Train Unloaders shouldn't require workers or suck idle power

Fixed Trains
brickonkeyboard [discord] · 1 year ago

do the math and check please

make sure you account for the maintenance per worker

ihopethisisnt.taken [discord] · 1 year ago

divisivedeadweight [discord] wrote:

as long as you get the access and egress sorted, it works smoothly and takes up fewer workers

That's a constant 400kw right there, do you agree the power usage is an issue even if the workers arent?

Also I dont think splitting up routes like that is as good when we dont have smarter pathing for where to unload

divisivedeadweight [discord] · 1 year ago

so absolutely saves on MW just for steel

image.jpg

this requires 31 maintenance

Yeah stations need to be dropped to 25-35 power

ihopethisisnt.taken [discord] · 1 year ago

They should be dropped to zero when idle, like any other building, or make it clear that stations are an exception

divisivedeadweight [discord] · 1 year ago

ihopethisisnt.taken [discord] wrote:

Also I dont think splitting up routes like that is as good when we dont have smarter pathing for where to unload

these are 4 separate stations, so where to unload works smoothly

I've had 0 issues with stations like this other than my own issues building them right off the main trainline

I think stations should require workers/power, based on modules, and it shouldn't be a flat 1 worker/50 power per

brickonkeyboard [discord] · 1 year ago

divisivedeadweight [discord] wrote:

this requires 31 maintenance

right but that's 4-20 workers, all the power, and the workers themselves need maintenance for the farms, consumer goods, medicine, unity, fertilizer, conveyers for all that. workers are expensive. plus you need however many trains it takes to get the same throughput as the conveyer, I've had trouble figuring this out but you need enough trains that the goods are always flowing, it could be 4 trains, each train with 4 cars they way you did it, so 5 maintenance each, or 20 total. see it's not saving anything.

ihopethisisnt.taken [discord] · 1 year ago

divisivedeadweight [discord] wrote:

I think stations should require workers/power, based on modules, and it shouldn't be a flat 1 worker/50 power per

I agree on 1 worker all the time or maybe 1 worker per 2 modules and 50 power while moving stuff

brickonkeyboard [discord] · 1 year ago

ihopethisisnt.taken [discord] wrote:

tbh extra workers are probably the exception

yeah when I do a typical playthrough, while yes there are periods where I have plenty of workers, once you get nuclear, etc, you are ALWAYS having to pause stuff because you basically never have enough workers until the very end

they are a huge limiting factor

ihopethisisnt.taken [discord] · 1 year ago

But that was part of the game before trains anyway..?

the extra mw for long distance mining wasnt

brickonkeyboard [discord] · 1 year ago

yes but pre-train, conveyers are 0 cost, essentially free, no maintenance, no workers, nothing for the lifts, storage, nada

all free

divisivedeadweight [discord] · 1 year ago

I'd be happy with 1 workers for 2 module stations 3 for 3-4 modules etc, with like 20-40 power per, when in use

Closed as ✅ Fixed

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