Patrolling makes no sense!

Okay so I'm a returning player, I usually get to the point where I build the city market before pausing the game. But something that has bothered me since it was implemented in this manner is patrolling. I dont know if there has been a new update on it recently, but it seems more difficult than ever to get them to fill the bar up for the housing density need?

I have this setup currently, and the patrollers walk around. But so far, only two houses has updated the density. And I set it up like two irl hours ago? They stroll by and by the time they walk past again, all the progress has been lost. This is really frustrating, I cant be the only one who feels this way?

The patrolling feature as it works now doesnt make any sense, right? Everyone of the patrollers walk bunched up, some houses are prioritized before others while the area is still adequately sized. I would much prefer it if the patrolling need was still there, but the actual patrolling, like walking around looking busy, was only cosmetic. That the size of the area was the only thing that counted towards need fulfilled.

I dont know, maybe its just me? Maybe putting in squares of the patrolled area is cheesing it, but that wasnt an issue on my last save file

u/GreasyExamination — 1 month ago

Vad har ni för pro-tips när det kommer till spackling?

Jag är själv långt ifrån en proffsspacklare, om det nu finns nåt sånt. Smetar på lite, drar med spaden, repetera, brukar min teknik vara. Om jag vill få det ännu lite bättre, vad för enkla knep kan jag ta till mig?

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u/GreasyExamination — 1 month ago

Weird question but I gotta know

Im eating quite a lot of protein, like 1,8-2 g times kg bodyweight. Do other people who do this also get a lot of gas? Like, I think I might be naturally more "gassy" but maybe its all the protein? Its pretty much soy all of it and Ive eating like this for a long time so I dont remember how it was before. How much gas is too much?!

I dont think its too sensitive of a subject and it will probably help by getting a broader perspective. Any thoughts are welcome 💨

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u/GreasyExamination — 2 months ago
▲ 2.2k r/unket

Tänkte börja kolla på Rapport, är det viktigt att man börjar från säsong 1?

u/GreasyExamination — 2 months ago

My latest combined passenger and cargo station, thoughts?

Its 320 meters long, 2 platforms for each load and two tracks running in the middle. I do hope I'm blocking off the third platform from being used, I dont like when it decides to use it. Are there any obvious downsides I'm missing for this build?

u/GreasyExamination — 2 months ago

So, TVP is not really tasty at all, huh?

I got a bag of like 1,5 kg a few weeks back, thinking the high protein contents was nice. But its really not tasty at all, almost to the point that I would not use it. Can I do something to make it taste better?

What I've been doing is to put it in water with some spices before I cook it, and it kinda works, but not really. And by having it in water, the protein is less in proportion to when its dry, so I have to eat twice as much, meaning I could almost just eat my usual soy mince.

Should I cook it without soaking it first? I figure its gonna taste even worse if I dont prepare it?

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u/GreasyExamination — 2 months ago
▲ 71 r/sweden

När insåg du att dina föräldrar endast var vanliga människor?

Okej, så för att klargöra: Jag menar inte vanliga människor som i att dom har två armar, två ben, huvud och får skoskav av nya skor. Jag syftar snarare på insikten i att dom har brister, fattar dåliga beslut och behöver hjälp. Att du som deras barn besitter någon avgörande färdighet som dom saknar. Något större än att dom inte vet hur man loggar in på Kivra eller betalar räkningar digitalt, exempelvis.

En ganska bred fråga kan jag föreställa mig, med väldigt individuella svar. Det finns många barn som växer upp med föräldrar som helt saknar ansvarskänsla eller förmåga att ta hand om sig själva eller sina barn, och som måste växa upp långt mycket tidigare än dom borde. Detta är såklart väldigt sorgligt, för att inte säga tragiskt. Många fler barn växer upp i väldigt normativa familjer, där föräldrar kan ses som ens moraliska vägvisare. Dom som är starkast och alltid har rätt, och även fast dom ibland tappar tålamodet så förstår man nånstans att dom har rätt.

Jag kan berätta om ett exempel från mitt eget liv. Jag var kanske 24-25 och kom hem till mitt barndomshem för ett helt vanligt besök, det hade gått några månader sen jag var hemma sist. Vi hade en familjehund som började bli gammal, han hade alltid kommit och hälsat när jag parkerade bilen på uppfarten men min pappa hade nämnt att han varit trött det senaste. Jag möter min pappa i trädgården och ser hunden ligga och vila, han ställer sig inte upp men svansen viftar svagt. Det var för mig självklart att det var dags för hunden att få somna in.

Min pappa var fortfarande i förnekelse och jag fick nästan övertala honom att det inte kunde fortsätta såhär, det var inget som kunde bli bättre likt en förkylning. Han var trots allt inte svår att övertala och redan samma eftermiddag fick vi tid hos en veterinär. Men jag minns hur jag fick ett nytt perspektiv på min pappa då, nog för han inte alltid haft rätt tidigare heller men insikten att han bara var en helt vanlig människa var ganska tydlig. Om jag skulle peka på en enskild händelse som öppnade mina ögon för detta så skulle jag peka på denna.

Har ni fått liknande insikter om era föräldrar där ert sätt att se på dom förändrats?

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u/GreasyExamination — 2 months ago

My issue with money and revenue

I dont know if I will get any support on this, and I dont really have the idea all fleshed out, but please hear me out

When I play TF2, I soon find myself with too much money than I ever know what to do with. Set up a oil line and you'll never have to worry about money for another line ever again. While I love building train tracks and not worrying about money, at some point it gets ridiculous and I could flatten the whole map without really caring at all. I know some might argue I should increase the difficulty but it just makes that point come a little bit later

What I would like to see, but dunno if I will or even if the team would want to implement, is an economy based on specific profits for a line and loans. I will try to explain it in better details: Imagine you start with a set amount to build a first line, just like now. You build your first line transporting oil, make fuel and deliver it to town

The whole line will be valued based on productivity, frequency etc. Its value will be used to see the amount the bank will lend you for your continued work, lets say its valued at $10k so thats the limit of your next line. Delivery from trucks or trains wont generate any money at all, and your priority objective is to make each line as efficient as possible to increase its value

You're gonna start small, short lines which cost very little to set up, but with a higher trust from the banks you're gonna be able to expand. Trains, which has a huge initial cost, will be more difficult to achieve but increase your companys value further. Better vehicles as time passes will increase the companys value further still

What will this solve? I guess some might be wondering. Not only will it fix the constant inflow of money and you become a trillionaire in a few years, it will also keep you focused on improving your existing lines and revisit them every once in a while. I feel like its also more realistic as companies dont generally have a billion dollars lying around for establishing new investments

Money for terraforming might still be an issue perhaps, and I dont really have an idea to solve it but I guess it could be calculated somehow

What do you think, is it something that could work? Im assuming TF3 is already set to launch without this system, but I would love to play something that has something similar as opposed to waiting and waiting for money to continue building tracks

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u/GreasyExamination — 3 months ago
▲ 225 r/unket

Vad gör du? -Jag sitter uppkopplad på nätet...

Med risk för att bli kallad boomer så måste jag ändå slå ett slag för gamla klassiska Hipp Hipp

u/GreasyExamination — 3 months ago

Game features from the First Looks

Let me prelude this by saying that I'm very bad at taking anything away from trailers generally. I watch them for the vibes and try to pick up random things here and there while hoping I dont forget it withing 5 minutes.

So, because of that, I've decided to make a little list of features that I think will be in TF3 based on the "First look" trailer videos. I might be completely wrong and misinterpret everything, but thats fine. Im doing this for me and posting it to see if others have anything to add or change. To open up some sort of friendly discussion while we tug along this hype train.

First Look: Environment

  • Biome will impact gameplay and different industries
  • Productions and industries placed in water
  • Map will have different regions with distinct biomes
    • Each region will feature one or a few towns or cities
    • My take of this is that one map will have different biomes, though the maps from the trailer only show one biome for the whole map.
  • Modding, yay
  • Map editor and possibility to import a height map
    • I dont know if this was included in TF2, but I never used it. Would love to give it a go
  • Day and night cycle. Ability to change time of day and amount of clouds
  • Volcanoes! Sounds exciting
  • New terrains: Sub-arctic, and swamps
  • Public opinion on modifying the environment
  • Release in 2026!!

First Look: Industries and Cargo

  • Industries will open based on product demand
    • Not randomly pop up wherever as in TF2?
  • Supply industries will grow and expand based on demand
    • Blocking its expansion is not good
  • Cities demand will be impacted on biome
  • Over 30 industries and settlements needing up to 12 end products, yay
  • Helicopters!
  • Industries have a built-in cargo station
  • Warehouses introduced, works as cargo hubs
  • Cargo stations and their modules will speed up truck stops
  • Industries can be boosted with resources or even population
    • Curious how population will factor in
  • Subsidy contracts and penalties
  • Cargo trams, yay

First Look: Infrastructure

  • Easier to construct bridges
  • Junctions and intersections is overhauled to be easier to place and also more realistic
  • Lane controls, yay
  • Natural environment restores after demolishing infrastructure
  • Easier to see reach of stations
  • Different rail types: Simple, standard and high speed
    • "Right track for each service" meaning I shouldnt just upgrade every track to high speed because I have 100 billion dollars on my accound balance? Oh, well
    • Also, a high speed track without electric capacity. Idk why, at least compared to TF2 when it was a no-brainer to just pop some electricity on every track because its just better
  • High speed track dont seem to be capped at 90 km/h on bridges
  • Route priority!
  • Edit tram tracks and lanes for individual intersection
  • Pedestrian crossings can be added or removed for intersections
  • Noise barriers to reduce noise pollution
  • Underground tram construction
  • Trams can connect to regular rail tracks
  • Maintenance will negatively effect vehicle performance regarding speed, comfort, pollution and noise
  • Dedicated maintenance buildings to keep vehicles running smooth
  • Waypoint system for ships and planes
    • Idk if this was in TF2

First Look: Tycoon

  • Adjust mechanics for the game to tailor your playthrough
    • Like production and maintenance, Im assuming this will be similar to TF2
  • New loan system with multiple choices for repayment
    • Personally, I would like a loan system where I loan for specific lines. But this isnt deeper explained here
  • Tycoon HQ benefits the local town with growth perk
    • HQ can be expanded with buildings earned from gameplay related rewards
  • Towns will gain experience points from deliveries and level up when the number is achieved
    • Similar to Cities Skylines, I assume
  • Towns will be rated on following criteria: Supplies, reputation, delivery, noise, bonus, happiness, traffic and pollution
    • Waiting passengers are sad passengers etc
  • If one category of the town needs isnt met, that category wont grow
    • Possibility to make centers of commerce or industry powerhouses
  • Growth criteria is based on the whole region
  • Unlock landmark buildings as rewards

First Look: Highlights

  • Line, station and vehicle manager merged, yay
    • Drag n drop lines to create stations
  • Tilting trains 😮
  • Improved signaling logic, probably referring to prioritized lines
  • Sound effects change with biomes and time of day
  • Delivery time is dependent on which cargo delivered
    • Food is more time crucial, stone or coal is less sensitive
  • Warehouses conserve time and mitigate time related penalties
  • Fireworks if you are a good boi mayor 🥰
    • Probably as a reward for leveling up a town
  • Tycoon company also has a rank which unlocks perks
  • Pollution cleaning plant and single use greenification to industries
  • Marketing campaign to boost public transport favorability
  • Zeppelin!
  • Industry prospecting to search new industries
    • I think it allows for new industries to be spawned within certain regions
  • New vehicles isnt always better
    • Certain vehicles are better for certain situations
    • Gone are the days when I pop in a massive and expensive train to haul a certain type of cargo and then get blasted on Reddit for even imagining it!
  • Over 300 vehicles to the base game with a promise of more being added
  • Cross-platform mods on day 1
    • Mod tools with free and unlimited access
    • As Im not a modder myself, I feel great appreciation for everyone who takes time out of their day to add content to games, thank you :)
  • Customizing cities with decorations
  • A lot of tents, like a camping scene. Maybe from a scenario?
  • Rocket ships, yay

So thats what I got. It took me a while to list all of this but I feel like I got a better idea of what to expect from TF3. All of this is basically just speculation from my point and Im absolutely far from an expert trailer-analysist. I think Ive seen an Urban Games account here on Reddit and it would be cool to get some input, though I think they might keep their cards a bit close to their chest to ensure we get a wow-factor at launch!

Im very excited about the game and looking forward to a release day in the not-so-distant future :)

u/GreasyExamination — 3 months ago