Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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ian.hindle Feb 15, 2020 @ 3:03am
Multiple bus stops - workers only use one???
I've played this a few times, but still getting to grips with worker transportation. This iteration, I was going to see about getting independent on construction early doors. Basic set up to begin, so far just Coal Mine/Ore Processing/Power Plant with town of about 250 workers. One bus route, stops off at the 3 locations in order. However, when it was Power Plant - Ore Processing - Coal Mine, everyone got off at the Power Plant, a handful at the Ore Processing, and no-one at the Coal Mine. I reversed the route and now everyone goes to the Coal Mine.

There are 6 buses, and I altered all of them to only load workers, and to only drop 59% at the Coal Mine. However, the game mechanics appear to ignore this and everyone gets off at the Coal Mine still.

NB: When you select "unload x%" is that initial load, current load, or potential load? The game doesn't really explain.

Below is a screenshot of basic town, numbers in red are worker numbers.

http://www.thecatwhowalksbyhimself.co.uk/imageBin/SR%20Workers.png
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Showing 1-4 of 4 comments
AngerIsAnEnergy Feb 15, 2020 @ 5:42am 
The unload x% is the capacity of the vehicle not the actual number on board, sadly.

So, If you had a vehicle of 80 capacity and said unload 50% it would unload 40 peeps. If it was only carrying 40 peeps then it would empty itself and deliver nothing to the later stops in its route.

It would be nicer to have "unload x% of peeps on board".

Sounds like you need more peeps in your town to ensure your buses are fuller more of the time.
tea_bush Feb 15, 2020 @ 8:57am 
You just need more workers. Or you can set the workplaces to use less people.
ian.hindle Feb 15, 2020 @ 11:14am 
Thanks, guys. Yes, worked out it was % of vehicle capacity in the end. Drastically reduced percentage and put locations with low requirements first and everything is operating.

Damned annoying that it's % of capacity, adds an extra layer of problem to any distribution route. eg: if your distributing food across grocery stores, unless your delivery trucks are always evenly spaced, you may not guarantee they're 100% full at pickup, and thus the early drop offs get everything.
TheAmishStig Feb 15, 2020 @ 1:06pm 
Originally posted by ian.hindle:
Thanks, guys. Yes, worked out it was % of vehicle capacity in the end. Drastically reduced percentage and put locations with low requirements first and everything is operating.

Damned annoying that it's % of capacity, adds an extra layer of problem to any distribution route. eg: if your distributing food across grocery stores, unless your delivery trucks are always evenly spaced, you may not guarantee they're 100% full at pickup, and thus the early drop offs get everything.

"percent of capacity" instead of "percent of space (pickup)" or "percent of load (dropoff)" is kind of annoying, yeah. Makes that kind of complex routing not worth the trouble unless you can guarantee quantities at any given location.

I've taken to using Cargo Station Buffering as a workaround. In most cases, I'll build a Road Cargo Station at the pick-up point and at each drop-off point (+4 parking spaces, plus the new in-building movement system), and run trucks point to point.

If I'm running 'domestic consumption only' [like Crops], I'll use 'wait until empty' at the drop-off point.

The bonus of using this system is that it lets you set up 'Export just the excess'. By doing "Pick up point: wait, Store: Do not wait, Export Warehouse: Wait", your trucks can drop off whatever your store doesn't currently need, allowing you to then take that stuff to the border for a couple extra bucks...without running the risk that exports will cannibalize your stores.
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Date Posted: Feb 15, 2020 @ 3:03am
Posts: 4