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I was wondering about my cranes having more than 90% tear.
But they still seem to work fine.
1. Purchase a bunch of new cranes at the customs house and leave them there (important, you'll see in a second)
2. Set a line of X open hulls capable of transporting your type of crane to, starting from CO as first stop, to custom house (unless you have free space in CO, then it doesn't matter):
a) at CO load only _used_ tower cranes; drop off _new_ tower cranes
b) at Customs House, the other way round: load _new_ tower cranes, drop off _used_ ones
You can filter the type of vehicle to load/unload in your line settings if you click the little truck symbol next to its checkbox
I don't think you can automate crane replacement right now. The closest I got was have a truck with a crane wait to unload into a CO as soon as a slot freed up from a scrapped crane, but another vehicle in the CO getting scrapped would also free up the slot.
The new CO logic also makes tower cranes a lot more niche now since they can't be sent to a lot of constructions, so I think it is fine to expect the player to replace the few they'd have manually. Checking condition can be done easily with the handbook too.
Right. Good point. Well in that case the whole task would have to be split in first picking up all old cranes and then bringing in all new ones. Still better than micromanaging every single journey, but of course nowhere near automated, either.
Can you elaborate on that? How has the logic changed?
I think the best we can do right now is to have a central storage for cranes with a nearby road depot for a truck to wait in, and then make a line for each CO with a crane like so:
1. Load old crane at CO, wait until loaded (crane may be on a job).
2. Drop off old crane somewhere for disposal.
3. Load new crane from a space for vehicles.
4. Drop off new crane at CO.
5. Return to depot (and don't repeat stops).
Make sure to rename each line so they persist in the List of lines, with a name including the name of the CO you want the crane replaced at for easy look up. Then you can just look in the handbook every now and then to see if a crane needs replacement and if one does, then all you need to do is select the line for the CO from the List of lines, select the "set line to vehicle" command, and Ctrl-click on the delivery truck to send it out to replace that CO's crane.
A while ago the developers changed the construction logic substantially. I don't know all the changes, but there are a few big ones:
All of these changes can be toggled on or off without losing eligibility for cheats by checking or unchecking the box next to "CO cooperate" in the cheat menu. So if you really want your tower crane working on a road or all your dump trucks to be bringing asphalt to a remote road/airstrip, you have the option.
i think an easy fix would be if the cranes simply would auto upgrade/replace on the spot in your CO when they are idle.
And the old crane should automatic teleport itself to a vehicle recycle center OR if non is avaliable delete them self for free before the new one spawn in.
https://steamcommunity.com/app/784150/discussions/0/4844273660404317106/
A tow office would probably need a "rail", a "sea" and a "road" vehicle office or a combined one. For the air vehicles I don't have a solution for that yet. Maybe if the helicopters and planes can get a new heavy and wide vehicle transport truck with escort vehicles that close down roads etc. But that would probably require a really big new complex game mechanic to get that to work or if every air vehicles get a some similar system like the first rail construction train, but in reversed.
Anyway! Some tasks a tow office could do is:
1. When a vehicle needs repair, a tow vehicle goes out and get the broken vehicle and tow it to a repair station.
2. For vehicles that are the vehicle replacements. The tow vehicle can go to a "vehicle storage" or "the border" to get and the new vehicle and then go to the place where it needs to be replaced and then get the replaced vehicle to the scrap yard or a vehicle storage or just the border to sell it for the remaining value of the vehicle.
3. Broken vehicles. Similar to "2" task.
If the vehicle is "x" years old and has "x" wear and tear it tows it to the scrap yard or a vehicle storage or just the border to sell it for the remaining value of the vehicle.
On another note, the vehicle storage and the cargo container system could use some love to.
Distribution office should be enabled to be use vehicle storages with a advanced loading/unloading system, that you can choose one or several "specific" vehicles/containers to be loaded/unloaded in a vehicle storage or other buildings. Would benefit vehicle production with vehicles and/or for the tow tasks.
For the cargo containers, you could use it to unload them on various storages and also to bigger stores with some new storages with a smaller workforce or forklifts to unload them with like 1-5 cargo containers spots.
You can also have stores with cargo container spots and that uses the store employers to unload "from" them. The container unloading facility is quite big and slow, and don't work for all resources without mods.
Tried to to a small one with the ingame mod creator with just 1 container spot and I saw quite fast that there where issues with it. I felt like I needed like 30-60 employers to make it unload 1 cargo container. Another problem was that I had to make an internal storage that was a lot bigger than a cargo container could store.
And that's because the "whole" cargo container gets unloaded and if the internal storage don't have enough space, it can't be unloaded or resources vanish. That's why cargo containers should be loaded/unloaded bit by bit instead of the whole container at a time.
Oh and you can't unload from a cargo container directly to a storage/building directly with a factory connection.
"Rauk hits you for 10000 of wall of text!"
GG