Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If I'm not mistaken, this way you'd need your busses to circle around in town all the time in order to pick up workers at all those different bus stops where they might be? This would extend the travelling time of the busses considerably (especially because the current behaviour of bus stops delays the busses incredibly, so imho many passengers would time-out) and create lots of additional traffic... or not?
At a bus stop or station they will look again to see if anything that meets their need is in range. In theory, you could chain bus stops or stations and force your citizens to walk to where they need to be.
On paper at least, this is viable as people are willing to walk about for quite a few hours, but only willing to wait an hour for a bus. You could create large housing areas using this tactic, with a "amenities" block every so often to supply required needs.
By rights, you could have "needs" areas and work areas a reasonable distance from your housing, and just set up a couple of bus lines to each, from just one or two of your housing stops. People will keep walking until they find what they need. The trick is to distance everything so people can recover needs and work within a work day.
i mean time for make thing for the player at end
Definitely not. Loops are inherently dangerous. I would instead advocate point to point lines where you have individual bus lines for specific straight roads. Also, if you set the buses and stations properly with where to get out and get in, along with 'where citizens should go' on the bus stops, you can keep them moving in the right direction.
I will make a quick example soon showing my idea of a 'microdistrict' using walkable bus stop routes.
Update: Here is a crude microsoft paint concept
https://steamcommunity.com/sharedfiles/filedetails/?id=1907518181&fileuploadsuccess=1
This is not a back and forth system that lets people get lost on buses. There is a clear flow to a central hub of the microdistrict that should eat up any citizen that gets there, either shopping, working, or being transported away to work in a factory. As long as you keep the bus stops within walking distance of another people should find their way even if they miss a bus.
and puting a bus stop inbeetweem made people walking to it
i report it in the bug section
This is not a bug, this is work as designed. The bus stop is supposed to be able to allow citizens to continue walking if their wait timer runs out
what the logic in what you pretend
it make no sens
this not an exploit to walk 5h a day
without any bus stop for motive
after all
who know if the 1950 sovietic was able to found their path at more than 250m
despit an university teacher grade
maybe this an historical fact
because shoes destroyed after 3h
depending condition it can vary
young must walk 6kmh when healthy and 100% clothes and food
its a recurent problem in this game
their is very accurate fata that not match at all nor the reality nor the ingame events
its very counter intuitive and often out of logic
i mean when going deep playing else its easy as an anno or factorio
That's a deliberate design decision...in a game like this where "in-game time" elapsing matters you have to have several different timescales, and different ways those timescales can be modified on a contextual basis. This game is no different in that regard...everything running at true 1:1 or locking everything to one timescale would make the game unplayable.
For example, if everything was hard-locked to the base timescale of 1 real-world minute = 1 in-game hour, then:
perspective. At those speeds it'd be no different from teleportation.
No thanks. If I want that kind of unrelenting, uncompromising realism I'll go outside.
is a real world player who not codded this math
dont know what is real time or worker time or day time or age time or animation time or electric time
it will be far more intuitive
to not write anything about day or hour or year or second or minute
but some percentage or counter
as %
so a cityzen have on 100% cycle include 25% worktime and 75% personnal
max travel time is relative to it as sport time is some%
or anything humanlly understandable