Observations, suggestions, questions

Vladovlak · 3 days ago

Question:
If I understand correctly, these three buttons refer to a ship moored in the harbor?

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Observations and suggestions:
I noticed that the boat was swimming around the buoy, like a hungry person around hot porridge.

obrázok.png

I have this suggestion:

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The purple line is perpendicular to the green line in the middle. The blue arrows indicate the depth of the water from the surface. The red and dark green lines indicate alternative directions to the buoy.
I suggest that the ship use the dark green line to approach the buoy. It is the intersection of the purple and dark green lines at the edge of the buoy's territorial waters.
The dark green line favors greater water depth.
The boat ride won't feel so "dancey".

obrázok.png
As you can see in the picture, I have three designs:
1 - It would be better to leave the text: Export/Import
2 - Expand the text here as follows: Product for export/import
3 - Leave it predefined there: Import
The following image will justify my suggestions.

obrázok.png
Since point 1 shows coal as a product for import, it is illogical for point 3 to stubbornly show export.
Point 2 stubbornly switches the state to export allowed, although the warehouse is connected to the module. It creates a bit of chaos in transportation.

obrázok.png
The items in the red box do not show anything. They could show the current status of the port the ship is anchored in. When the ship leaves the port, the status of the destination port the ship is heading to should be displayed.

That's all that bothered me about this mod so far. Otherwise, thank you very much for this mod. It's one of my top favorites.

I hope I didn't give you any headaches with this. 😇

Roest · 3 days ago

Yes these buttons control how all ships on that line behave on this dock

Ship dancing aounrd buoy comes from the games pathfinder, not much I can do there I think

The next part is a bit of a convoluted mess, one thing I agree is there shouldn't be different selection per cargo, right now this creates one per cargo module, that should be one setting per type

The last one is already gone in the latest version

Edited 3 days ago
👍 1
Vladovlak · 2 days ago

Logical error:
If the dock has coal set up for export, then the dock module with coal should also be set up for export.

obrázok.png


I still have one question: when building a two-module dock, space for a four-module dock is required, but it cannot be upgraded.


Otherwise the mod is progressing very well. Really good work.

Roest · 2 days ago

If the dock has coal set up for export, then the dock module with coal should also be set up for export.

Not sure what you mean, that's exactly what's it's doing. When the checkbox in the dock is set to export the cargo module says "Product to export". The priority dropdown "Import" comes from vanilla and controls the truck priority for getting wares to this cargo modules. I see no logic error here.

Roest · 2 days ago

I still have one question: when building a two-module dock, space for a four-module dock is required, but it cannot be upgraded.

I just test on sandbox, don't really have an evolved game but I just could build a 4 slot dock over a 2 slot dock just fine.

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Roest · 2 days ago

But you were right, the upgrade button was missing, now it's back.

Vladovlak · 2 days ago

Roest wrote:

If the dock has coal set up for export, then the dock module with coal should also be set up for export.

Not sure what you mean, that's exactly what's it's doing. When the checkbox in the dock is set to export the cargo module says "Product to export". The priority dropdown "Import" comes from vanilla and controls the truck priority for getting wares to this cargo modules. I see no logic error here.

But in order for cars to deliver or take away products to the module, there are buttons to allow the import or export of products, just like with other buildings. That drop-down menu is designed to prioritize import or export activities. The truck does not import, but rather imports the product into the module.

obrázok.png
As you can see from the description of the drop-down arrow, it should be Deliveries and the icon color should be according to the dock settings. For trucks, there is an icon that shows a car symbol with a double arrow to the object/building symbol in the upper left of the image.
In this case, if the module depends on the dock settings, whether it will be filled by truck imports or by ship imports, it would be appropriate to unlink these two elements if the module is connected to conveyors.
See picture:

obrázok.png

Roest · 1 day ago

Well the checkboxes in the dock inspectors are ther efor technical reasons. They are needed to direct flow of good and decide if a cargo module is import or export. They are basically the yellow buttons from vanilla but better as they allow a dock to both import and export.

The controls in the cargo module all have their reason and justification to be there. The truck control didn't work before, that's fixed now. Also added truck routes support now.

Vladovlak · 1 day ago

Roest wrote:

Well the checkboxes in the dock inspectors are ther efor technical reasons. They are needed to direct flow of good and decide if a cargo module is import or export. They are basically the yellow buttons from vanilla but better as they allow a dock to both import and export.

The controls in the cargo module all have their reason and justification to be there. The truck control didn't work before, that's fixed now. Also added truck routes support now.

Okay, I'll test it.

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