I’m rescinding my #4 “suggestion”. It would be great to get consensus on this from others who have played for a while on the alpha. Be prepared, this is verbose.
Devs, by all means, do not take anything I say as a complaint. I am enjoying this game. Just love to help or improve things where I can
Keep U-turn trucks
Make sure the player knows the truck wants to make a U-turn, Blinker?
Possible to set a timer on the truck to make it move on to the next node if U-turn can’t be made?
Switch between active lanes at intersections on a timer (this may already be in the works)
Traffic continues through intersection until there is a gap in trucks then the next lane seizes the hole. Causes backups on some lanes, hard to manage
I’m finding the traffic simulation in this game to be the biggest part of it and the issues I’ve noted before have become more of an interesting test of resource management rather than bugs or issues. Here is what I mean:
When I started, I looked at this as a colony building sim. The trucks moving the resources were just an A to B mechanism. I’ve now found that the traffic management is the main part of this game. Inefficient road structures that don’t handle the inbound and outbound correctly will bring everything to a halt. This will result in pissed off colonists and the truckers’ union coming after you.
After trying different traffic management tactics (@Arminius) and multiple days of play I have found that this could be a special mechanic instead of an issue. The fact that trucks waiting to u-turn stop their lane brings a Factorio feel to the game. The player must bring in the resources from different directions to avoid this from happening or find a way to redirect these trucks. I actually would like it to stay. However, it would be nice to know that is why the truck is stopped, otherwise it just looks like something is wrong. Maybe put a blinker on the truck model?
Maybe U-turn trucks should stop traffic, but move on after a period of time to the next road node? That way it will hold up traffic but not make it so we have to delete the road full of resources in order to get things running again.
I found u-turns to be troublesome because of an issue where I could only use default roads otherwise the trucks would disappear. When using 2 or 3 lane roads, u-turns don’t hold up traffic and make the management more exciting.
Note: After debugging, I noticed this is because of the truck jumping to another road (side road?) object on the intersection node that doesn’t actually exist. By connecting a small, no outlet, 1 lane side road on the node it seems to reset and the trucks don’t disappear.
Trucks only seem to continue through an intersection if there is a gap in the other traffic. Could their be a timer per lane or on the forward and backward lanes to make one connection stop and let another go? If this is a no go. I would suggest One-Way roads so we can make infrastructure for continuous flows of resource trucks that don’t stop other trucks from continuing through the intersection.
Do trucks incoming from a highway take precedent over 2 or 3 lane roads?