Train Unloaders shouldn't require workers or suck idle power

Fixed Trains
brickonkeyboard [discord] · 1 year ago

Bug Observation: Requiring workers per unloader makes trains useless compared to conveyers, which do not require them

https://hub.coigame.com/Blueprint/Detail/649

36 workers for the first blueprint on the hub. This is 36-60 trucks worth of workers, or a lot of workers on maintenance for conveyers.

Note that the alternative strategy of using 1 loader per individual product doesn't work at the moment, if the station has more than 1 product.

ihopethisisnt.taken [discord] · 1 year ago

But then waypoints would take people? I think its more of an issue that its easy to have a few mw of station modules

brickonkeyboard [discord] · 1 year ago

Yeah I watched the tutorial video and it seems like you're only supposed to have 1 module per distinct product (and mixed may get allowed sooner or later)

I had been misled by looking at people's screenshots which are inefficient designs

brickonkeyboard [discord] · 1 year ago

apparently you're supposed to have a different station for each possible input or output

so the train will go and use all of it's cars for the station

that's way more effective, it would make the train completely fill every run

and you can use a nice long train

ihopethisisnt.taken [discord] · 1 year ago

So will one per wagon and only arrive when the station has all modules full

It makes it much faster at high demand stations

brickonkeyboard [discord] · 1 year ago

a second loader for the same product is only going to be effective when the throughput is so high you have lined up trains for that station

ihopethisisnt.taken [discord] · 1 year ago

Because they need 50kw to sit there doing nothing

Other buildings dont use power when not working

I think that's a bug

jestinjae [discord] · 1 year ago

brickonkeyboard [discord] wrote:

Bug Observation: Requiring workers per unloader makes trains useless compared to conveyers, which do not require them

The original topic of this post is in the wrong category. It should be in the ideas board, not in the issues board.
https://ideas.captain-of-industry.com/

Are you sure? When power requirement is turned on for belts/storage do they not use power continuously even when not in operation? I haven't tested, just curious.

jestinjae [discord] · 1 year ago

Ah, gotcha. I wonder if the power consumption for station modules is there for balancing reasons, IE to keep you from spamming modules.

brickonkeyboard [discord] · 1 year ago

jestinjae [discord] wrote:

The original topic of this post is in the wrong category. It should be in the ideas board, not in the issues board.

it's an issue because it's not an idea but a bug that makes the new feature useless

train stations are basically vanity projects with this balance

the worker amount is unreasonable and not consistent with the intent of the train stations as a stated replacement for conveyers (nor is the power consumption)

ihopethisisnt.taken [discord] · 1 year ago

I think the power usage is a bigger problem than the worker usage. Maybe it isnt as big of a deal later in the game though

jestinjae [discord] · 1 year ago

brickonkeyboard [discord] wrote:

the worker amount is unreasonable and not consistent with the intent of the train stations as a stated replacement for conveyers (nor is the power...

I still feel like your phrasing makes this a feature request, not a defect, but I'm not a moderator so ultimately it doesn't matter. If the game is working as intended by the devs then its not a defect.

brickonkeyboard [discord] · 1 year ago

ihopethisisnt.taken [discord] wrote:

I think the power usage is a bigger problem than the worker usage. Maybe it isnt as big of a deal later in the game though

it's more that : because you can't have a long train, which saves workers on the locomotive, with a loader that has mixed products

that's what it is

it's not working as intended because the loaders don't work

you are not able to have mixed stations, which are incredibly common, and use the same train

Closed as ✅ Fixed

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