my steel is all the way up that ramp and ages away

absolutely saves on conveyors
my steel is all the way up that ramp and ages away

absolutely saves on conveyors
do the math and check please
make sure you account for the maintenance per worker
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
so absolutely saves on MW just for steel

this requires 31 maintenance
Yeah stations need to be dropped to 25-35 power
They should be dropped to zero when idle, like any other building, or make it clear that stations are an exception
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
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.
divisivedeadweight [discord] wrote:
I've had 0 issues with stations like this other than my own issues building them right off the main trainline
fair enough
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
divisivedeadweight [discord] wrote:
tbh extra workers are probably the exception
I don't agree that conveyors are superior to trains in every instance absolutely 100%
divisivedeadweight [discord] wrote:
that's not a bug, it's a balance issue, but yes
Its a bug because its the only building in the game that consumes power when not running without an explanation why (as far as i know)
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
But that was part of the game before trains anyway..?
the extra mw for long distance mining wasnt
yes but pre-train, conveyers are 0 cost, essentially free, no maintenance, no workers, nothing for the lifts, storage, nada
all free
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