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This, I'm sure there must be a good reason for it but I don't know it :D
i gess this fit you since its come from the devs
that in detail because they check if the factory exporting evry frame and is the transport is overloaded instead of just set a chrono for each vehicule and a full or not trigger and i guess its for memory/cpu usage that allow to deal with more population a programmer trick that double r multiply the global cosmetic by cheating all the math
the game is not as it look like for resume
their is a transport loading process the same for all the game items who must look super unrelated without the cosmetics cheats
Vehicle should run after new container appear in the factory..
Maybe could be fixed as if there will be not any container/vehicle in the building we will test same type as vehicle have already loaded... I will make note about this in our list.. maybe we can fix.. if it will not break anything else..
the vehicule have to wait forever when checked and move when own load capacity bypassed
in the actual gameplay the vehicule wait forever despit max capacity by passed until a new unloadable container is in the factory
if the factory stop to produce because the player provided just enought import for complete the desired task it not work as intended
in the case i exposed its super critical 50 000$ issue
i just wonder if it hapended with an boat transporting an ofshore refinery worth of 10M$ obivously the player will not plan to wait for a second to be produced before the boat move nor let the boat forthing and back to delivery point during years of construction in the harbor construction yard
we have to valid mecanics in the most extrem scenario else it look like meaningless details
if the player cannot trust game option in a gestion management game it become a puzzle game for nich player that have time to waste at experimenting wrongness
from what i understand all come from your code optimisation that induce unrealistic behaviour
but from the player side its not only not understandable but not acceptable too
when i write an unoptimised code i check if the vehicule remaining capacity is able to load another container mass and done
seem that not at all the math you use for it
and the unchecked wait for load issue i will solve by comparing the vehicule max load speed with the actual load speed if superior the release the vehicule fron the factory
it maybe not related to the scale of the game and probably will impact the framerate
i noted too that many game crash to desktop hapended to me since i reach the 2000worker count and mostly when i put a new house on a road connection