
#OPENTTD CARGODIST FREE#
There are lots of unemployed despite my construction projects having hundreds of free work spaces and literally 2 or 3 people sometimes showing up for work with very occasional bursts of like 30 - 50 people turning up on site, all my buildings, even the ones within walking distance from where everyone lives, being half-staffed and people refusing to travel longer distances. Początkowo opublikowane przez Person012345:Right now I am having problems with workers. what disenchants me with the game and makes me play it little is exactly the problem of the workers, I totally agree with you Początkowo opublikowane przez TB:The problem is that your available workforce is automatically distributed based on the amount of free positions in given buildings.Īt least this is my limited understanding of how the system in the game works. But this way they would at least have means of considering the workplace when deciding if they should wait at the station or not. The workers would then consider the station to be *the distant workplace itself* with a distinction that they need to actually travel to the workplace in the first place in order to work there. The station would act as a kind of proxy for the distant workplaces spreading the workplace information to distant workers. The only thing I can think of now is to have a possibility to somehow connect the station itself to all required *distant workplaces* (not possible now because the station must be within a walking distance from the workplaces) which would effectively tell workers which actual workplaces to consider when using the station. You would *still* reserve an X amount of workers for being stuck in the rail station even in times when they are not actually needed at all. It would still prevent the workforce distribution from being dynamic based on actual workforce needed in the actual workplaces. It would still not solve the issue though. That would prevent your train station from being universal for all types of passengers using it (students, passengers seeking free-time places/doctors/shopping). Too much CPU power wasted which eventually led to the decision that workers have no actual destination pre-planned because it would be too CPU intensive to calculate for all of them in big cities.Īt least this is my limited understanding of how the system in the game works. Much better solution would be if all workers actually worked somewhere *permanently* and then simply selected from available transport options to get there in a given time.īut the devs unfortunately decided to rely on an agent based simulation for passengers with all the pathfinding processing involved instead of a more simple statistical simulation (similar to cargodist in OTTD which works great with huge numbers of passengers and on huge maps). This is all caused by the fact that workers have no end destination before they decide to go to a trip and no permanent workplace. It's one of my main issues with the game. This effectively destroys the automatic distribution of workers the game relies on. If you start transporting people to a railway station like that you will soon find out that you are missing workforce elsewhere because workers will think they "need to fill the available workspace" in the railway station. There are surely other ways to do it, but this way saves me the headache of having to think too far ahead, and gives you a pretty accurate picture at any time where you should be carting your passengers to.The problem is that your available workforce is automatically distributed based on the amount of free positions in given buildings. In the end, the passengers get to their Via stops, and from there are picked up by the next vehicle onto their next Via stop, or eventually, their Destination stop. And this of course between the most popular Via stops. Looking at their Via (again) tells you exactly where to cart them to next.Ĭombined with this, my vehicles usually take passengers only between two stops. I find if you plan your routes by Destination sometimes it's difficult to imagine the route that the passengers want. The reason I choose Via-Destination-Source, rather than say Destination-Via-Source as I used to, is because the first click shows me exactly what next station the passenger needs to be at.
#OPENTTD CARGODIST PLUS#
Another level of the yellow plus sign, you'll get their Destination etc.) (When you click the yellow plus sign beside the passengers/mail, you'll get their Via station. Not really a setting, but on the cargo window I always choose "Via-Destination-Source" on the top right hand side.
