Please make them carry upto their full capacity to supply all nearby railtracks that are being built
same for deconstruction
Please make them carry upto their full capacity to supply all nearby railtracks that are being built
same for deconstruction
The point is that the rail is not build like a pipe or belt. Even a very long pipe/ belt will just be build if all needed materials are delivered. With rail track it´s always like on my picture. If you build a long track, your trucks will need ages until the track is build, because they have to deliver stuff with single loads to complete it.
In early game this will lead to big trouble.
IMO this issue is game breaking!

From what I remember, one of the devs said that this
(a truck can supply multiple track construction jobs
with 1 cargo load) should have already have been working;
but I can't remember where that was & even then,
I remember this being an issue anyways
(despite the dev saying that it should not be an issue).
Yes if the segments are close to each other they will build several not connected segments at once.
The track on my picture is not very long and i´m currently in late midgame, so it is not a big issue.
But in my early game i build a long track around the crater of armageddon and that was a big problem. My production was stall until i set a lower construction priority in vehicle management.
I can´t understand why the building behavior is totally different to belts and pipes.
If you build a coherent pipe across the map, your trucks will deliver all the needed materials and with each delivery more of these blue construction cube will appear until the whole pipe is build.
Not like the train track where the deliver something here and something there until there are a lot of unbuild segments along the track which will be delivered with partial loads.
So again and hopefully the devs will read that. This issue is absolutely game breaking!!!
I'm pretty sure that it is down to the fact that transports (belts & pipes)
effectively become one big entity, that unless you're particular about removing
specific parts of them, they will always delete the whole segment.
Tracks on the other hand don't become a merged entity in that way &
instead they remain seperate entities that you can select & by default
only some tracks of a segment is going to be deleted
(unless you select the entirety of the segment explicetely).
Transports always get built in entire segments & not (what would
effectively be) as individual tile segmments like tracks do.