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This option wouldnt hurt, but the functionality you want is mostly handled by distribution offices. If you havent used distribution offices before, give them a try.
To handle your example set up a distribution office with the following tasks:
-Iron Processing Plant: Load Iron 0% (load iron until/unless the source is completely empty)
-Steel Mill: Unload Iron 50% (keep the Steel Mill's Iron supply half full - you can make this fuller or emptier depending on how large of a stockpile of Iron you want at the Mill)
-Border: Unload Iron
Dump truck(s) in the distribution office will unload at the Steel Mill when it needs Iron, and Unload at the border when the Steel Mill has plenty of Iron.
The first is set to: iron processing plant, load at 0%; steel mill unload at 50%
2nd is set to: iron processing plant, load at 50%; customs office unload.
This works better than set schedules because the vehicles only move when there is something to transport.
Multiple offices are needed because for each office, you can only set one percentage for loading.
The workshop has some good small distribution offices.
I don't know if I'd use it personally though...newer players have enough problems with rail traffic as it is, I can't imagine how much worse it'd be with them having to consider that many more orgin-destination permutations yet too.
One thing I will note: as your republic grows and covers more land area, giving each vehicle a customs-house endpoint gets untenable just for the traffic, let alone the effect on your delivery routes thanks to them needing to take long trips from the midlands to the border. In addition to David's really nice suggestion, it also wouldn't hurt to scatter "distribution hubs" around the country, places that can collect any overflow of materials after the last delivery and have dedicated border shuttles...if nothing else, it keeps the vehicles supplying your factories on shorter routes, meaning faster cycle times.
With coming update the custom houses will be even more overloaded as you could send buses there to pick up or drop off tourists.
Agree! Much more useful and relevant to add logic conditions to vehicle schedules (and then not limited to freight vehicles/trains) than to implement DO for trains.
I prefer, like in real life, to have trucks that load at the industry, have a route to deliver the product to several consumers and dump the surplus at the customs. A feature like the one I propose would serve that purpose very well.
Constructions offices could also apply that feature by default. Now, I can see concrete mixers sent to the Concrete Mixer factory and arrive there and have no concrete. Nevertheless, they go to the construction site to unload nothing. The same with buses sent by the Construction Offices that happen to find no people at the station and run empty to the construction site.
Of course, there can be gotchas. Imagine this schedule:
1) Load coal at the Coal factory
2) Go to the Coal Power Plant and unload. (skip this stop if empty)
What should the truck do if there happens to be no coal at the Coal Factory?
Example: tell a train to execute a route every 4 days. In the meantime, the train rest in a depot.