Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I can't tell without a screenshot, but my guess is that you have a storage center located next to a resource field with many mines of the same type (e.g. all water, or all chemicals). Assuming your storage center isn't bugged (see the other thread discussing "overfull storage centers"), the storage center will, at most, pull a single good of the type of the resource field. This demand won't be enough to empty a single mine, much less multiple mines.
If you have the same situation but the mine is the only source of that particular good in the area, then that would be a bug.
Prioritizing a storage center doesn't increase the amount of demand it produces -- it simply ensures that goods demanded by the storage center can't be "stolen" while in transit by other sources of demand, and that it will never release the goods stored within to... Well, just about anything.
Assuming that my read on the situation is correct, you can "fix" this problem by setting a minimum greater than the amount of goods of the type in question. This creates a whole new set of problems, but it will ensure that the local drone ferries resources to the storage center.
See my guide for more details -- there is a whole section on how storage centers work:
https://steamcommunity.com/sharedfiles/filedetails/?id=2319632408
The underlying issue is that Per Aspera runs on a "demand driven" logistics model, and lots of players expect it to work on a "supply driven" model.
In a "supply driven" model, once a good is produce it is assigned a destination, with storage centers serving as a "destination of last resort". In a "demand driven" model, goods remain where they are until a source of demand tags them for delivery.
There are advantages and disadvantages to both models:
For the record, Settlers 2 (which this game is a homage to) uses a supply driven logistics model, and yes, it creates all the problems described as "disadvantages" in the above list. In that game it is mandatory to build storage centers (storehouses in Settlers 2 lingo) every so often as you play, because if you don't, your logistics network will grind to a halt due to the vast amount of logs, stone and (don't get me started) water that you produce but don't immediately need.
Settlers 2 also has the advantage that its storehouse have unlimited capacity for storage, so once you build a storehouse you never have to worry about it filling up. That's unrealistic, obviously, but without this unlimited storage the game would be unbelievably frustrating. This game has more realistic limited capacity (when not bugged) storage centers, so...
If #1 is what you wanted to say, then all I can say is that I never tried ratios that low, either pre-Patch 3 or afterwards, so I can't say if the performance in such sparse networks works better or worse currently.
If #2 is what you wanted to say, then... This probably isn't the game for you. The logistics model chosen requires, by design, that you build a large number of drone hubs per non-drone hub buildings, and will perform better the higher that ratio is (1:1 is better than 1:2 is better than 1:3, and so forth). There is zero (mechanical) benefit to not building more drone hubs and the marginal cost of adding more is very, very low, so the only reason for not building an enormous number of drone hubs is to increase the difficulty of the game.
If #3 is what you are saying, I disagree. While it is possible (via using the 16x speed extensively, strategic use of priority, and hyperloops) to complete the game with a 1:5 - 1:8 ratio, I cannot say that the game works well with such a sparse network. Honestly, if you need set the game speed above x4 to get construction done in a reasonable time and / or you have to use priority to get your economy to function then.... The game isn't working well, and with such a sparse network both would be required.
I'm pretty sure that the reason that the limiting factor on performance is the worker drones: Each worker drone has its own thread and performs its own pathfinding, but the need to synchronize the main UI thread with the worker drones puts an effective cap on performance. Adding 2 or 3 worker drones per hub would still leave you with the same performance issues -- it would just be harder to prevent players from getting to the point where the performance is unacceptable.
Perhaps the developers can come up with a technique to further increase performance, which will allow raising the building limit, but as long as the worker drones work the way that they do, there will be a practical limit on how many worker drones can exist in a single base. And I, for one, don't support changing the behavior of the worker drones (to, for example, point-to-point transport).
Also, how many mines are enough? You can ring the planet with hubs or you can loop it with around half the buildings.
Excess production only occurs when demand requires it. This isn't saving mars where colonists mean anything after you have researched. Maybe later, but not now.
But if they improve how roads are done and remove the bugs (for roads - and good placement) roads are pretty good which further reduces hub need.
But you need storage to work much better for that. Loop the planet, place production at loops, place storage and hub nest there to. Then have feeder roads that bring the mines in.
But we don't have that ....yet.
However, to achieve this means spending lots and lots of time deconstructing worker hubs, solar farms, and so forth -- how many people are likely to invest that much time, when the only benefit is to improve performance / free up buildings in the building limit?
But needs must. To me it's no different to the 50 building limit when you start. You need the colonists down, and fed but you also need to prep for the future with just the 50 buildings. Then its up to you how many you want - upto the limit. Artificial yes but we can see why.