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Are you putting all your buildings on the 'main road'?
Are you putting storage buildings on high traffic areas, or on the road? When i lined roads with storage buildings i had massive buildups.
I now use a main road, then i have off-shoot roads that lead nowhere. They would contain rows of storage either side. Or maybe would contain a chain - like veg farm and crop farm. That way it could never be a route to take. This would get carriers off the main road and allow them time to deposit goods without holding up the flow.
Or i would make parallel roads filling the road that was more cut off from the rest of the settlement with building. Again leaving the main road fairly free for people to go elsewhere.
I haven't put any storage down as the production chains and buildings seem to be storing things quite well.
I guess the solution to my problem might be to make "areas" where production can travel more efficiently. I had assumed that the pops would've just travelled all over tbh
To be honest i built the storage's cause they looked cute and i wanted to store wood so i could cut down more trees :D
https://i.postimg.cc/7Zt4McPq/Settlers-traffic-jam.png
In Pioneers of Pagonia you can mitigate it by placing storage areas in strategic points, so your settlers don't have to carry stuff from near ship area to far boundaries of your settlement.
btw: The biggest problems seems to be that "unloading" often needs several second, because people do get stuck and then slowly glitch through the other waiting in line.
But in general I find roads a bit ugly to make, you can't always set them up like you want. As if you are to close to a tree, building or a point on the road, well then you can't connect to the road.
You've put a lot of effort into making the game feel grounded!!! It would be a shot in the balls to the whole concept if you try to solve the "issue" of queuing by allowing walkers to ghost through the other.
I second to the idea mentioned above to have two + spots where a building can receive/provide resources.
Thanks!
If this is how they intend it to be, with heavy emphasis on micro managing lines, then there should be good ways of dealing with this.
Although the system was a bit different. Goods were transported by a carrier from one flag (= waypoint) to another. If goods were not transported forth fast enough, they would block a waypoint.