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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.
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.
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.
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.
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.
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
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)
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.
Anyway, bug reported and we will see what happens.
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.
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).