i dont like that stations are 20% of my power usage
Train Unloaders shouldn't require workers or suck idle power
without paying a massive penalty in workers that makes the train useless
I wouldnt go as far as massive, compare it to trucks and ore sorting plants

see the various screenshots
of people doing a typical first station with 9 loaders and then 9 at the unloader site
that's 18 trucks
not even saving a single worker over straight trucks
plus 2 more in each train
having watched today's dev stream I sorta see a way around this using a ton of more complex track
but again, just do conveyers, this makes no sense
then i have 12 worker in the ore sorters for that station
Like i get its a big deal compared to belts, but i dont think it is when compared to the rest of the factory
Where as early game, power consumption can be a problem
each playthrough I've done the workers are generally the limiting factor
It is, but you're still saving on workers compared to avoiding the train
no you're not
that's the problem, even marginally more workers on metal and maintenance won't be more than the huge amount you saved via the conveyer
Fair. Maybe stations with modules should have a worker per 2 modules?
Hard to bill, but a worker or 2 in the station office wouldn't penalize you for having long trains and dedicated loaders per car
right now there's a massive penalty to do that. but if you use short trains, you end up being forced to make them 1 single car long
like was show in the dev stream, giving you a mediocre truck
(since 2 drivers per locomotive while a truck has 1)
https://hub.coigame.com/Blueprint/Detail/649
ah the first BP is up, and see : 36 workers stand around all day, which is a pretty severe penalty
and apparently as you found, they consume a bunch of power mining bitcoin in their spare time or whatever it is they are doing
thats 1.8MW there, right?
4 of those and you get a mainframe computer
brickonkeyboard [discord] wrote:
this blueprint is pretty excessive IMO
depending on the goods being moved, you only need 1-2 stations modules per good
mega stations like this are only useful if you want to unload all of that at once
mixed stations don't work properly, so yes, you need 1 module per car, it's not excessive. short trains require more workers than trucks
I should mention that in the bug report
incorrect, that doesn't work
damn I better tear down the eight or so of these kinds of stations I have that work perfectly then

I didn't mention mixed stations?
I suggested splitting stations up into smaller stations like this
as long as you get the access and egress sorted, it works smoothly and takes up fewer workers
also these are probably also not saving maintenance or workers over conveyers
which is the bug report
Closed as ✅ Fixed