Page 3 of 3
Re: Industries of the Caribbean
Posted: 30 Dec 2021 01:09
by 2TallTyler
Workers only go one-way from home to work. Their return trip is not simulated for a variety of reasons. In fact, ITL houses (which are required for this industry set) don’t even accept Workers, so you couldn’t bring them from one city to another if you wanted.
Towns grow when there are five active stations — the actual cargo being transported doesn’t matter. I usually use Mail to drive growth, since it has no other purpose.
Re: Industries of the Caribbean
Posted: 12 May 2022 17:25
by DrCplKlinger
Hey, this is really cool! It mirrors lots of the design flaws I've noted and does a pretty good job at trying to fix em!
I've been toying with it, and if I get time later on definitely want to tinker with it.
Re: Industries of the Caribbean
Posted: 27 Apr 2023 10:27
by pootis
i really like this industry set in most ways but the one issue i have with it is workers. Sometimes big cities or lots of towns can just be overwhelming to manage, so i t hink it'd be nice if there was a parameter for amount of workers needed so on low population maps you can still play with this GRF w ithout it feeling very slow or having to funnel the entire maps population into a single factory & still being stuck on 1 step for decades because you can't get a reliable supply of anything.
also there's a bug (?) where stations next to primary industries still take workers even though the industries don't seem to need them.
i d on't know if your still actively developing & i probably underestimate the amount of effort that would be needed for that but idk.