brickonkeyboard [discord] wrote:
yes but pre-train, conveyers are 0 cost, essentially free, no maintenance, no workers, nothing for the lifts, storage, nada
pre train is kind of irrelevant now
brickonkeyboard [discord] wrote:
yes but pre-train, conveyers are 0 cost, essentially free, no maintenance, no workers, nothing for the lifts, storage, nada
pre train is kind of irrelevant now
ihopethisisnt.taken [discord] wrote:
pre train is kind of irrelevant now
I was using it as an example of why workers matter balance wise
divisivedeadweight [discord] wrote:
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
i dont even mind the 50 when in use but other than that i agree with that
a 16 long conveyor 2 costs 5 CP3 and 9 rubber. 5 CP 3 is basically 12 steel
12 steel + 18 rock + however much sand etc for the concrete
so it's a whole 60s of production from a t3 assembler
I think you're correct, but it's not an operating cost. a worker is a constant operating cost
same length of track takes up 2/3 the concrete and 1/3 the steel
and can be used for multiple goods
having a look at this screen

and similarly the locomotive is most efficient when the train is long, becuase it's still 2 workers
technically it's however much maintenance 120 workers working in the various steps of the supply chain
right, you could have another 10 ore sorters, or half a nuclear reactor
tying up 120 workers is huge
brickonkeyboard [discord] wrote:
that's not nothing
And how many ore sorters?
depends on how much recycling, another thing that got nerfed lol
conveyor maintenance is about half a t2 maintenance building

the argument I'm kinda hearing here is "conveyors need a nerf so they're not as great long distance" 😛
(that and reducing module requirements)
my argument is that requiring a worker per module is so ridiculous it's a bug, end of argument, and it seems everyone agrees.
Can we change the title of the post to train unloaders should require fewer workers?
Closed as ✅ Fixed