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Ok, then I may not have expressed the problem correctly, as i see no mention of it in the video. I'll try again:
-> Passengers that lack a need wait on bus stations to get into buses to the need-fulfilling building they want to go
-> they do this even if no such building is serviced by lines that go to the station they wait on, they even do this if no such building exists on the entire map
-> if only a minimum of their needs is fulfilled, they wait there - a lot
-> them waiting uses capacity of the bus stop
-> if other passengers need the bus stop to get to buildings that can actually be reached from it, they aren't able to use the bus stop because capacity is full
I.e. in Cosmo where it takes possibly ingame years to build every type of building they need this is not solved with clicking the buy-button, on whatever building pops are lacking, but actually makes connecting separated housing and free-time districts nonsensicly tedious.
- Especially as you are more likely to use the 100 capacity bus stops in Cosmo
- Especially as you are more likely to use the pre-existing houses that are stretched too far to access a free time facility in Cosmo
- Especially as you are less likely to be able to connect things with high range walking options like tunnels, or even gravel paths
* not to forget if I remember correctly when this video came out, the biggest house had a capacity of 189 pops, and the smallest bus stop was 200 - now its 500 to 100; so I'ld guess the problem will require people to work around in other difficulties more and more as well...
"workers won't have access to it"
Thats obvious, and easily solved/worked around with a second station and seperate lines for the two- what i think is the main problem is that passengers do not enter passenger buses - that means those who don't get on the passenger bus can block the station for other passengers who need it - and that is not solvable with the passenger-checkbox.
Wether or not it becomes a problem is probably heavily setup-dependent - as i saw it starting to happen I immediately began to build houses in walking distance - not to provoke collapse. In my case it were roughly 1 waiting for non-existant buses per 5 inhabitants - so 500 population in reach of a simple bus stop should start to break it. Are you going for a pure bus connected entertainment area, or semi walkable?
Would be really interesting to hear how it turns out for you...
It maybe completely solveable by capacity as you write, but I honestly do not see why they need to be there in the first place - if the game knows what bus they can and cannot take, and it knows what stations the bus services it can't be impossible for the game to apply both factors to path selection...
I suspect the game doesn't check potential destinations beyond two stops for performance reasons, so citizens probably need to go to a station to even be able to check the line's stops:
Start: Home (or other free time building) - Walk to Stop 1
Stop 1: Pickup station - Ride to Stop 2
Stop 2: Drop off station - Walk to stop 3
Stop 3: Desired building - Do errand/job.
With only two steps checked per trip check, the game would only check up to the drop off stations, but not the actual free time (or work/school) buildings. Citizens would then always conclude that the line didn't go to anywhere they wanted and never enter the station. This could be "fixed" by expanding the search to a third step, but consider how rapidly the workload for the computer would balloon as it checks all the potential stops of all the lines that connect to every stop of said lines per citizen.
From this and a few other behaviors, like how most citizens teleport back home after work/errands, I suspect that citizens congregate at stations and you have to designate stops as transfer points purely for the sake of performance.
I did not say I'm an expert, i said i am not new (which you should know because we had other discussions months ago, where you also assumed I was new for some reason). My point is that on higher difficulties it takes time to build everything, and it doesn't matter if thats a shop, a cinema, an attraction, or something else - building an attraction means a shop or cinema or pub doesn't get build early, and pops will lack that - you are always operating on partially incomplete setups, and the game should work on those. If basic mechanics don't do that, they become lategame-exclusive, which goes beyond the point of the game - which is about building stuff up, not just watching it run after its completed. Whats your point?
"I suspect the game doesn't check potential destinations beyond two stops for performance reasons"
Maybe, so? If a mechanic doesn't work or causes bugs it needs to be fixed or replaced. I mean if you think about it we have been at the exact same problem before. Afair before they checked wether to get on or not at the station they all got on every bus, and never got off it until their travel time was up. So the clogging and waiting endlessly happened inside the buses. Lets say average bus capacity is in the 60s or 70s, and the smallest bus station has a capacity of 100, means the problem occurs at roughly 150% of the throughput where it occured before (if we assume the line is well timed, and there is one bus per waiting cycle).
It was never solved, its just happening on less occasions and at higher throughput, but its still not solved.
And when the lines got clogged with passengers not exiting vehicles, it was enough reason for the devs to build a solution. Now there are buildings with higher capacity, so the potential population in walking range from a bus station is much higher than it was in the earlier versions, so its really not hard to see why the problem is back, and needs a solution.
- Higher station capacities could work, but I doubt thats the way to go, because it would mean functionally endless capacity was necessary, which would eliminate the difference between stop-types
- More option checkboxes who is allowed on the stations could work, so if there is ie no pub one can simply uncheck passengers in need of alcohol
- the game calculates the whole route before a pop starts to head out - which as you say is probably ressource intensive
Yes, but sustaining is quite different from things like not having a pub causing a busline not to work correctly...and off course this eliminates the possibility to play with preexisting cities/settlements.
For starting out, you could substitute a few needs (culture, drinking, praying) with an indoor pool (handles sport need too), and a very cheap fair ground attraction, and the shopping needs can be handled by a small shopping centre. These three buildings handle all the citizens needs (including praying) except for rare hospital visits and they are cheaper (and use less material) than a bar and cinema, so they take less time to build too.
This let's you get a town off the ground quickly if you want with only hospital visits missed (and almost nobody lingering at the station). Later on you can build the hospital, cinemas, and bars if you want to "complete your setup," or whatever.
I really don't see what is so difficult about it.
I don't think it's a broken mechanic; I think it is a trade off that gives away some complexity for more processing speed and thus bigger republics. Implementing a new system or expanding the current one is going to increase the processing load per citizen, and exacerbate slow down at higher populations. That and the fact that this is only a problem when you ignore needs suggests to me that it is working as intended and not as a bug.
Not sure if I am being trolled or not, but rejoice, the solution is here: Build a train station or dock. They both can have 1500 or 1000 citizens waiting and both have road access, so buses can still use them (or you could use boats and trams, the transportation suited for high density populations). Alternatively, build more small stops; the small bus station (not the 230 citizen one) is very well suited for replacing roads in cities.
Nowadays, I think the only reason citizens don't leave the bus is when the building they wanted to visit ran out of slots (so jobs mostly, most passengers can wait outside), but you can always force them out at the stop.
Not really, you are limited by the walking distance and residents per housing unit, and even then there is nothing stopping you from building more stations for them to walk to, or improving line frequency/capacity (remove citizens from the stations faster).
This would be nice if performance doesn't suffer too much (it shouldn't).
Sort of. Not all trips are equal:
LOl, you still don't understand the point...if you do that out of walking distance, all the pops who do not get "culture, drinking, praying" fulfilled will go to the bus stop, stand there, not enter any of the buses and prevent others from getting to the pool, or whatever you want to link first by bus.
"Not sure if I am being trolled or not, but rejoice, the solution is here: Build a train station or dock. They both can have 1500 or 1000 citizens waiting and both have road access, so buses can still use them"
Yes, there are a lot of ways to work around this bug / flawed mechanic - that doesn't make it any less of a bug though. And if you need to build a train station without trains to get your buses to work, you are clearly dealing with a bug. Thanks for finally aknowledging that.
Why don't others have this problem?!
Is it possible that you made a mistake and are now looking for the game's fault?
In Cosmonaut mode, you build the infrastructure first and then invite the citizens.
I do not have the problem - maybe read the threat. I saw what was happening, and worked around it. There are several ways to work around it, which is why I asked what you think here and did not report it as a bug in the bug report section yet, and which could be why nobody ran into it on a larger scale - allthough i do not know how you get to your claim that nobody else has the problem.
Nonetheless a key mechanic of the game does not work correctly under a certain set of circumstances. These can be avoided - but doesn't mean it works as intended, or that it shouldn't be fixed. If ie. a certain locomotive wouldn't work I can easily avoid it by using another one - doesn't mean the not-working one isn't bugged...
Citizens can ride vehicles to stops with attractions within walking distance to satisfy culture, praying, etc. They won't congregate at the station because of prayer/culture/etc. unless they recently visited all types of attractions available, so just build one for the odd prayer need and maybe build another to handle culture too, and citizens won't clog stations.
I don't need massive stations to make my public transportation work, and neither do you. Just learn how to manage your citizens' needs and this stops being a problem.
Churches were an example, which shows your previous claim that the devs intended this effect, was made up. They do that if they lack anything.
"Just learn how to manage your citizens' needs and this stops being a problem."
If you read the threat, you'll see i worked around it before it became a problem. Doesn't change the fact that there is a bug in the game that forces me to do so.
OP, I don't understand why you want your bus to pickup everyone at the station if there is nowhere to take them to...fun rides aren't really a thing in this game, all passenger types have a predefined purpose.
If you really want everyone to get on for no reason set any of the following stations as a transfer station, and everyone will get on the bus, for no reason, and then get off at that transfer station, also for no reason.
Good luck.