Now that smelting is set up I'm gonna get woodworking and glass going then start building my all-in-one manufacturing siteĪs I understand it, passengers/passenger trains were a relatively late addition and currently missing core functionality in that passengers can't take multiple stops to get to a destination. Compared to other automation games (well, insofar as this half counts as one) transportation throughput is a far more limiting factor than belt speed, but nevertheless the ratios are annoying to work with as i understand, 75/min belt speed, iron smelters are 12/min while steel is 4/min, all terrible to line up. Probably not worth all the extra clicks just to save a bit of space considering how much space there is on the map, but could be useful if/when blueprints make it in.Ĭonveyors are currently awful to work with but at least allow elevated crossing with relative ease. Smelters cram together a little better if you alternate orientation. You can get pretty funky with the bridge stuff by manually building it segment by segment to make it fit elevated crossing reqs for railroads, since the bridges default to a 3-spaces-one-pillar pattern to match up with roads I've found that parallel tracks work best with 1 tile in between them, except for stations which naturally space out to 2 tiles in between railways Railroad in a circle still works as 8 discrete segments alternating cardinal and diagonal and creates an 8-tile diameter almost-circle Railroads are 2 tiles across, roads are 3 tiles across both (currently, in the absence of level crossings) require 3 vertical tiles clearance to build elevated crossingsĪ 1-tile-elevation railroad ramp requires 4 tiles horizontallyĪ 2-tile elevation railroad ramp requires 6 tiles horizontally how to handle high volume traffic applies, just the tiles are smaller now lol Virtually all of the railway intersection theory esp. If a parallel comparison put valheim as a modernization of minecraft->terrarria->'friendly survival game with building' genre, i'd say this is very much modern Transport Tycoon with some automation shenanigans thrown in. If you can stand the jank though, it's a great game as-is, with a roadmap already out. It's only after wrestling with the building UX for a while and figuring out what you can/can't actually do (despite what the game initially tells you you can't do) did i actually start having fun and making proper intersections a-la TTDX There's also an incredible amount of finickiness in how train tracks build- the way it tries to lay down track by default often fails when it shouldn't, and also does a lot of bizarre things like not attempt to put ramps where they'd make sense, etc. It's probably the one actual strike i have against recommending the game as-is- everything feels like it takes 5 too many clicks, from reassigning routes to trying to get conveyors to behave the way you want them to The UX is very, VERY early access and incredibly clunky. Seems like by the time you exhaust early resources and expand out to more all over the map (which costs money) the best practice is to dump everything into a giant central manufacturing area then ship out all over the place from there, which is where it starts resembling factorio as much as a tycoon game If you don't build your trains right, they WILL bottleneck or clog up.Īs mentioned, there's also an automation aspect which essentially has you linking up factories via conveyors and then figuring out how to lay stuff out so that it's accessible to your transport network Railways and signals harken back to TTDX, albeit a little more vestigial right now. There's a pretty nice initial progression curve in that the trains/trucks you start out with are god-awful but researching tech (of which you need to supply the prerequisites yourself, again, lol) opens up stations with larger operating radius, bigger and faster trucks, eventually diesel and train cars that hold way more. sending stuff to a sawmill and then delivering the planks it produces elsewhere. in most cases you have to produce yourself. Like other tycoon games, you start small and help cities grow, which leads to more demands/more complex items, which. 1) voxel based, very, very carveable terrain, so no mucking around trying to work around slopes on the terrainĢ) automation & complex production lines open up early-mid game into something truly absurd lategame judging by screenshots.
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