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An additional idea I propose is that the last transport in the automatic mode could also be "full load" rather than the "leftovers" (e.g. still full 12t of concrete rather than just 1t). This would also introduce a new optimization technique - to properly choose the size of delivery trucks, not just the largest possible.
At the same time I don't see the issue with the way it currently is
Than they're sitting there for 8 hours doing nothing instead of going to some other place, where they actually could work.
Mechanisms wouldn't be able to play by those rules because of the way mechanism slots work, but it'd keep things moving.
Any large project has waste (factored in to planning) so for some workers to turn up when there aren't the right resources for them - or the opposite that there are no workers available at the right time- is, in my limited experience, quite realistic.
In short, I like it when this happens, as frustrating as it is to our min-max gameplay mindsets.
What I would like to see changed with construction though, is vehicles should not go to the construction site if they are empty. Sometimes a vehicle will set out to get materials, but the resource will have run out by the time it gets there (usually the steel mill!).
It should just go back to the construction office, but currently it will deliver 0t to the building site.
True, although I guess, the mechanic, as it is, is built in mind that maybe atleast a part of the requested sum of materials is there, so the vehicle would deliver that atleast.
https://steamcommunity.com/sharedfiles/filedetails/?id=2023335802
Vehicles in this game will happily get themselves stuck indefinitely. Road vehicles much more rarely than trains.
i have debated this issue earlier.
in my opinion all stock-able material such as bricks steel wood etc should be able to to be delivered all in all phases.
However non stock-able materials such as concrete asphalt should be only delivered for their necessary phases.
this is the best way to approach in my perspective. :)