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Finally got off of my lazy butt and made a Channel Update – Just so people know how the channel is going forward in terms of content.
(My Noise Gate filter kicked in on its own somehow so there’s a lot of ackward silence – I’ll see if I can put some background music on these to avoid that in the future)
The further you move something, the more you’re paid – However the “dollars per mile” amount goes down the further as well.
So let’s say you get 100k for 10 miles. You wouldn’t receive 1.000K for 100 miles.
I’m not sure if Trainjunkie is right regards multiple lines is correct though – I haven’t seen anyone show any stats showing that the “DPM” is reset when you switch vehicles.
That’s how I remember it from beta, yes – I haven’t done a test to see if it’s still a thing though since I swap out wagons automatically now. I’ll see if I can remind myself to try it out next time I find an oooold train.
As for the frequency – The “no train on line” penalty has been toned down since beta. Back then even a few seconds of sitting in the depot would crash the industry and cause downgrades. Additionally when you send trains to the depo, the cargo is lost. (There’s one other thing that does this but I can’t remember which for the life of me – I’d have to re-watch last night’s stream)
- This reply was modified 7 years, 10 months ago by Mansen.
Keep one thing in mind – The oldest wagon (or engine) on a train decides how old the entire vehicle is. Always sell your old wagons when you’re placing an old engine. Otherwise it’s going to run you into debt like nothing else 🙂September 10, 2014 at 01:41 in reply to: Impossible to create an industry that only consumes something #6773
A power plant wouldn’t be hard to mod into the game – On paper. Make a new industry that accepts Coal and Oil and produces an “electricity” cargo as output. Give all buildings in town a demand for “power” but don’t make it possible to transport with vehicles.
The Power Plant would only be useful within city travel distances – The hard parts as I see it would be making it so that it only generates near a city and never in the “wild”. And making sure it will actually produce more than 25 even though you never export anything for it.
700 people isn’t a big city by any stretch in my opinion.
There’s a 32bit version – But it disables large maps because of the memory limitations.
I’m inclined to agree with the growth aspect – It could go faster.
As for your other two points… Building roads does not stimulate growth in any way, just lead it along a certain path. Passengers are very willing to take the train if you’ve got a bus or tram at both ends helping them onward. Again nothing is willing to travel for longer than twenty minutes. The more of the time they spend in a high speed vehicle, he further they are willing to go.
That may have been your point but not what you actually said.
And no – It is by no means a minuscule amount.September 8, 2014 at 15:04 in reply to: Slope too high??? Impossible to build railroad tracks #6083
Great guide Dak. 🙂
Uh – Textures are kept in the VRAM, Mats. The memory is used to keep track of all of the cargo, passengers, cities and so on and so forth.
No it’s impossible right now – Lots of us are hoping it’ll become an option like upgrading tracks into electrics or trams.
Aaaaand I’m back again – More Train Fever as well as a return to my core genre, city builders. Startopia and Pharaoh in the near future depending on how fast I can fix the kinks with OBS.
Vehicles will spread themselves out over time though, Nick. Try it out yourself – Buy 10 buses on a city ring line and see how they slowly move apart from each other to form a high frequency line…
1. The maintenance cost for a vehicle grows as it gets older. Once it reaches its lifetime that is usually around 50-60% above normal.
2. Open line menu – Send all vehicles on line to depot to sell ($ icon), go to depot and build/buy new vehicles and set all to same line. Done.