[1.04b7] Truckstops not utilized somehow

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Culthrasa
Posts: 200
Joined: Sun Apr 16, 2017 12:13 pm

[1.04b7] Truckstops not utilized somehow

Post by Culthrasa »

Hey...
Got a weird one... I have a number of truck stations (mostly lvl2) at towns who are supplied by a railhead from the capital(and SHQ). However the truckstops don't seem to send out trucks or doing so in weird directions. The trend seems to be that a truckstation tries to send it's trucks back to SHQ instead of onwards. All these cities are also connected by rail.

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this is just one example.. got more problems in other cities.
If I remove the road to between Capital/SHQ and city, they will send it on.
If I set that traffic lights also block pull points, they send it on....

This kinda defeats the purpose of having Rail->road layout.

I'll send the save too.
Culthrasa
Posts: 200
Joined: Sun Apr 16, 2017 12:13 pm

RE: [1.04b7] Truckstops not utilized somehow

Post by Culthrasa »

Did some more experimenting. If I completely sever the road (not just trafficlight block) then I can get the smaller truckstops to work.
However if two truckstops overlap the shenanigans begin.... One of the truck stops will take the "pull" points thereby frustrating the other one (which is closer by).

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After fiddling around, mostly deleting the road and keeping the rail, I can get enough supply everywhere, but ONLY if ONE truckstop can reach it.

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I send the second save too...
demiare
Posts: 470
Joined: Sat Jun 20, 2020 4:21 pm

RE: [1.04b7] Truckstops not utilized somehow

Post by demiare »

Yes, AI can't handle this situation. Partial solution is to place 100% block on road back to upper node of logistic chain, but if you able to feed city both with rails and road from capital - pull system will struggle from time to time, making a 100% load in that segment even if capital have tons and tons of LP available in different direction. This why currently I'm trying to separate rails & roads out of capital, mostly using same 1 hex road cut trick like you.
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Vic
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RE: [1.04b7] Truckstops not utilized somehow

Post by Vic »

I spent the whole day on making some noteable improvements to the Pull system, but there still remain some kinks to solve.

Notably related to the issue of some Logistical Sources going first and removing the Pull points but due to distance not succeeding to get that same ammount to the final destinations.

Thanks for the saves! they are very useful for testing.
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Vic
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RE: [1.04b7] Truckstops not utilized somehow

Post by Vic »

All the above will be fixed upcoming beta-9

best wishes,
Vic
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