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Author Topic: Simutrans! - bankruptcy, bankruptcy everywhere.  (Read 51799 times)

Robsoie

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #30 on: October 20, 2014, 05:30:24 pm »

I'm a bit puzzled.

On my new world map i see several paper industries that aren't too far from each other, so i decide to give it a try, i get a couple of Tree plantation delivering timber to a paper mill from my trucks

The paper mill has then lots of papers produced, so time to lead that paper to the printing factory .
I made roads, yards and then .. wait a minute, what kind of truck can deal with paper ?
Maybe bulk goods ? let's see :
http://simutrans-germany.com/wiki/wiki/tiki-index.php?page=en_Goods
Hmm, no paper is "special" , so require special vehicle to deal with that.
And i have no truck choice for this.

Maybe it's railroad, let's destroy all my road, let's build a railroad between paper mill and printing works, put some simple platforms and control stations at start and end of that line, and now let's build the transporters, ouch those locomotives are expensive, as it's a test just let's take a cheap slow one.

Now the cars, let's see which one allow paper .... nope, no such thing as paper transport available there.

Anything i'm missing or is that a pak128 problem to have all those print/paper industry and not any transport able to deal with them until whatever later years ?

edit : tried pak64 and i see paper dedicaced trucks already, looks like pak128 has some problems of transport available in the same time of the corresponding industries.
edit2 : tested railroad and there are paper transporting cards, i guess i'll stick with pak64 even despite the nasty pixels at zoom then.
« Last Edit: October 20, 2014, 05:39:28 pm by Robsoie »
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Djohaal

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #31 on: October 20, 2014, 05:54:11 pm »

I think paper is peice goods on pak128. At least on openpak128, dunno about pakgermany.

Spoiler (click to show/hide)

Keep in mind many paks have faulty documentation or are plain outdated. Sometimes you need to do some trial and error.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Shooer

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #32 on: October 20, 2014, 05:57:29 pm »

When selecting a vehicle you can use the drop down list on the bottom right to select a product and only vehicles that would be able to move said good will populate your list.
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Robsoie

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #33 on: October 20, 2014, 06:34:58 pm »

That was it, thanks, in pak128 papers aren't special anymore but are piece goods.
And thanks for the pointing to the filter drop down menu, really makes things easier with those non-obvious setups.

documentation seems to be a pain in simutrans with all those paksets doing things differently from each other. Good for me most of simutrans play the same as openttd so i wasn't completely lost.
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MrWiggles

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #34 on: October 20, 2014, 09:19:03 pm »

You known what would be awesome, is well two things
 If you didn't have to exploit the game to make large depots that aren't all touching.

And it'd.be great if the game was smart enough to let trucks use any connected depot.
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Shooer

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #35 on: October 20, 2014, 09:25:55 pm »

And it'd.be great if the game was smart enough to let trains, planes, boats or trucks use any connected depot.
Fixed that for you.

At least openTTD let you make multiple lane stops and allowed vehicles to choose their own lane.
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Djohaal

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #36 on: October 20, 2014, 11:39:01 pm »

You known what would be awesome, is well two things
 If you didn't have to exploit the game to make large depots that aren't all touching.

And it'd.be great if the game was smart enough to let trucks use any connected depot.

There's a sign for that  it's callled "Choose destination". Place it on the incoming road or rail to the depot and voila. It doesn't turn them into a one-way but I usually employ as one-ways due to vehicle clogging. I prefer it this way because there are situations where having the convoys stop exactly where you want is handy.  Airplanes automatically pick an empty contigous stop unless you give them a waypoint inside the airport while boats don't need to pick an empty stop because they don't overlap or collide.

Spoiler (click to show/hide)
« Last Edit: October 20, 2014, 11:43:38 pm by Djohaal »
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

MrWiggles

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #37 on: October 21, 2014, 01:06:14 am »

Shit. There a God damn sign? Honestly that'll dramatically effect how I play.
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Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Robsoie

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #38 on: October 21, 2014, 04:20:36 am »

Found this :
http://simutrans-germany.com/wiki/wiki/tiki-index.php?page=en_TransportTycoon

that can be very helpful in checking the difference between simutrans and openttd for people that have more experience in openttd
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andrewas

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #39 on: October 21, 2014, 04:53:47 am »

Lesson of the day - Convoy Spacing is only in Simutrans Experimental. And has been for at least two years. The name 'experimental' had lead me to believe that features would be migrated to standard after being perfected, but no, Simutrans does it differently and Experimental is more of an extended version of the game.

Luckily, I haven't managed to make any money in this game yet so abandoning my saves to migrate is no big deal.
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Robsoie

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #40 on: October 21, 2014, 06:11:48 am »

Learned something new.
I moved my train to depot in order to add a few more cars, then i added a few more simple platforms (as from what i read you need more platform the more cars your train have) and after i restarted the train , it got stuck in the platforms, because the platform weren't recieving anymore the cargo they were recieving up to now.

I had to assign a new schedule to the train, and only then it worked, the platform were recieving again their cargo
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miauw62

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #41 on: October 21, 2014, 10:01:45 am »

This looks very interesting, since my favorite thing to do in OTTD is building passenger lines which seems much more fun in this game.
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Djohaal

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #42 on: October 21, 2014, 11:17:45 am »

Learned something new.
I moved my train to depot in order to add a few more cars, then i added a few more simple platforms (as from what i read you need more platform the more cars your train have) and after i restarted the train , it got stuck in the platforms, because the platform weren't recieving anymore the cargo they were recieving up to now.

I had to assign a new schedule to the train, and only then it worked, the platform were recieving again their cargo

Sometimes simutrans loses the "link" state of a network and you need to force a train to do a run to relink. Just open its schedule and click on the little arrow to make it skip to the next stop.

On the dorfyness of it, I present Urist Express: The first excessively-underground high speed trans-country train (it covers some 700 km given 1 tile = 1km)

Imgur album because lazy.

This thing cost me some 10 million to set up, so far profits aren't particulary awesome (it costs some 400k/month to mantain and trains are barely making 150k) but as I expand the network it should pay for itself. Also I'm saving precious airplane capacity with this.
« Last Edit: October 21, 2014, 01:12:54 pm by Djohaal »
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Robsoie

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #43 on: October 21, 2014, 01:31:27 pm »

Thanks, i'll keep that little arrow trick in mind, i regularly find vehicles that seems to become stuck after a while on a line and refuse to even return to depot.

pak128 profits are slow and small to come, especially in early years, fortunately better transport coming with years can help, i had a coal transport system from several mines toward a power station that was profitable, after a few years a new truck was available, replacing all nearly double my profit after a few months.

I noticed a coal mine that had a consumer not being the coal power station (so i wasn't able to make a line between them), but something else.
Is there a way to "convince" this coal mine to switch or add as a consumer the coal power station ?
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Djohaal

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Re: Simutrans! - Signal finagling with 3 axis!
« Reply #44 on: October 21, 2014, 01:50:54 pm »

Thanks, i'll keep that little arrow trick in mind, i regularly find vehicles that seems to become stuck after a while on a line and refuse to even return to depot.

pak128 profits are slow and small to come, especially in early years, fortunately better transport coming with years can help, i had a coal transport system from several mines toward a power station that was profitable, after a few years a new truck was available, replacing all nearly double my profit after a few months.

I noticed a coal mine that had a consumer not being the coal power station (so i wasn't able to make a line between them), but something else.
Is there a way to "convince" this coal mine to switch or add as a consumer the coal power station ?

You can activate the map editor tools (Shift + P - switches your player) and play as the "public service". Some of the menus have some new stuff such as founding new city, adding new factory chains, increasing map industry density and force-connecting factories. Remember to switch back to human player after it as public service can't buy vehicles.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.
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