Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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bspawn Aug 16, 2023 @ 3:18am
Vehicles not being fully repaired
10k city, 1 large and 1 small repair station (with repair vehicles, materials, almost fully staffed). I have many vehicles driving around with high wear-and-tear and "less than one year since last repair" (and breaking down in the middle of the road).
When i observe a repair process, quite often the repair stops when the vehicle still has like 30% wear-and-tear.
Is it that the older a vehicle is, the higher their minimum attainable wear-and-tear % gets, so that eventually they become in effect unrepairable?
Originally posted by esbenmf:
This is the answer:
The older a vehicle is, the higher their minimum attainable wear-and-tear % gets, so that eventually they become in effect unrepairable?

A some time point, you will have to replace the vehicle.
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Showing 1-6 of 6 comments
MrKrabs Aug 16, 2023 @ 3:27am 
Maybe your workshop lacks any material to finish the repair.
Dunno how big is the storage capacity from the top of my head. But it might be wise to attach an extra storage to it.
Last edited by MrKrabs; Aug 16, 2023 @ 3:29am
Sim Aug 16, 2023 @ 3:53am 
My experience is that if you start repairing vehicle at 100% wear and tear then you will never get to 0% wear and tear with one repair.

Also - this needs some confirmation/testing but I suspect the older the vehicle is the more and faster wear and tear it is accumulating?
bspawn Aug 16, 2023 @ 4:37am 
Originally posted by MrKrabs:
Maybe your workshop lacks any material to finish the repair.
Dunno how big is the storage capacity from the top of my head. But it might be wise to attach an extra storage to it.

The repair stations have materials and they have attached storage for materials, they are well supplied.

Originally posted by Sim:
My experience is that if you start repairing vehicle at 100% wear and tear then you will never get to 0% wear and tear with one repair.

Default is 50% which i have only reduced, so why would repair start at any % significantly higher than the threshold value?

Also - this needs some confirmation/testing but I suspect the older the vehicle is the more and faster wear and tear it is accumulating?

Does not explain why repair would stop while the vehicle still has like 30% or more wear and tear. << this i think is the core of the issue; either it is by design (possibly supposed to happen to older vehicles) or it is a bug.
The author of this thread has indicated that this post answers the original topic.
esbenmf Aug 16, 2023 @ 4:58am 
This is the answer:
The older a vehicle is, the higher their minimum attainable wear-and-tear % gets, so that eventually they become in effect unrepairable?

A some time point, you will have to replace the vehicle.
moa Aug 16, 2023 @ 6:05am 
Originally posted by bspawn:
...I suspect the older the vehicle is the more and faster wear and tear it is accumulating? ...

Does not explain why repair would stop while the vehicle still has like 30% or more wear and tear. << this i think is the core of the issue; either it is by design (possibly supposed to happen to older vehicles) or it is a bug.

There is a time component, even (used) vehicles in storage for containers/vehicles will accumulate wear & tear. The other part is probably something [delta odometer] times speed with some factor.

For your issue:
Originally posted by bspawn:
I have many vehicles driving around with high wear-and-tear and "less than one year since last repair" (and breaking down in the middle of the road).
When i observe a repair process, quite often the repair stops when the vehicle still has like 30% wear-and-tear.
If you mouse over the repair button of the vehicle in question during or before its repair then the tooltip will tell you how much wear and tear it would have after the repair.
Then there is a checkbox in the workshop "cancel repair if waiting to long" or something like that, make sure you set the thing you want (aka never cancel anything, let the repair finish).

I have run like 30 years with even some used vehicles from the start and repaired them when above 10%. All get to 0% every time. Just little tedious to set them to 10% whenever a new vehicle is bought. Maybe 20% works as well, but then the repair requires steel as well as mechanical components, so to save on some logistics I opted for 10%.
Last edited by moa; Aug 16, 2023 @ 6:08am
bspawn Aug 16, 2023 @ 6:30am 
Thanks for the answers. I do have "allow repair cancel if long idle" disabled, but now it's clear that does not prevent repair of old vehicles to stop while they still have wear and tear - unless repair threshold is set very low.

I had not set the threshold very low (currently 30%) because i figured it would mean vehicles will be repaired very often and increase the number of vehicles that need to be repaired simultaneously, maybe too much for my repair stations to handle. It's interesting that with a low enough repair threshold repair never needs steel and apparently vehicles can be kept in operation for a very long time.
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Date Posted: Aug 16, 2023 @ 3:18am
Posts: 6