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Despawn and teleport are two different things in meaning and result or consequence ; maybe the two different sides of what we can see on the screen .
The good one is teleporting - cims to work or home if they run out of time , mystic delivery of goods to small enclosed points without road connection , Cluster delivery
Not that bad - despawn after successful delivery at stations without freight back
An exploit - despawn after successful delivery without way back
None wants to see despawning - delivery fails , tourists disappearing , despawn on start of a route to a destimation out of reach
I see a despawn as a hint to an issue or a sign of an exploit l use
Teleporting is mostly for cims when they can't spawn, usually due to game limits (max vehicles or cims on map at any given time). The game will just teleport them to keep the simulation running.
Despawning is mostly about unclogging stuck traffic, which could be anything from pathfind issues (eg. unable to reach destination due to bad road design) to merely sitting in a traffic jam for too long.
A dropping count at stops is a ``running out of time´´ marker , something happened , they moved slower than calculated . Maybe the default calculation was getting the first bus and the capacity don´t meets the volume at rush hour , it doubles the waiting time and skips the calculation
If you look at the stop with the dropping count , what do you see ?
1. pulling out a pocket car
- most times by tourist , it is the last option to keep them in game
or pops , if enough agents
are free
- disappearing without any trace : teleporting of pops or despawn of tourists
This one shows the timer at stops and gives some more features to analyse the flow :
https://steamcommunity.com/sharedfiles/filedetails/?id=928128676
Have fun
Yep , maybe out of topic , but what do you think about this , he winns 4 souares compared to the walking one .
https://steamcommunity.com/sharedfiles/filedetails/?id=1604770191
In general , l would be interested in some informations about the speed and different speed settings of pedestrians . Any tip where or how to get them ?
edit link
It would have helpped if you would have linked the reference of teleporting you were referring to.
I use the term teleporting for Office IT's delivery of goods to commerce, as they don't use freight vehicles to deliver goods, they just magically arrive. It was a mechanic introduced with Green Cities DLC to alleviate traffic. This way you could have commerce without huge industrial complexes importing, exporting, and delivering goods.
Also, when you build your city, the buildings are empty, so the game teleports cims to work, then your cims drive in from the outside connection and drive to their new home, then they drive to work. If they fail, they keep trying to drive to work, but they are always at work.
If you build two districts, one residential and the other commerce/industry, then cims will teleport to work and be happy. This will eliminate a lot of traffic.
These are the only ones I can remember off the top of my head.
Despawning has to do with cims being on a timer and if they fail (time out) they despawn off the map and try again. They do this over and over until they succeed. This can cause a lot of traffic if you don't make sure things are in balance. i.e. residential close to jobs and commerce/industry close to each other, Also clear roads so traffic doesn't get delayed.
Remember, cims will prefer to walk if they are within 12 blocks of their destination. Otherwise they will spawn a pocket car and drive. Same with sitting at a bus stop, or other stop, for too long.
I forgot, you can hit game limits early in your city as the vehicle limit is only 16k. So freight is usually the biggest problem in your city. Make sure industry and commerce are close together and on a highway for quick delivery. I usually make large shopping malls and industrial complexes rather than sprawling shops all over the place, which causes a lot of traffic from freight driving all over your residential streets.