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It used to be that CO busses loaded 100% and transported workers to the construction site all the time, which resulted in a lot of workers doing nothing at while waiting for material being delivered to the site; very inefficient.
There were a lot of complaints about it, and although ideally CO worker transport should be more clever, that's probably very difficult to implement so we got this compromise.
That´s it.
Buy a road crane to your construction office (ideally, but not necessarily only into the one) with worker buses.
There is a reason buses take less workers, because road cranes are giving workers massive productivity boost (around 5,5x). The higher the crane level, the more workers can get boost from the crane (and cranes add up together if there are more of them on site).
For many years we complained about buses wasting workers on smaller sections/sites for no apparent reasons. It has finally been fixed some months ago and it is great. So get some cranes and let them save you same massive amounts of money ;)
That Would Help The Speed Much More (Make Sure High Prioritize The Building) Would Love A Picture Of The People Waiting In Buss Stop Too, High Educated Or Simply Civilians Waiting Wont Use The Bus Only The Workers
That one is a setting for buildings placed after (un)checking, similar to how "workerss outside CO" number works.
Constructions are by default "active", which means that whenever there is a CO in range with free job slots (they stop assigning at around 30-40 tasks in queue, as you surely know) with autosearch of matching type on, they will acquire it and start shipping materials/machinery to the site whenever possible. You do not always want that, so you can deactivate constructions (and thus unassign all deliveries immediately and sending machinery home):
- one by one by opening their window and un/checking its icon
- in areas by mouse dragging the marking area
- preemptively by checking this box and then starting to place things to get build
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You, similar as me, are more of a "no autosearch" type, meaning we tend to act like initiators and we are there to decide what get´s done and when - if you would ALWAYS do it like this, there would be zero difference for having it checked or unchecked, as assigning any building manually to a CO makes it "active construction" immediately.
But even us are using autosearch somewhere. For example rails building, where no autosearch would be terrible. And in my case paths and roads are often on autobuild pretty soon as well for offices with dumpers and dozers, as it saves time and allows them to move between sites freely due to new CO mechanics.
And since I have paths and roads on autosearch, preparing a huge highway crossroad is something I do not want them to work before I say, so manual "ban" on first bridges/road pieces prevents access to further parts of the crossroad. But I could do it well with discussed tool and then "batch activate" the whole area and/or simply assigning all accessible pieces when I want it to get build (or both).
This simply gives options to approach constructions the way you want. And I want to praise 3D for giving this chance to us :)
I can't say I use the batch enable/disable tools often though, as it used to be a reliable way to crash the game, but I will be using this feature.