Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

View Stats:
High voltage switches mechanisms slots not used
Hi, It appears that since the last upgrade, i can't get my high voltage switches to use both mechanisms slots for constructing. Only one 20m tower crane gets dispatched.
< >
Showing 1-15 of 27 comments
Kaia 13 Jul @ 9:11am 
It also seems that power lines don't interest the aforementioned cranes, despite there being a mechanism slot for construction.
ling.speed 13 Jul @ 12:00pm 
Afaik some constructions like tunnels cant accept tower cranes, only road ones. It might be limitation on physical space of the building. (like how dimensions of area/height dictates amount of slots for given mechanism type).

But in other cases there is an issue of open hull trucks sometimes not sending more cranes beyond the first one because they receive orders for getting resources before they get back to CO where they can be assigned to move the cranes. In such case you can try forcing a flatbed truck back to CO where it should pick the crane up.

Also a note that more cranes are only needed when you can supply more workers than their level. So there might be a mechanic that prevents automatic sending of more cranes if there is not enough people to use them... idk something to check.
Kaia 13 Jul @ 12:08pm 
Yes i am aware of all this but high voltage switches can be built with cranes normally. Not entirely sure about wires anymore but i thought they did.

I did make sure to send workers (and resources are there.)

Besides, if you actually read my post, the bug isn't that they can't come at all, the bug is that only one of the allowed slots is filled and they're not sending the second.
Last edited by Kaia; 13 Jul @ 12:11pm
Kaia 14 Jul @ 2:34pm 
See screen captures: https://imgur.com/a/6Z5y0kD
It's a very easy to reproduce bug. Everything is available and the cranes dedicated C.O has 2 cranes, the HIgh voltage switch has 2 slots but only one is ever used.
There is not a second crane needed. You have very few workers there, so 1 is enough. The second crane would had nothing to do and wouldn´t speed up the construction at all.

Also there simply might be only one place for a tower crane; try doing the same with two road cranes (or 1 tower and 1 road) and compare differences.
Kaia 15 Jul @ 5:58am 
Yeah i feel like none of those answers are helpful.

https://imgur.com/a/9kgcONI
Again i reproduced the bug, as per the below, there is only 1 construction project active, workers went up to the max for this project: 50 and the second crane was not dispatched.

The first crane was dispatched the very second i assigned the construction project to the workers C.O, which demonstrates that it does not matter in the slightest how many workers are on the project.

Also how you said is not consistent with how cranes work at all because cranes in this game don't seem to be tied to operators, they just add ghost workers, it's not like firetrucks.

I haven't tested with road cranes, that's not the point of this thread. This thread is about the tower crane- power switch interaction, possibly specifically the 1930 tower crane.

The expected behaviour that is normal is for open hull trucks to fill all open building slots with available cranes when resources, phase and workers allow. Not just decide that half the speed is enough.

In fact, it appears cranes don't even care that there are material on site or not.
Last edited by Kaia; 15 Jul @ 6:34am
As I wrote - it might be that only one of these slots is suitable for a tower crane. Second one could be usable only for a road crane.

There ARE projects in this game (and have been so for a long time) that can accept only a road crane and not a tower crane (do not know about a single cause where it would be otherwise, though). Wires and pipe works are standard cause for such things.
Kaia 15 Jul @ 6:35am 
Originally posted by Sirius Czech:
As I wrote - it might be that only one of these slots is suitable for a tower crane. Second one could be usable only for a road crane.

There ARE projects in this game (and have been so for a long time) that can accept only a road crane and not a tower crane (do not know about a single cause where it would be otherwise, though). Wires and pipe works are standard cause for such things.

I have never experienced a building which differentiate a slot for a road crane and a slot for a tower crane, can you name one example you know for a fact so i can check it? My experience is that if a type of crane goes somewhere, then all cranes of that type can occupy slots, but i am interested to know more about the topic.

I will try to confirm if that's the case for the power switch later.

Also here's a screencapture showing cranes do NOT care about how many workers are available. https://imgur.com/a/R2Nm3Rd
Last edited by Kaia; 15 Jul @ 6:53am
Hi, tested it. both big switches and a transformer ever take only one vehicle. Either game doesn´t want to send additional crane there for some internal reason (slot undefined, too few workdays left) or they all are wrongly set number of slots.

Reported with testing pictures, as slot usage is not connected to crane types (tower, road or mixed doesn´t matter, only one crane at any time)
If you select the crane at the CO you can order it to go to the HV switch construction. So its likely something hardcoded that prevents second crane to be moved there automatically.

HV switch has small work hours to complete and max 50 people on site, with 1960s start it would be really wasteful to send 2nd crane so there might be a piece of code that optimizes the construction without knowleage of lvl 18 1930s crane.
Last edited by ling.speed; 15 Jul @ 9:01pm
Kaia 15 Jul @ 8:59pm 
That's entirely besides the point and in the early game when pop is low i very often end up building stuff with 1 or 2 bypasser citizens and just let it run because it's convenient at that time. This is a bug and should be addressed as such. Can we stop making apologies for bugs or justifying them with bogus reasoning everytime someone makes a bug report lol?
Wait so you are building stuff with few bypasser citizens and want a second crane... the bug is literally gatekeeping you from making mistakes :).
This is not bogus reasoning, this was diagnostics. And ling is true- the second slot is probably never really needed there (cranes have ca 5,5x multiplier to any worker till their level is reached, so the second slot might had been disabled in the past. Ling is completely right.

Anyway, bug reported and we will see what happens.
Originally posted by Sirius Czech:
(cranes have ca 5,5x multiplier to any worker till their level is reached
Whenver you or Shadow mention this stat i double check and the multiplayer is closer to 9.5x.

Anyways the HV switch may be the worst type of building for this raport but being shy in sending cranes to active constructions that would benefit the 2nd or 3rd one is a thing i've ran into a few times, so fingers crossed we get a tweak for this.

ps: The way around it was to have more COs with cranes, as it seem like its a sending just one and then being occupied issue for CO. So 1 CO with 4 cranes = 1 crane on site, 4 COs with 1 crane = 4 cranes on site.
Last edited by ling.speed; 16 Jul @ 3:54am
Originally posted by ling.speed:
Originally posted by Sirius Czech:
(cranes have ca 5,5x multiplier to any worker till their level is reached
Whenver you or Shadow mention this stat i double check and the multiplayer is closer to 9.5x.
Depends on crane type - we made experiments for cranes vs. no cranes and the ca 5,5 avg value was valid for road cranes. Tower cranes are wild in differences, though they give even higher bonuses. It might be connected to their height somehow maybe?

Btw other buildings I have not seen any issues - tried Dnipro flats and every CO in each testing block filled it to the brim with cranes as long as it had them (all four slots).
Last edited by Sirius Czech; 16 Jul @ 4:06am
< >
Showing 1-15 of 27 comments
Per page: 1530 50