Transport Fever 2

Transport Fever 2

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Atago Dec 23, 2019 @ 4:29pm
Telling a train NOT to stop at a station when its full
How to tell it? If the train is full and stops at a full station it should not stop. How?
Last edited by Atago; Dec 23, 2019 @ 4:34pm
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Showing 1-15 of 19 comments
Vimpster Dec 23, 2019 @ 4:30pm 
Can not be done. Why would such a thing happen in the first place?
lozacenz Dec 23, 2019 @ 4:44pm 
Passenger lines.
It happens a lot with passenger lines when a train load of people at stop A want to go to stop D. There's no point in that train stopping at B or C because no one gets off so no one can get on. The train still stops anyway.
As they do in real life, mind you, but in real life they've got schedules to keep to, as well.

You don't tell them not to stop, you just increase the capacity or frequency of trains.

I can't think of a situation where this would apply to freight though. Not one where you wouldn't be better off setting up a system where there was no reason to this, anyway.
Vimpster Dec 23, 2019 @ 6:10pm 
Originally posted by lozacenz:
Passenger lines.
It happens a lot with passenger lines when a train load of people at stop A want to go to stop D. There's no point in that train stopping at B or C because no one gets off so no one can get on. The train still stops anyway.
As they do in real life, mind you, but in real life they've got schedules to keep to, as well.
How would you know ahead of time whether or not anyone would disembark at that stop? Which would in turn make room for more to get on.
Atago Dec 23, 2019 @ 7:11pm 
Originally posted by Vimpster:
Originally posted by lozacenz:
Passenger lines.
It happens a lot with passenger lines when a train load of people at stop A want to go to stop D. There's no point in that train stopping at B or C because no one gets off so no one can get on. The train still stops anyway.
As they do in real life, mind you, but in real life they've got schedules to keep to, as well.
How would you know ahead of time whether or not anyone would disembark at that stop? Which would in turn make room for more to get on.
You dont know. Thats the point. I want to tell a cargo train to not stop if it has no space.
canophone Dec 23, 2019 @ 7:36pm 
Originally posted by ✯✯ Atago ✯✯:
Originally posted by Vimpster:
How would you know ahead of time whether or not anyone would disembark at that stop? Which would in turn make room for more to get on.
You dont know. Thats the point. I want to tell a cargo train to not stop if it has no space.

Half into a station, you can stop the train and then start the train, and it will skip the stop. Sometimes, reverse works too.
Atago Dec 23, 2019 @ 9:01pm 
Originally posted by canophone:
Originally posted by ✯✯ Atago ✯✯:
You dont know. Thats the point. I want to tell a cargo train to not stop if it has no space.

Half into a station, you can stop the train and then start the train, and it will skip the stop. Sometimes, reverse works too.
Whats the point of manually operating the train? Where is the option for that. "Skip a station if youre full". Is that even an option in the game lol
canophone Dec 23, 2019 @ 9:04pm 
Originally posted by ✯✯ Atago ✯✯:
Originally posted by canophone:

Half into a station, you can stop the train and then start the train, and it will skip the stop. Sometimes, reverse works too.
Whats the point of manually operating the train? Where is the option for that. "Skip a station if youre full". Is that even an option in the game lol

It isn't, but you can also tell a vehicle to wait for full load, and the vehicle will not stay at the stop after stopping, but go right away if full. It's always been best to use full load sparingly.
Last edited by canophone; Dec 23, 2019 @ 9:05pm
Noma Jul 24, 2022 @ 2:39pm 
Originally posted by canophone:
Originally posted by ✯✯ Atago ✯✯:
Whats the point of manually operating the train? Where is the option for that. "Skip a station if youre full". Is that even an option in the game lol

It isn't, but you can also tell a vehicle to wait for full load, and the vehicle will not stay at the stop after stopping, but go right away if full. It's always been best to use full load sparingly.
I was lucky enough to get a map where there are 4 (!) oil plants and one gaz plant along the same river. I put a line with boats, with stop at each plant. Given the abysmal speed at which a 1850 boat sails, they are sometimes full before the last oil plant or even before that. I could buy more boats, but I don't have the money yet.

I can order each ship to go to their final stop when that happens, but that kind of defeats the purpose. Or one line for each ship, but that's kind of messy and sometimes plants fill up beyond their capabilities, so that's a waste.
Tsubame ⭐ Jul 24, 2022 @ 2:47pm 
Nice necro lol.

There is no point in connecting all oil plants with the gas plant all in one single line, given how game mechanics work. That applies to any transportation method. One plant as source, and one plant as destination. The supplier should provide enough materials to supply the receiver.

You should only add a second stop to get the same materials if for any reason the receiver needs more material than the supplier can supply, which is not often the case. Even then, a second line from the second oil plant could work just as well.

Adding multiple stops when there is little to nothing to pick up only slows down the vehicles, and decreases revenue per time obtained.
Noma Jul 24, 2022 @ 3:13pm 
Originally posted by ⭐ Tsubame:
Nice necro lol.

There is no point in connecting all oil plants with the gas plant all in one single line, given how game mechanics work. That applies to any transportation method. One plant as source, and one plant as destination. The supplier should provide enough materials to supply the receiver.

You should only add a second stop to get the same materials if for any reason the receiver needs more material than the supplier can supply, which is not often the case. Even then, a second line from the second oil plant could work just as well.

Adding multiple stops when there is little to nothing to pick up only slows down the vehicles, and decreases revenue per time obtained.
Yes, better asking in an already existing thread.

Thanks for the advices. So in general, there is enough source materials from one supplier to fullfill the need of the receiver ? It's more profitable to divert the other suppliers to other receivers then ?

Also to anwser to your last sentence, the boats are generally full before reaching the last pick-up point, so there's never "nothing to pick-up". I'll try to add a separate line from this last spot and see how it goes.
Since TF1, I was under the impression that I got more money the longer the trip was (so around 700k for one trip in 1856, seems decent to me).
Last edited by Noma; Jul 24, 2022 @ 3:16pm
Tsubame ⭐ Jul 24, 2022 @ 3:17pm 
Originally posted by Noma:
Originally posted by ⭐ Tsubame:
Nice necro lol.

There is no point in connecting all oil plants with the gas plant all in one single line, given how game mechanics work. That applies to any transportation method. One plant as source, and one plant as destination. The supplier should provide enough materials to supply the receiver.

You should only add a second stop to get the same materials if for any reason the receiver needs more material than the supplier can supply, which is not often the case. Even then, a second line from the second oil plant could work just as well.

Adding multiple stops when there is little to nothing to pick up only slows down the vehicles, and decreases revenue per time obtained.
Thanks for the advices. So in general, there is enough source materials from one supplier to fullfill the need of the receiver ? It's more profitable to divert the other suppliers to other receivers then ?

Also to anwser to your last sentence, the boats are generally full before reaching the last pick-up point, so there's never "nothing to pick-up". I'll try to add a separate line from this last spot and see how it goes.
Since TF1, I was under the impression that I got more money the longer the trip was (so around 700k for one trip in 1856, seems decent to me).

The 1st tier factories should be able to supply the 2nd tier factories without difficulties.

Yes, it will be more profitable to divert the other suppliers to other 2nd tier factories.

Try assigning a single supplier, it should be able to fully supply the boat. If the boat leaves for whatever reason before it is full, use the "full load" toggle.
Noma Jul 24, 2022 @ 3:25pm 
Originally posted by ⭐ Tsubame:
Originally posted by Noma:
Thanks for the advices. So in general, there is enough source materials from one supplier to fullfill the need of the receiver ? It's more profitable to divert the other suppliers to other receivers then ?

Also to anwser to your last sentence, the boats are generally full before reaching the last pick-up point, so there's never "nothing to pick-up". I'll try to add a separate line from this last spot and see how it goes.
Since TF1, I was under the impression that I got more money the longer the trip was (so around 700k for one trip in 1856, seems decent to me).

The 1st tier factories should be able to supply the 2nd tier factories without difficulties.

Yes, it will be more profitable to divert the other suppliers to other 2nd tier factories.

Try assigning a single supplier, it should be able to fully supply the boat. If the boat leaves for whatever reason before it is full, use the "full load" toggle.
Got it, thank you.
gGeorg Jul 25, 2022 @ 3:05am 
Originally posted by ⭐ Tsubame:
There is no point in connecting all oil plants with the gas plant all in one single line, given how game mechanics work. That applies to any transportation method. One plant as source, and one plant as destination.
You are right. That is how game works, now. This is a problem. Result of this "ruleset" is a list of point to point connections without any chance to optimization route by player, becouse any optimization of a route is not supported by game rules. e.i. you are saying, the restricted gameplay is correct.

I would expect that logistic game offers options for route optimisations.

Therfore, we players, should ask for more variety of source>consumer ratios.
For example we should ask for 5 different sizes of raw resource. Like tiny farm (50outpt per year), small farm (100 output per year), medium farm (300), large farm (600), huge farm (output 900 per year)
Then, of course tasks for players are much more diverse to find proper type of transport and delver proper amount of cargo. And of course, game should support "stop when not full" >>> or even "skip_The_station_when_full" flag >>> a "pickup" service in general. This type of line worked in OTTD decades ago. I guess, today computers have enough compute power to handle the same task.
Last edited by gGeorg; Jul 25, 2022 @ 3:10am
canophone Jul 25, 2022 @ 1:10pm 
Originally posted by ⭐ Tsubame:
Nice necro lol.

The answer I gave then is different now too. Full load now has better functionality with max wait time, cargo filters and alternative platforms.
Last edited by canophone; Jul 25, 2022 @ 1:13pm
j.j.j.dijkstra Nov 14, 2023 @ 1:48am 
hoe kan ik dat elke trein op het station stop op de terug weg rijd het station voor bij hoe kan dat
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Date Posted: Dec 23, 2019 @ 4:29pm
Posts: 19