With the recent bugfix patch stopping most of the disappearing trucks I’ve been having fun finally setting up road infrastructure in a zen mode playthrough. Trucks have seen a lot of positive changes since their introduction but they don’t quite yet feel good to use in a game for a couple of reasons.
- Truck job scheduling still needs a lot of work.
A few patches ago we got the ability to use a slider to try and optimize mines for truck use. I’ve found that when storage exceeds the target (e.g. 5) and a truck is dispatched that multiple truck loads of minerals/isotopes will be ready by the time the first truck arrives. Despite this it seems like all of the other trucks dispatched after the first only arrive to transport 1 or 2 minerals at a time (despite the mine having more than 5 in storage the whole time). I wonder if its somehow not too cost prohibitive for a worker to recalculate the transported resource amount when it arrives, or perhaps to have the slider only dispatch requests for deliveries of the unit value set by the slider (limited to current max truck capacity).
This inefficiency also happens with the smokestack and waste accumulating in residences. A colony with a larger number of free workers will still see nearly all of them occupied driving roads with a single container of resources/waste for a majority of their work time. All this driving leads to problem #2.
TLDR: the slider on mines helps a little bit, but that system still allows lots of inefficient trips with trucks. Maybe the functionality of the slider can be revisited to force pickups of X size. Smokestacks also generate very inefficient truck traffic.
- Truck pollution is pretty intense.
In my current play through i have around 55 employees and 35 citizens. Citizens are primarily housed in the residential building and work in office towers. The residential area is built remote from most of the pollution producing industry, but is served by a road/truck system to remove waste. The inefficient transportation of single waste packets requires a large number of air purifiers in order to keep a viable population. In the example below there are 2 residences and 2 office buildings. Pollution generated in the bottom of the image comes primarily from a smokestack and truck traffic. There are 7 level 3 air purifiers that are working to try and keep the residential area safe. 5 or 6 were insufficient to handle the truck traffic collecting waste from the 2 residences. This means that 21 out of my 55 workers are just trying to keep the air clean in a small pocket of my city. (Add a couple more that are running the power plants responsible for keeping the purifiers running)
Pollution might not actually need tuning if traffic were more optimized.
- Truck fuel usage doesn’t currently feel meaningful.
While the pollution proves a challenge to manage under current conditions, i cant say I’ve ever noticed the fuel drain from truck use. The fuel turbine building usually generates a large surplus relative to what energy plants consume and Xethane seems quite easy to come by from fissures on the default map generation settings. I currently have enough to generate ~ 475 energy and fund trucks with just 2 level 3 fuel turbines placed near 2 different fissures.
Anyone else have thoughts about the improved trucks?