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managing vehicles is tedious
I hope it will be more automated in next update with maintainance of vehicles. I’ve got some ideas but I think internal testers and devs have them too so no need to elaborate here.
Weight is ignored; instead, the size of the vehicle and the carrier's deck/flatbed determine what can be carried by what or stored in what. In a vehicle's menu you can see what it can carry or what can carry it (depends on its new/old status and the exceptions above), by clicking on the button with a truck and a blue (?).
If "old," then you typically have to make the vehicle relocate under its own power. The only three exceptions are:
Mechanisms that can move under their own power can be moved in this manner for long distances and then be told to move under their own power for the last leg of a journey. For example, you could build a road depot near an area of bauxite mines and at another road depot, load excavators onto trucks and then tell the trucks to "change depot/workplace" to the other road depot. When they arrive, they will unload the old excavators into the depot and you can then tell the excavators to go to the bauxite mines.
You can use this to create limited marshaling yards for train setups, but that is rather niche. The main purpose is for emptying train distribution offices of wagons without selling them.
New vehicles can be moved much easier, but there are rules:
For example, you cannot unload a harvester from a helicopter at a cargo helipad into a farm building, even though you could unload it into a space for vehicles. You will have to either unload the harvester into a space for vehicles and then tell it to move to the farm building or directly deliver the harvester to the farm building by a truck.
This option also seems to prevent vehicles from loading vehicles from customs houses, so don't use it for vehicles loading from there.
1. Build a vehicle storage place in the city you want the things moved to.
2. Build a road vehicles depot next to your car factory and put a few open hull trucks in it capable of moving vehicles. This will be their parking area until you need them.
3. Make sure the vehicle factory is stopped and has no vehicles in it that you don't want moved. If you have trains picking up vehicles and taking them to export send them to a depot (I build one specifically for them next to my vehicle factory).
4. Queue up the vehicles you want made for a different city and checkmark the box setting the factory to stop producing when the queue is finished.
5. Set the open hulls from the road vehicle depot to pick up the vehicles and deliver them to the vehicle storage area in the other city.
6. Sit back and wait as the vehicles are made and delivered to the other city automatically.
Manually rehome the vehicles from the vehicle storage area to the much closer construction offices, mines, farms, etc in the new city.
When the queue is complete, send the open hull trucks to the depot to await the next time you need them and restart any trains that where taking vehicles from the factory to export.
You can load a mechanism on a helicopter and move it from a heli CO to a road CO with a heliport.
IIRC, vanilla road COs doesn't allow to attach heliports anymore, but there are some mod road COs that still do. There are also mod road COs that have built-in heliports. But these COs aren't shown in the bottom menu, only in the 'buildings from workshop' menu in the left.
Road COs with heliports were proven to be buggy to do the actual construction, that's why the devs changed it a while back.
In my republic I have one such road CO with a heliport. I use this CO solely to move mechanisms.
I currently transport vehicles to another island this way!