could be, when they work as incoming OR/AND outgoing buffer. This way you can solve peeople unloading the long train to overloading BUS stop, they simply wait in the train station, until adjaced BUS station can accept them.
Does not compute. One of you is wrong. Fight!
Very much more logical, and it ought to be easy to implement.