#Train capacity updates not universally positive

1 messages · Page 1 of 1 (latest)

distant barn
#

As trains can't pick up partial packages, the train capacity updates can be detrimental in some situations. Especially on an array of low output factories (e.g. for the operator shapes) a higher capacity actually makes the process slower as it takes longer for the first package to be picked up.

teal shale
#

we need an option to customize how many shapes are in one package

upper apex
upper apex
# distant barn As trains can't pick up partial packages, the train capacity updates can be detr...

I slightly agree with you, I think the packaging of shapes is irrelevant honestly. It would be much better if the train loads whatever amount of shapes are available at every stop. And introducing a new research for train loading speed. Now packages can still form if they hit the max limit and stop when capacity is full if a train has no available space or the train hasn’t arrived yet. But I do think they need to rework on train loading and unloading.

#

Idk though, I don’t have really any good alternatives for trains. That’s a tricky situation. In order for their to be more improvements on it, it might need a larger rework

distant barn
#

Or some other option. But as it is it's the only upgrade that can have a negative effect.

#

At least give me the option to disable the upgrade maybe.

upper apex
#

Currently the trains hold one large package for each level of the belts (3) but what if it held 4 smaller packages per belt layer, so (12) per cargo

#

Would solve your issue I assume

distant barn
#

MAMs are automatically low input and might take quite some space, so transporting the stuff from the output with belts might not be a good idea.

upper apex
#

And would be nicer to see trains picking up material more often even if it’s only 2 quarter size packages whatever. Because I’m not a fan of watching trains skip the loader like 4 times before a box of shapes is ready.

knotty nebula
distant barn
upper apex
knotty nebula
#

Allowing train to carry multiple chunks also has its flaws: station buffers will be effectively reduced.

upper apex
distant barn
upper apex
upper apex
distant barn
#

Anyway, I agree that the case might be an edge case, but the fact that the upgrade can be negative still stands. I think the easiest option would to make upgrades disableble after buying them.

upper apex
#

Your train loading and unloading will work fine once you get that sorted out and scale up.

upper apex
distant barn
distant barn
upper apex
knotty nebula
#

Here is an adjacent issue: separated upgrades for different categories of buildings don't make much sense. All "factory speed" upgrades could be united into a single upgrade, including chunk size. Thus overall buffering time will remain the same.
But "make 20% more of everything" is quite a boring upgrade.

distant barn
distant barn
upper apex
# knotty nebula Here is an adjacent issue: separated upgrades for different categories of buildi...

I agree, and I think the reason why that isn’t currently in the game is because it’s significantly more sophisticated than the current research system. With potentially more harm than good.

The current research allows the user to think about and manage the research at the correct rate to make everything work properly.

So yeah it’s valid to feel like it should be simplified, but half of the community might not be affected by it because they like that aspect.

The current system provides more control for the player. With more control, comes more user error. With less control, less error, leading to the question; “why have a research system if it opposes no extra thought?”

Am I making sense lol

#

The research system acts as a barrier to later game activities AND to allow the user to think about “what is important right now?”

knotty nebula
upper apex
# knotty nebula I don't like an ability to mess with machines rations. I always upgrade everythi...

Ok, so I agree with you but you said one thing that is VERY important.

The new player. The new player needs to learn how to manage upgrades in unison. That’s the name of the game! When I first played I made the mistake of upgrading things incorrectly and you FEEL the issues creeping up on you. Now guess what? You’ve learned that this isn’t a game about randomly clicking buttons. It’s about being precise.

I see it as a great way to get a new player to learn how the game works on a fundamental and foundational level.

#

Once you have the mindset of “I really need to start thinking BIGGER” is when the game really starts to unfold.

#

The research is literally only for new players. Once you understand the game, ya the research is kinda pointless BUT it is so important to new players

knotty nebula
#

And your whole complain is also a complain of a new player.
Ah, sorry, you aren't a TS...

upper apex
upper apex
knotty nebula
knotty nebula
#

Just work on something else during a new production line is buffering.

upper apex
#

I can’t tell if I’m getting trolled 😂

upper apex
distant barn
#

I definitely see that it's not a big issue, but in my opinion the upgrades should either have absolutely no downside or be able to turned off.

silent crane
cinder ferry
#

90 sec delay on potentially 3 consecutive train delays means you might not be able to see if your machines are working realistically for almost 5 min, not counting them filling up. Which is crucial to know if it is working

sick lake
#

Honestly, I think the best fix would be partial package pickups

#

Getting the animations right might be a bit tricky, but just have the loader spit out whatever it has when the train stops.

#

Doesn't totally solve saturation to see if your builds are fully working, but at least it means that capacity upgrades don't have a downside

upper apex
distant barn
torn cargo
#

I compare Trains in game as like waiting for a giant tanker ship from China. It takes weeks to arrive but boy do yo get a lot. Problem is, your product can run dry before another large shipment arrives. Next play through I’m not upgrading train capacity so deliveries arrive more frequently.

distant barn
#

The same for me, probably. You can always get a similar effect with more trains or more wagons.

cinder ferry
#

The only sort of “fix” for this is if loaders can make half size packages that merge. Which would probably be a fair amount of effort, with questionable payoff in terms of how clear it is to the player what is going on. Mostly because the current loaders look very clear in how they operate.

sick lake
golden hazel
#

I'll think about if partial deliveries make sense. We generally try to reduce the amount of 'configuration' you do via UI, i.e. we are trying to avoid a dropdown on a train station where you configure the mode.

That is, if we don't find a better way we'll consider that as well.

upper apex
torn cargo
#

Nope. 👆

upper apex
#

So yeah, just follow the logic and that’s it

cinder ferry
#

A UI config wouldn’t really aid here, since you usually want deliveries to speed up only at the start so the overall machine takes less time to start up. Automatic partial deliveries would be the fix, if any.

#

If trains pick up a small (single digit) number of mini-boxes at a loader (up to the upgradeable max), then everything would be perfect.

At the start, the train will transport the smallest denomination as soon as it is available. At steady state, each wagon gets filled as much as possible to get the full benefit of the upgrade.

#

The biggest hurdle here imo is making an animation that clearly conveys what is going on without words.

distant barn
#

What about two types of wagons or two type of loaders?

cinder ferry
distant barn
nocturne kraken
#

I came here to discuss the train capacity and found this thread. Increasing capacity is far more bad than good in my experience -- played through both square and hex challenges. I think it is easy to fix though: if a train arrives and the smallest package size is ready, it ships. If two small packages are sitting in the loader, if you've upgraded capacity, they consolidate into one package (visually a slightly taller stack). If you have upgraded for three... and so on.

#

No config needed during game play, and no need for different types of factory elements.

brisk niche
#

How about a percentage bar that we can use to reduce the percentage that needs to be filled before the package is sent?

nocturne kraken
#

That would work, but I think it’s an unnecessary complication to just “auto consolidate on loader/unloader”.

shrewd coral
#

I definitely agree that something needs to be done about the train packet size upgrade. Consider the random shapes you need to create at stage 8. They require 1000 shapes, exactly. If you've fully upgraded your trains, a single packet carries 1080 shapes. Fully upgrading trains and using them forces me to produce 80 extra worthless shapes because I have to wait for them to be made before the train can carry them.

I like the idea of smaller "packets", say 100 shapes each, which get formed. A train slot carries up to [some research-determined number] of packets, but it always loads/unloads as many as are available as a unit.

For visualization, anywhere you currently see a shape indicating what's in a train unit, just put a number next to the shape indicating number of packets. Simple.

Regardless, allowing me to upgrade to where I'm forced to overshoot the goal is just silly.

keen quail