This would have been a very useful feature for me, on that one save I did where I had 30-product stations with... oh dear...
Posts by computerneek
111 total postsWe've got boats, we've got trains, we've got... rockets? But no planes.
Now, we've got enough logistics options as it is, and the maps are small enough, that I don't think it makes sense to try and use aircraft as an island logistics solution. We've also already got mechanisms for instant trade, loans, adopting and evicting residents, and attracting refugees with a Beacon.
But an Airport …
Something I found very interesting with the release of Update... was it 4 that brought T2 trains? I don't know, but it's the T2 steam train.
On the T1, the engine is on the body, driving a crankshaft on the bottom of the locomotive, which probably driveshafts its way to the trucks to actually drive the locomotive. That arrangement makes sense to me, as it turns the locomotive into, essential…
Ahh! So it is like I first thought, and an occurrence of a bug I reported a while ago. You'll notice that trucks assigned to storages can also engage in prohibited deconstruction, even when they have other assigned work to do (see the bug thread), though I've recently noticed a reduction in that behavi…
I'm not sure I understand your problem. It sounds like you have a mining tower with amphibious trucks assigned, and they're shipping direct to the Shipyard instead of to assigned storages for export?
Not how I usually do multiproduct stations, even back when trains were painful to control- back before Networks were introduced, and the extra Line rules... but if it works, it works.
Are you able to reproduce the issue? Making a named save before attempting will let you reload to an undamaged version of the world very quickly & easily. And I did notice that you didn't exactly mention what versi…
Issue reproduced... sorta, it doesn't exactly match the described behavior, but close enough for me to call it the same bug.
I was not able to reproduce it for an unloading station. Attempts to do so resulted in the train unloading as expected, then moving on to the next job or to other waiting bays (if present), also as expected.
Making the loading station a waiting bay, however, resu…
Stacker towers are great. However, they have a flaw. On one of my current mines, I have plans to dig it out as a pit, then fill it back in with rock- but in order to do so without collapsing the retaining walls, I will have to rely not on stackers, but on dumping. Why? Because while stacker tower extensions can be placed mostly-underground, stacker towers themselves can not, and I do not hav…
I seem to recall that smaller terrain designations were considered a few times... and I maintain that having retaining walls only five tiles high half the size of terrain designations that they are exclusive with renders them largely useless, as the steepest retaining wall angle is roughly equal to the angle of repose of rock.
There are also a number of cases where terrain features are... *…
You know, those walls they use in subsea cities like New Orleans to hold the ocean back?
If this was paired with a local-sea-level implementation and some way for the game to tell when a body of water becomes disconnected from the World Ocean (pathing system?), a few added structures could create hydrological pumped energy storage, as a high-investment, high-volume alternative to the current molt…

Update 4.1 | v0.8.5 (b598). And earlier.
It was at this point that I noticed the numbers didn't add up. Earlier on this same world, this bug did not appear; one of the distant docks correctly refused to take a cargo ship because I didn't have enough of them. A simple fix, just buy anot…
AsurfAholic wrote:
Thank you for your detailed response. I'll try something along those lines. And an interesting point about track throughput - I haven't yet run into this bottleneck. You may be much more advanced in the game than I am - I am still running an extremely simplistic train system - One food train line running loops to the city with 2 trains. Supplies my entire population food and m…
I'm not one of the devs, but I'm having trouble understanding what you're suggesting here. If I'm reading it right... you're asking for "vehicle replacement, but make the new one at a different vehicle depot than the old is scrapped in", right? And "reassign all trucks from logistics zone X to zone Y"?
Personally, since excavators have a habit of trampling the beautiful highway fences on my …
Further experimentation has shown that this is purely stale capacities displayed in UI, the actual capacity behind the scenes is updated correctly. The "ignored when there's a train in active production" thing was a misconception, caused by forgetting that I'd expanded the depot hours earlier, but not reloaded the game between.
Huh. That'd make it a bug, wouldn't it? It seems to happen reliably around these stacker towers. Update 4.1 | v0.8.5 (b598).
And pipes...
The issue being, on the modern maps, it's quite possible for the trading dock to (accidentally) be so far away from storages that it takes trucks more than 6 months to fetch them. This is especially true if the trucks are busy, which can easily double or triple the time required to fetch a loan payment, even when the loan payment has priority. And of course, I'm starting to run o…
Regarding the more expansive World Map, maybe a procedurally-generated "infinite" World Map, with progressively harder and harder pirates, requiring a larger and larger fleet to clear the way, and making it possible to feed the island on World Mines for a very long time? I'd imagine that the existing unlimited mines wouldn't be duplicated out there, but the limited ones could be, possibly wit…
It's never made sense to me to call what's obviously just a docking platform with some cargo cranes a "shipyard". On the other hand, when we can completely rebuild our own ship from the ground up, changing the hull shape and everything (the Radar upgrades), it makes no sense for the only source of cargo ships to be trade. And yes, I'm being specific to new cargo ships, not the few damaged ones t…
Unfortunately, "most convenient station" only happens with Train Lines. Train Networks, which those look like Network stations, have a predetermined, immutable destination station from the moment the train is dispatched towards the pickup. Your best bet is probably to build as many layers of output storages as you have stations, then assign each layer to a distinct station, like so:
![image.p…
Possibly related: I've since noticed (after making some amphibious trucks for another bridge...) that if you dump right out to the edge of the world like in the first image, that demolition job is actually inaccessible even to amphibious trucks, since they can't path outside of the buildable world the way ships can- which can create amusing scenarios where an amphibious truck has to use a land br…