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My map has one plastics factory and that chain is working fine: Oil > Fuel > Plastics + Steel > Goods (box icon). The Goods are being picked up and delivered.
Or they could show nothing at all. If a train of capacity 80 was currently hauling 30 machines it could simply say 30/80 machines. Simple. The addition of an additional "theoretical plastics" count simply confuses the player and provides exactly zero useful additional information as far as II can see.
I ask again: why should I care a damn about this information?
Ayup, and TpF1 did exactly the same thing. (well, kind of. it only picked primary resources, not manufactured products. then again, every wagon type had at least one primary resource it carried in 1, this is not the case in 2)
Hoppers would always indicate coal until they picked something up.
Boxcars would indicate cattle until they picked something up.
Tankers would indicate... I don't remember, probably oil, actually.
Stake Cars would indicate wood (lumber? whatever the thing that got processed into planks was called)
Trucks and ships did something similar. The first, alphabetically, primary resource they could possibly carry was indicated until they actually picked something up.
There simply wasn't a 'null' icon. And still isn't. So it shows x/y (current/last cargo) for wagons/compartments/vehicles that have had something in them, and 0/y (first thing in the list of Possible cargoes) for wagons/compartments/vehicles that haven't carried anything yet.
Not at all a problem once you're aware of it.
Though, yes, actually Having a null icon would probably be better <_<
As for the OP's problem...
The fact that it indicates plastics on the way out of the depot (and continues to do so until the wagon gets loaded with anything else) and the fact that your non-plastics lines aren't working are entirely unrelated.
The plastics icon is a placeholder. It's a sub-optimal choice, but not important.
The game Does have a major problem with cargo on trains: If there are multiple cargoes waiting to go on the same line, and the Same wagon Type could carry more than one of them, it will pick one (based on some combination of the last time any was picked up, how much is sitting there, etc), until either the train is full Or all cargo of that type is picked up, and only Then will it pick load any of the other type, if there's room on the train.
This is particularly bad when the cargos are coal and iron, or steel and planks, where you need even amounts of both at the same factory for it to produce it's outputs.
Now, there's a fairly simple solution to this for they player: Have your line go from A to B to A to B (instead of just A to B), and on the First A, tell it to only pick up iron (for example) and on the Second A, only pick up coal.
That said, in This case, while you can do that, the Developers should really fix the logic so the train actually picks up something aproximating half and half. Ships (which only have two compartments) already manage it, trains managed it in TpF1 (presumably using similar logic with 1 train wagon = 1 ship compartment), so it's weird that it's not the case that Trains can do this in TpF1 <_<.
If your problem is unrelated even to that... I've got no idea.
I've played hundreds of hours of Train Fever and TF1 and even now I've finally worked out what these icons mean I still have to take seconds to double take the listing to make sure I understand exactly what they are telling me.
Lord knows what a player new to the series would make of them.
As to the null icon solution, let me ask the same question I did above in a slightly different way:
Can anyone think of single use case where this information (null wagons, wagons filled with "theoretical plastic", w/e) is actually useful?