It is at the bottom of the page of your station where you edit the station. At least for me it is.
This doesn't exist in the UK version other than for Lifeboat and Search and Rescue stations.
It is at the bottom of the page of your station where you edit the station. At least for me it is.
This doesn't exist in the UK version other than for Lifeboat and Search and Rescue stations.
Unfortunately this has always been the case, but the mission generation range slider did make it more noticeable. The missions are not technically generating in the sea, they're spawning on 'pathable' routes in the sea. Most commonly this will be things like ferry routes etc.
It's really irritating, not least of all because it causes units to take very long routes to get to the mission, or to path directly to it as the crow flies, which results in them moving very slowly. I hope the devs will take the time to add a bit of sanity checking to the mission generation code, to query whether the coordinates selected are within the ocean and if so to then re-roll the mission from scratch. Another workaround they could do would be to allow the mission generation range to be set on a per-station basis, so we could opt to set our stations on the coast to a 1x range (which does not entirely eliminate the issue, but does reduce it), whilst still keeping the higher ranges for inland stations.
Railway Police is an education that is required by railway missions. It isn't currently required by vehicles, but a certain number of available Railway Police-trained personnel are required for particular missions to spawn, and for those missions to be completed they will require a given number of trained officers on-scene. You can check which missions require it via the possible missions screen with the 'Railway Police' requirement selected.
Following today's changes to the ARR system, it is now wholly broken for me.
If I select the option to update visible ARRs, the entire list of ARRs are unable to be clicked on, displaying the 🚫 emoji on hover.
If I unselect that option, I can click on the ARRs and they do dispatch, but the 'load missing vehicles' button no longer adds the additionally loaded vehicles to availability for ARRs, meaning they are always locked to the first set of nearby vehicles.
I play via the Firefox browser on PC.
Edit: the unclickable ARR issue seems to have resolved itself overnight.
It would be nice if some of the missions tied into other, currently under-utilised, content packs and extensions. For example, perhaps a mission that requires technical rescue, or flood response? Or one which includes mountain rescue - a landslip in a remote area or something. Car/truck on railway line, to include the towing stuff. A lot of these new features get added with a few missions and then seem to basically never receive anything additional, so if there's the opportunity to work some of them into the rail stuff that would be good.
mjkerr have you checked out the feature that has been added to the US version? It actually addresses some of the issues with the specialisations.
In summary, the way it's currently now working on the US version is that within the main settings menu you can now choose between 'normal' mission generation range, 2x, 3x, 4x, and 5x (3, 4, and 5 are locked behind premium). These extend the spawn range of all missions.
The in-game email they sent out to explain the new feature reads thus:
QuoteDisplay MoreWe’re excited to introduce a new feature: custom mission generation range. This will enable you to set up your game more realistically and improve the chances to get missions that are generated by special stations or extensions and require a POI! 🚨📍
The mission generation range defines how far away a mission can appear from the station that generates it. By default, this distance is usually 2 km (1.2 miles). While this works well in many situations, it can be limiting—especially when missions require specific POIs that might not be located close to your stations.
Example:
Many federal police missions require POIs such as Office Building or Fast Food Restaurant. Previously, these missions would only generate if those POIs were within 2 km of a police station with a federal police expansion. But in real life, a federal police station might not have these POIs right next door. That’s where the new option comes in! 🔧
You can now adjust the mission generation range yourself.
Simply go to Settings → Missions, and you’ll find a slider that lets you set the distance. You may need to experiment a bit to find what works best for your setup—keep in mind that a larger range may also mean longer travel times for your vehicles. 🚓⏱️
It actually works quite nicely - there is notably less of the 'clumping' we get where everything appears in tight circles around stations, and when you're playing across a wide area with real life station locations the mission distribution at 2x is much nicer. The downside is, as I indicated above, that while turning it up to 2x works well for in-land areas, there's an issue if you play on the coast because I can confirm it does lead to more missions spawning in the middle of the sea on ferry routes etc. This could be addressed if the new setting was on a per-station basis, so that we could set stations near a coastline on 'normal' range and turn on 2x for the stations where that additional range won't cause sea spawns.
I hope they do port it over, but I also hope that they make it a per-station toggle. Switching to 2x is going to be painful if you're anywhere near the coast - there'll be a lot of missions spawning in the sea on ferry routes.
Just my opinion....not necessary. Why over complicate? Just select both each time you want to send them.
I take it you don't use AARs.
This would be really helpful.
The map software can support it if they add the functionality.
They use OpenStreetMap for routing and for points of interest, and as I explained it is possible to query OpenStreetMap (in code) to see what exists at any point on the globe. They could, if they decided it was worth their development time, implement a check in the mission generation logic to query OpenStreetMap to determine whether the point of generation was water or not.
As with almost any suggestion of something that's not in the game, it is not possible for them to simply press a button and have that feature work. But it is possible they could add it to the game's code, if they felt the benefit was great enough.
I agree with you about water missions. The game could support that kind of feature, as it uses OpenStreetMap data and it's possible, using their API, to query whether a given point is water or not - this kind of check could be added to the mission generation code to elimate that kind of erroneous spawning. It's just a question of whether or not they're willing to spend the dev time adding it (they'd probably want/need to work out a caching system for the data).
Same issue is happening to me. It never has before, but now I get a (slightly delayed) refresh after building, which is really disruptive.
Yeah this would definitely be helpful and might even reduce server load caused by cell spam on the transport page.
I've noticed this sometimes on the UK version — sometimes (not always) prisoners seem to just disappear when automatically transported, with no credit given for the prisoners in daily tasks. I actually disabled automatic transportation because it kept happening.
Thanks for getting the "scolded by hot liquid" mission finally fixed to scalded. That one had been annoying me for ages.
There's a balance to be struck. If we rule out every possible alteration on the grounds that players will have to adapt their setup, nothing will ever change or be added.
I agree that in terms of UX the AAR labelled "Any ambulance unit" should dispatch any ambulance unit, including BLS. Things should line up with the plainly understood meaning of their label. There could be an additional AAR "Any ambulance (excluding BLS)" or some other formulation, so players can use the one that fits their purpose best.
Ambulance Officers are not equivalent to ICCUs and neither unit can substitute for the other. The Ambulance Control Unit is the one which can swap out for an ICCU (or have an ICCU swap in for it). The Ambulance Control Unit will not substitute for an Ambulance Officer on a mission.
OP says they have fewer than the 15 ambulance stations, and the game does state that 15 is the trigger for the requirement. It's my view that missions should not generate requiring units which the game says in other places you don't yet need. I've seen this issue with Ambulance Officers being required earlier than 15 stations quite a few times so I do think it needs addressing as it's obviously causing confusion for new players. The "Carbon monoxide poisoning in a school" mission currently requires an Ambulance Officer, but its prerequisites for spawn only require 6 ambulance stations -- that's contrary to what the game tells players about when they'll start to need the unit.
Good evening, I am using a plugin for Mission Chief called LSSM.
Carbon monoxide poisoning in a school
This call is requesting an ambulance officer when I only have 7 ambulance stations, they are stated as only being required at 15 ambulance stations and a mass casualty extension in which I have neither.I keep getting calls like this that I shouldn't be getting at all, and it's getting annoying.
I do agree with you that missions should not require ambulance officers until the player has built a mass casualty extension. However, it is possible to get an ambulance officer without that extension, as they are one of the units available at Home Response Locations. That may be why those missions aren't locked behind the extension, and either way they offer a way around your situation for a cheaper investment than the extension.