Started by Sirius, May 28, 2020, 07:21:09 PM
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Quote from: jamespetts on May 28, 2020, 08:09:21 PMMay I ask whether you are able to upload a saved game in which this issue can reliably be reproduced? I do not think that the in transit figure should ever be zero. It might be a rounding error.
QuoteI know that Ranran recently made the display of other parts of the industry decimal to make this clearer; I wonder whether this might also be done with the in-transit display for industries?
Quote from: Ranran on May 30, 2020, 02:17:27 AMCheck the Builders' yard (7847,1991) on the bridgewater server, It does not recruit staff forever regardless of having a connection ...
Quote from: Ranran on May 30, 2020, 02:17:27 AMCheck the Coal merchant (6715, 1465). There is no staff here either.
QuoteRanran - is this different to the behaviour that you get when you open this second saved game and run it on fast-forward for a few months?
QuoteAfter a while, the farms start producing grain as the windmill's internal storage of this is depleted,
# This setting determines the behaviour of industry demand.# At 0, industries will always demand goods until their internal storage is full, no matter how many goods are already in transit.# At 1, industries will demand enough goods to fill their internal storage initially, then will demand only enough goods to keep up with the demand of their consumers.# At 2, industries will demand only enough goods to keep up with the demand of their consumers without trying to fill their internal storage first, but will not demand so many goods that their internal storage is likely to overflow.# At 3, industries behave as in 2, save that the internal storage of consumer industries is ignored.just_in_time = 2
# How much amount in transport is sent before further distribution stops# This is only enabled when "just_in_time" is enabled (i.e, set to a value > 0)# The limit is given in percent of factory storage (0=off)# # This number is scaled to the ratio# of the time that it takes the industry to consume its stock to the average# lead time for new deliveries. Values of slightly over 100% are recommended.maximum_intransit_percentage = 110
Quote from: jamespetts on June 01, 2020, 05:28:53 PMThe current system seems to achieve this very successfully, but it seems that this can be a problem when that even demand is very low.
Quote from: jamespetts on June 01, 2020, 05:28:53 PMIncidentally, as to fields and railways: fields can be bulldozed to make way for railways and other player construction. The number of fields per farm has been carefully balanced to match agricultural production per unit of land area in the various eras of the game.
Quote from: jamespetts on June 01, 2020, 05:28:53 PMI can see that amending the first from 2 to 1 might assist with some of the issues here.
QuoteIn fact, because of the transport limit of 1, bread will disappear from the market forever if you order a horse that can load two to wait for 100% load.The world's food situation is extremely vulnerable due to windmill's stupid thoughts that eliminate any risks.
Quotebut it seems that this can be a problem when that even demand is very low.
QuoteThe number of fields per farm has been carefully balanced to match agricultural production per unit of land area in the various eras of the game.
Quote from: Freahk on June 02, 2020, 01:58:27 AMI don't know what could feasibly be done, only that something is required for freight to be anything but frustrating.
Quote from: jamespetts on June 02, 2020, 01:24:33 PMWould it make more sense for them to choose among all transport linked suppliers for orders?
Quote from: jamespetts on June 02, 2020, 10:19:15 PMAs to variations in journey times for goods, is there a reason that this cannot be dealt with by having a large enough minimum quantity in the warehouse to cover for this using the warehouse minimum quantity to which I make reference above?
Quote from: jamespetts on June 02, 2020, 01:24:33 PMThe consumer industry would also have a set minimum stock level, defined in simuconf.tab, either as a percentage or an absolute number.
Quote from: jamespetts on June 03, 2020, 10:52:25 AMbut what would that actually mean for how transport and industry production works?
Quote from: jamespetts on June 03, 2020, 10:52:25 AMDo you suggest not having any simulation of supply logistics at all?
Quote from: jamespetts on June 03, 2020, 10:52:25 AMWhat would be the purpose in transporting goods in that case?
Quote from: jamespetts on June 03, 2020, 10:52:25 AMIncidentally, I think that I had made an error earlier in describing one aspect of the minimum stock level: I had intended this to be able to be set per industry, so in the .dat file, not in simuconf.tab, although one might have a default in simuconf.tab for those cases where no such value was specified in the .dat files.
Quote from: jamespetts on June 03, 2020, 10:52:25 AMthey simply keep a stock level on a heuristic basis
Quote from: Freahk on June 03, 2020, 03:47:08 PMOnce a whole unit is missing in shops shelf, the next production cycle will attempt to buy a replacement for that unit and, if successful, restock the shelf again.
Quote from: Vladki on June 03, 2020, 08:21:53 PMStardard's JIT2 has also the effect of removing the limits on in-transit, and also is nice vehicles waiting for 100% load. As the orders are fulfilled, waiting vehicles are filled, and depart. And just their speed and distance define the necessary in-transit amount quite automatically.
Quote from: jamespetts on June 03, 2020, 10:09:07 PMif I understand correctly, all industries would always act as if they always had sufficient goods to operate fully even if no goods were ever delivered
Quote from: jamespetts on June 03, 2020, 10:09:07 PMUnless I have very fundamentally misunderstood what you are suggesting, this aspect of the game would be entirely abandoned
Quote from: jamespetts on June 03, 2020, 10:32:21 PMwith respect to whether the transport network can ever actually deliver those goods
QuoteIncidentally, can I check with Ranran that I have fully understood the essential problems that he describes: is the issue a combination of(1) industries demanding only a limited number of goods at a time which must be delivered before other goods be demanded; and(2) industries not keeping a sufficient stockpile of goods in their input storages to guard against delays?Are there any other significant issues with the economics of industries besides these that prevent it being possible to make a profit or make it easy for players to get stuck in the way that you describe Ves having got stuck above?