Transport Rules: Difference between revisions
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=Boats & Trains= | =Boats & Trains= | ||
For each stop that a [[boats|boat]] or [[trains|train]] makes, rules can be applied to affect which [[Resource|resources]] are loaded onto, that [[boats|boat]] or [[trains|train]]. | For each stop that a [[boats|boat]] or [[trains|train]] makes, rules can be applied to affect which [[Resource|resources]] are '''loaded''' onto, that [[boats|boat]] or [[trains|train]]. | ||
To add stop-specific rules for a Boat or Train, click the Boat or Train, then click the "+" (plus) button on that specific stop to open the "Manage rules" panel and modify Blacklist, Blacklist except Storage or Whitelist, Whitelist except Storage rules. | To add stop-specific rules for a Boat or Train, click the Boat or Train, then click the "+" (plus) button on that specific stop to open the "Manage rules" panel and modify Blacklist, Blacklist except Storage or Whitelist, Whitelist except Storage rules. | ||
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(left image) Here is a simple, common example of using resource rules at a road post to ensure that food and water are only delivered to the nearby houses.<br> | (left image) Here is a simple, common example of using resource rules at a road post to ensure that food and water are only delivered to the nearby houses.<br> | ||
The roadpost on the main road that connects to the [[Residence L1|Residences]],[[ Well]], and [[Sheep Farm]], has blacklisted Water/Meat/Vegetables/Fish. This not only maintains regular supply to these houses but it also helps keep your roads clear. | The roadpost on the main road that connects to the [[Residence L1|Residences]],[[ Well]], and [[Sheep Farm]], has blacklisted Water/Meat/Vegetables/Fish. This not only maintains regular supply to these houses but it also helps keep your roads clear.<BR> | ||
(right image) This example demonstrates that if resources are available at HomeBase Harbour, then Nichol's Clipper could be loaded with only Stone heading for a storage at any other the other Harbours. While at ClayCoveCenter Harbour, Nichol's Clipper could be loaded with Logs and Planks that are heading for storage at other Harbours. At CoalCove Harbor, anything can be loaded assuming the Harbour rules allow for it. Each individual Harbour has rules that could prevent loading and unloading of resources despite what the Clipper rules are.<BR> | (right image) This example demonstrates that if resources are available at HomeBase Harbour, then Nichol's Clipper could be loaded with only Stone heading for a storage at any other the other Harbours. While at ClayCoveCenter Harbour, Nichol's Clipper could be loaded with Logs and Planks that are heading for storage at other Harbours. At CoalCove Harbor, anything can be loaded assuming the Harbour rules allow for it. Each individual Harbour has rules that could prevent loading and unloading of resources despite what the Clipper rules are.<BR> | ||
[[File: RoadPostRuleExample.png|Road Post Example]] [[File: ClipperRulesExample.png|Clipper Rules Example]] | [[File: RoadPostRuleExample.png|Road Post Example]] [[File: ClipperRulesExample.png|Clipper Rules Example]] | ||
Revision as of 20:18, 18 September 2024
Transport Rules can be crucial for managing the flow of resources around your colony. Rules can be applied at the following locations:
If you apply a rule to a road post it will affect all resources arriving from all connected roads.
You can also restrict resource movement per building by using Building Rules. For example you can add an import rule at a Sawmill to tell it to only accept Logs from a nearby Lumberjack Hut. This means it will never source from a location that is too far away and could potentially impact productivity and has the additional benefit of keeping resources off your roads.
Harbours & Train Stations
For transport buildings rules can be applied to resources that are imported (unloaded from boats/trains), exported (loaded onto boats/trains), or both.
Boats & Trains
For each stop that a boat or train makes, rules can be applied to affect which resources are loaded onto, that boat or train.
To add stop-specific rules for a Boat or Train, click the Boat or Train, then click the "+" (plus) button on that specific stop to open the "Manage rules" panel and modify Blacklist, Blacklist except Storage or Whitelist, Whitelist except Storage rules.
Rule Types
There are different types of rules that can be applied:
- Blacklist - If you blacklist a resources it will not be able to pass through under any circumstance.
- Blacklist Except Storage - This option means accept the resources if it's going to a storage yard.
- Whitelist - means only the selected resources will be able to pass through.
- Whitelist Storage Only - This option means only whitelisted resources will be able to pass through and only if they're going to a storage yard.
- Note:* A ruleset cannot hold both blacklist and whitelist as they would conflict, so once you have set a rule of one type, the other type will be disabled.
Hotkeys
Use C + click on a road post for copying the road post's blacklist and whitelist rules.
Use V + click on a building for pasting the road post's blacklist and whitelist rules.
Example
(left image) Here is a simple, common example of using resource rules at a road post to ensure that food and water are only delivered to the nearby houses.
The roadpost on the main road that connects to the Residences,Well, and Sheep Farm, has blacklisted Water/Meat/Vegetables/Fish. This not only maintains regular supply to these houses but it also helps keep your roads clear.
(right image) This example demonstrates that if resources are available at HomeBase Harbour, then Nichol's Clipper could be loaded with only Stone heading for a storage at any other the other Harbours. While at ClayCoveCenter Harbour, Nichol's Clipper could be loaded with Logs and Planks that are heading for storage at other Harbours. At CoalCove Harbor, anything can be loaded assuming the Harbour rules allow for it. Each individual Harbour has rules that could prevent loading and unloading of resources despite what the Clipper rules are.