Factory Town

Factory Town

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Splutty Mar 18, 2019 @ 5:40pm
Wagon pathfinding completely wacky.
So I built a bunch of stone roads, have about 10 or so carts running around, and their pathfinding when they run into each other on a stone road is just... Rather dumb.

One of them will go ALLLL the way around, using only stone roads, and if it then runs into another cart, it'll try to go back ALLLL the way around. At this point I'm not even making stone roads anymore because it just causes carts to loop all over the place without ever delivering anything :)
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Showing 1-12 of 12 comments
Tumeden Mar 18, 2019 @ 5:44pm 
If you go into your "logistic blocks" you can actually place 'one way' on the roads which will force them to only use a particular direction. That might help the situation a bit.
Last edited by Tumeden; Mar 18, 2019 @ 5:44pm
Splutty Mar 18, 2019 @ 5:46pm 
Originally posted by Tumeden:
If you go into your "logistic blocks" you can actually place 'one way' on the roads which will force them to only use a particular direction. That might help the situation a bit.

Tried that, they'll still bounce off each other when trying to get off the road, and instead of just going over the grass for 3 blocks, they try to pathfind their way to the original block they tried to go through using only stone roads, even if it means circling half the map (a bit of hyperbole there :)
Tumeden Mar 18, 2019 @ 5:51pm 
I agree pathing can be a bit clunky sometimes. Ideally you want to get into automating things more with chutes/belts if you can and using workers/carts as minimally as possible (in my opinion)

I'm sure pathing will be enhanced in the future. There's a lot of things to be added.
☥ Docdra ☥ Mar 18, 2019 @ 6:48pm 
I build roads three wide and then place fences in areas where they tend to go 'offroading' - in really congested areas you may need to go wider - just like roads in real life.
Xuhybrid Mar 18, 2019 @ 7:20pm 
That's a lot of wagons for a single lane road. Are you sure it's the games fault? Like, really sure?
Splutty Mar 18, 2019 @ 7:25pm 
Originally posted by Xuhybrid:
That's a lot of wagons for a single lane road. Are you sure it's the games fault? Like, really sure?

Considering the fact that they just drive around each other when they're *not* on the road. Yes. I'm sure :)
☥ Docdra ☥ Mar 18, 2019 @ 7:28pm 
I have waaaaaay more than 10 carts and a lot of them are around my markets and manufacturing sectors, but again, my roads are a minimum of three lanes wide depending on the traffic. I'm actually trying to maintain some people and carts to make it look busy, but a lot of people completely automate delivery of goods - which can be done with chutes and belts - and can be done fairly early in the game.
Splutty Mar 18, 2019 @ 7:39pm 
Yep. I like the carts running around and my meeples hopping along. Who cares if it's not the most efficient, at least it looks nice :D
Originally posted by ☥ Docdra ☥:
I have waaaaaay more than 10 carts and a lot of them are around my markets and manufacturing sectors, but again, my roads are a minimum of three lanes wide depending on the traffic. I'm actually trying to maintain some people and carts to make it look busy, but a lot of people completely automate delivery of goods - which can be done with chutes and belts - and can be done fairly early in the game.

this works for me if u want to try, just make closed of terminal like 5 by 5 and put silo or crate as a wall inside the station as a loading bay or unloading bay, make sure to make the bay far away from each other

make a dual single lane to go and from station to whichever u want, its okay to make a wagon go into wrong station, eventually itll found its way as long as u dont have a cross section station, which will make things go into a wrong way and then itll turn around even farther, and lastly surround ur lane with some scaffold so it doesnt go offroad

u can recycle the scaffold later on to a good railway and the station into good station when u have it later part in the game.
Thyriel Mar 19, 2019 @ 5:23am 
I think being forced to use logistic blocks to organize movement of a lot of carts or they will do dumb things is fine.
(And if you have 10 carts in an area before you researched logistics, you probably built too crowded)

The only two things i've seen so far that could need an improvement are:
- Workers should automatically switch to the new end of a chute/conveyor when you extend it nearer to the ressources
- If you build a single road through a ressource field 2 carts become completely stuck when facing each other inside there. Would be helpfull to get a "..." bubble above their head in that case
Caz Mar 19, 2019 @ 6:05am 
Originally posted by Thyriel:
- Workers should automatically switch to the new end of a chute/conveyor when you extend it nearer to the ressources
This would mess up so many of my networks. Before I unlock forester/mine, I often build long chutes that stretch to a forest/stone that's 3-4 clumps out (not zones). I will intentionally stop the chute, assign a few workers to the forest/stone, and then continue the chute to the next one. This allows me to have multiple groups with one straight chute.

Originally posted by Thyriel:
- If you build a single road through a ressource field 2 carts become completely stuck when facing each other inside there. Would be helpfull to get a "..." bubble above their head in that case
Yes, please!
Thyriel Mar 19, 2019 @ 6:19am 
Originally posted by Caz:
Originally posted by Thyriel:
- Workers should automatically switch to the new end of a chute/conveyor when you extend it nearer to the ressources
This would mess up so many of my networks. Before I unlock forester/mine, I often build long chutes that stretch to a forest/stone that's 3-4 clumps out (not zones). I will intentionally stop the chute, assign a few workers to the forest/stone, and then continue the chute to the next one. This allows me to have multiple groups with one straight chute.
Would still work, you would just need to set some cornerd chutes for dropoff along your long straight chute.
I mean currently you can't even set workers to dropoff at the middle of a chute, but if you extend it after you set them to dropoff, that restriction is technically bypassed. So imho it somehow makes sense that they would automatically switch to the new end of a chute when it's extended.
And it's somehow extremely tedious to teach a dozend workers to use the new end of a chute
Last edited by Thyriel; Mar 19, 2019 @ 6:38am
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Date Posted: Mar 18, 2019 @ 5:40pm
Posts: 12