By which I mean to say the Only indication of this that I've seen requires you to already have reason to check the city (which Does indicate the percentage of demand that you are fulfilling, but in no way indicates the hows and whys), and the fact that the factory upstream has stopped shipping.įurther, if your final factory is supplying Multiple cities, and one of them does the above, and the other you've made a mistake in***, or is Also behaving as above. The game is really bad at communicating this!. Every building in the catchment radius of your stations/truck stops is having it's demands fully met (or close enough), and the city either hasn't yet grown enough to increase demand, or it did but built new demand buildings outside the catchment radius. However! because the supply chain is actually (contrary to many claims) More Complicated than it was in TpF1, it quickly becomes hard to figure out where the actual issue is, because often the factory that's not demanding enough (resulting in the lack of shipping from upstream sources) is entering this state due to a problem further down stream**.Īnd most commonly it Seems that the problem is at the 'delivery to city' step. This part Seems obvious, but the fact that this is what's going on isn't communicated well, and the lack of shipping from upstream is usually the more visible fault in the system. (it will still accept input, if it's not a primary producer, mind you, and pay you accordingly). Everything up stream of them that is supposed to be supplying them over and above this limit will stop shipping for lack of demand. The issue is arguably more of a design flaw.įactories have a maximum INPUT they will accept until they upgrade. So people reading the thread, (including myself, at least some of the time) assume that it is a bug after all.įurther investigation indicates that. In most cases, this turns out not to be the case, there's something wrong with the player's set up that a more experienced or less frustrated person can spot pretty easily.īut sometimes that's not the case. When this issue comes up, it pretty quickly gets declared a bug.
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