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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.
Half into a station, you can stop the train and then start the train, and it will skip the stop. Sometimes, reverse works too.
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 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.
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.
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.
The answer I gave then is different now too. Full load now has better functionality with max wait time, cargo filters and alternative platforms.