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I can only hope that these are bugs and not intentional design.
I keep building (or at least trying to build lol) complete chains with all the time it takes to consider flattening terrain and building placement for the inner connections to realize much much later that some piece of the puzzle is either missing or not functioning as it should (or maybe as I thought it should logically)
Result >> Reload and start over .... MAJOR PAIN!
Early Access pains
Definitely use the planning mode (uncheck the auto purchase with dollars and rubles) then at least you dont waste 100,000s rebuilding over and over.
For example, you can connnect a meat storage to a train CARGO station and a train can pull the meat - even though the train cargo station itself can't hold meat. If you do the exact same thing with a warehouse, which has a built in rail connection, it will not work. Completely nonsensical.
I also dont like that warehouses can "store 450 tons" but actually can't hold 450 tons of any given material.
Agree with You 100%.
Are You sure that if You connect werehouse to cargo, the train (via cargo) will not pull from warehouse?
I THINK that a train cargo station should be able to pull from a connected warehouse - it seems to be able to pull from any connected storage building, even if it can't hold the material itself.
I think that is because meat requires refrigeration and as warehouse is currently configured it does not offer refrigeration. Thus meat cannot pass through warehouse. Apparently the train cargo station does have some sort of refrigerated pass through? It is a bit odd that one can and the other can't.
I did it by connecting meat storage to a train cargo.
There is a lot of mess and lack of logic behind all connections, storage and werehouse...for me at least. in my opinion it shold be a SWITCH to set connector as a "input" or output but that is another story.
As to warehouse capacity, most warehouses are actually limited by cubic space, not weight. A warehouse that can hold 450 tons of steel might well not have the cubic capacity for 400 tons of pillows--to use an extreme example. As long as the capacities reflect real commodities to some extent I can handle the differing amounts. The problem is expressing total capacity in tons rather than cubic meters, but the game only measures in tons. Same is true of freight cars, with the exception that freight cars do have a maximum tonnage capacity in addition to a maximum cubic capacity. That's why cars for heavier commodities are smaller--no point wasting steel for a car that will never be full.
In any case, its a great game and I'm having a ton of fun with it. But I do hope some of these low priority annoyances eventually get resolved