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Idea: Vehicle capacity checker #12
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ok, so the problem with capacities is when vehicle could not find path to next building - it will be despawned and collected "things" return to source to be collected again, right? |
That might happen too. Certainly if vehicle has more buildings to visit there is more chance of path fail. However, the main issue I noticed was just amount of time it would take to visit all buildings when capacity is too high. The service building sends out fewer vehicles (because higher capacity = each vehicle expected to visit more buildings). I'd end up with load of building warning notifications because instead of having a herd of hearses out doing work, the crematorium only sent like 2 hearses expecting them to visit 40+ buildings each. Those 2 hearses were zigzagging all over the map running round like blue ass flies trying to service so many buildings. Meanwhile, buildings all over the city were turning in to vertical graveyards and shutting down due to stale corpses piling up. |
It would be nice to show which vehicle could cause problems, like 3d viewer, name is sometimes not enough, especially if you have loads of custom vehicles. Maybe it's a good improvement for the AVO? Autor is pretty active so there is a chance that he will implement it faster than me XD |
If service vehicle has too high capacity, it can cause problems because now that vehicle is going to have far more buildings to visit.
Example: Hearse with 20 capacity is potentially visiting 19 other buildings before reaching the last one. Meanwhile, a hearse with 2 capacity at most only visits one building before last one.
Maybe iterate the service vehicles to check capacities and list any that might be problematic?
https://github.com/CitiesSkylinesMods/TMPE/wiki/Vanilla-capacities
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