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https://imgur.com/a/Z5sNMwQ
RED arrows: all trucks from production buildings are driving to the right. Only the building on the right side has even the chance to deliver raw materials on a short way to the factory (ORANGE arrow).
All other trucks must hope for a chance to change direction in the city and I can imagine that the AI calculates this before and thinks - ok exporting makes more sense.
The YELLOW arrow shows from which side the factory can expect to receive materials. This would explain why I still import instead of using avail. raw materials.
Same happens and is known behavior with the garbage trucks (BLUE arrows) that can be also seen on the picture. For coincidence I placed one of the garbage fields on the "wrong" road - all of the trucks had to drive to the end of the road before they can reach their destination. Root cause is that they also are forced to drive right. As said above - for garbage trucks this is a bit o fun - but not when it comes to industry buildings and production chains.
Best,
Matthias
One of my industry districts is set up in a way where everything from my extractors that wants to be exported needs to be sent past half of my processing facilities. And after watching it for a month or two ingame i can safely say that (for whatever reason) the processing buildings that all the resoruce trucks fro mthe extractors drive past actually get less resoruces than the oens on the other side of the road where they don#t drive straight past.
(Oh, and also I tested it, the direction doesn#t seem to matter when they try to pump the resources to a storage facility with room left, they happily turn aorudn in circles for that.)
A fix could be to increase the priority on all processing units over exportation. Or allow trucks from extractors to pickup from storage facilities.
Well, the problem msot of us face is that the storage facilities seem to prefer to export the stuff as just as much as the extractors do.
Saw a similar vsituation with my storage facilities , and foudn it helps a lot when you hti trains to make a freight train station. then nearly all export vehicles just go there, cutting the time they are away from base by like 80%.
it's good to see that other users are facing the similar situations. Thank you for pushing this topic with your replies.
Thank you to Flamewar for confirming that the direction issue is propably not the root cause. It just was the first thing that came into my mind while looking at the routes all the trucks are driving.
I also think now that the priority needs to be adjusted from the Dev side. Either raising priority in extractor buildings to serve the needs of processing units first or allow the trucks of processing buildings to pick stuff from extractor buildings.
Just want to add a note to the idea of building a log yard. I played a bit around with this idea - also with no effect. This happened:
It reduced the roads for my extractor building trucks, yes but though selecting "balanced" after some time it was completly full. All log yard trucks exported the stuff instead of serving my processing units. After selecting "selling" > same effect. So although all my extractor buildings and log yards and stuff have enough resources, my processing buildings are not getting enough of them.
If anyone is not facing this issue > could the one please also post a screenshot of his/her city here? I want to compare if we may oversee something essential.
Best,
Matthias
Change the warehosue system.
Instead of giving the (seemingly rather pointless) options of fill/empty/balanced, we could instead get options of import/export/local.
Basically all extractors can have the respective storehouses as first hcoice for delivery, and the warehouses try to supply all processing buildings first, except if export was choosen. Then it would simply try to export all the produce delivered there.
The other two modes would both try to deliver to local processing/customers, with a simple system that 'import' setting leads it to sne dotu import orders whenever it's less than 80% full or so, while with 'local' it simply never imports.
When I read the tooltips for the 3 current options in a warehouse it looks like they already try to achieve something similar but for unknown reason - it doesn't work.
Best,
Matthias
Thoughts: Is anyone else here running Traffic President? I'm going to try switching that off this evening. Maybe this is messing with routing?
Or, maybe it's an external market issue? These numbers aren't exposed that I'm aware of so maybe it only makes enough to satisfy external demand until other factories are up and running? My city is ~ 6000 pop so I don't have the higher up factories etc..
Normaly running TM:PE, but turned it off for a test run after I wondered if it's due to that and got the same problem.
What i found helps a bit with the problem is to switch the cargo hubs to 'fill'. it spends a ♥♥♥♥♥♥♥ of money to import stuff at first, but once it#s somewhat full it stops that.
Despite the (grossly misleading) description it seems 'fill' simply turns of exporting, while keeping the willingness to supply local processing the same. Doesn#t do much on paper/at the first few weeks, but after a while it improves the supply situation somewhat since the storage facilities don't send their vehicles on multi-week cruises to export stuff.
It's still doing pretty much the same thing with or without the mod
Hopefully these issues are the usual release day bugs that will be solved by the devs or some mod soon.
Have you educated your people? The industries mostly needs uneducated/low educated personel. So if you got 100% coverage with elemntary and high schools your workers will all be well educated (the 3'rd of the 4 education steps), and simply not want to work in uneducated job slots. and depending on the industry, 30-60% of the jobs are for uneducated workers (aka not even elemntary school finished).
You can usualy get away with a 1-teir difference between job slot/education level, but that#s it.