Resource Zone → Processor → Depot → Courier → Shop.

Searchable town bottleneck and logistics database
Go-Go Town Bottleneck Finder & Logistics Guide
Search the symptom you see, then check the first failing handoff in the current chain. The finder covers 12 common shop, worker, resource, delivery, cleanliness, and expansion problems with a direct check, fix, unlock, and risk.
Source empty, destination full, wrong crate, or blocked access.
Find the service or delivery route stretched across both districts.
A shop keeps running out of stock
- Check first
- Watch whether finished goods reach the shop crate before the next customer rush.
- Trace this chain
- Resource Zone → Processor → Depot → Courier → Shop
- Make this fix
- Repair the first empty or blocked link. Add capacity only after a complete delivery succeeds.
- Unlock or system
- Couriers become the main repeat-delivery answer around EGO Tier 3.
- What wastes time
- More shops multiply the shortage if the original chain is still broken.
- Version status
- Current version
A Courier stands idle
- Check first
- Check whether the source is empty, the destination is full, or the route points to the wrong crate.
- Trace this chain
- Assigned source → road access → assigned destination
- Make this fix
- Correct one endpoint, clear the destination, then watch one full pickup and drop-off.
- Unlock or system
- Courier automation is an EGO Tier 3 system.
- What wastes time
- Adding another Courier can hide a bad assignment without moving more stock.
- Version status
- Current version
A Courier drives but the shop still empties
- Check first
- Compare travel time with the shop sell-through rate.
- Trace this chain
- Depot stock → Courier travel → shop buffer → customer demand
- Make this fix
- Move the depot or delivery point closer, or split one long route before increasing shop demand.
- Unlock or system
- Depots and Couriers support stable district logistics.
- What wastes time
- A scenic cross-town route can consume the whole restock window.
- Version status
- Current version
Workers ignore a Resource Zone
- Check first
- Confirm the painted zone contains valid wood, ore, crop, or fishing nodes and has an assigned worker.
- Trace this chain
- Valid node → Resource Zone → worker → output crate
- Make this fix
- Redraw the zone over live nodes, restore access, and verify the output crate is not full.
- Unlock or system
- Resource Zones organize Wood, Ore, Crop, and Fish gathering.
- What wastes time
- A large painted area is useless when it misses the actual resource nodes.
- Version status
- Current version
A Processor waits for inputs
- Check first
- Inspect the upstream Resource Zone output before changing the Processor.
- Trace this chain
- Gatherer output → input crate → Processor → finished-goods crate
- Make this fix
- Increase or shorten the input route; keep output space available.
- Unlock or system
- Processors turn gathered materials into shop-ready goods.
- What wastes time
- More Processor capacity does nothing when gathering is the real bottleneck.
- Version status
- Current version
Townies spend most of the day walking
- Check first
- Follow one Townie from home to job, source, delivery point, and break.
- Trace this chain
- Home → job → supply task → return path
- Make this fix
- Move the home, job, or supply endpoint that creates the longest repeated leg.
- Unlock or system
- Townies can become residents, workers, and rent-paying households.
- What wastes time
- A remote home can turn a staffed building into a part-time building.
- Version status
- Current version
Visitors arrive but Coins barely move
- Check first
- Check whether the arrival road reaches stocked shops before it branches.
- Trace this chain
- Arrival → clear road → stocked shop → checkout
- Make this fix
- Create one obvious commercial path and stock it through a full busy period.
- Unlock or system
- Shops convert visitor traffic into Coins.
- What wastes time
- Decorating a long detour before proving the commercial path wastes early Coins.
- Version status
- Current version
The next Rank Star is not progressing
- Check first
- Open the phone and read the current Rank Challenge rather than guessing from town size.
- Trace this chain
- Phone → Rank Challenges → required tasks → Rank Star
- Make this fix
- Complete the named challenge requirements and keep the existing town loop stable while doing it.
- Unlock or system
- Rank Stars and the EGO Tree open the next management systems.
- What wastes time
- Expanding blindly can add costs without advancing the stated challenge.
- Version status
- Current version
Trash keeps accumulating
- Check first
- Check whether Garbirds or maintenance coverage can reach the affected street.
- Trace this chain
- Waste source → reachable cleanup route → disposal or maintenance coverage
- Make this fix
- Restore access and add coverage near the repeated waste source.
- Unlock or system
- Garbirds help early; Maintenance becomes the stronger midgame coverage system.
- What wastes time
- A distant new district can create a cleanup route longer than the service cycle.
- Version status
- Current version
Buildings or vehicles need constant manual attention
- Check first
- Map which assets sit outside practical Maintenance coverage.
- Trace this chain
- Operating asset → maintenance reach → repair cycle
- Make this fix
- Create overlapping maintenance coverage before adding another distant production chain.
- Unlock or system
- Maintenance arrives in the midgame EGO progression.
- What wastes time
- An expansion can be profitable on paper but fail when every repair is a manual trip.
- Version status
- Current version
A map expansion is still locked
- Check first
- Use the phone or boundary panel to read its Coin, Rank, and EGO requirements.
- Trace this chain
- Current district → listed requirements → boundary purchase → new operating area
- Make this fix
- Finish the missing requirement and reserve enough capacity to serve the new area.
- Unlock or system
- Expansion boundaries show their current prerequisites.
- What wastes time
- Unlocking land before logistics and maintenance are ready spreads every route thin.
- Version status
- Current version
The old district collapses after expansion
- Check first
- Check which Courier, Depot, worker, or Maintenance route was stretched into the new area.
- Trace this chain
- Stable first district → shared service link → new district pressure
- Make this fix
- Give the new district its own supply or service endpoint, then restore the old baseline.
- Unlock or system
- Cave, Desert, and other remote areas add route length and service pressure.
- What wastes time
- Sharing one fragile chain across two districts creates failures at both ends.
- Version status
- Current version
Try a shorter symptom such as shop, Courier, worker, trash, resource, or expansion.
Supply diagnosis
Find the first empty handoff
- 1
Resource Zone: valid nodes, assigned worker, reachable output crate.
- 2
Processor: input available and output not blocked.
- 3
Depot: receiving the finished good and leaving room for the next delivery.
- 4
Courier: exact source and destination selected with road access.
- 5
Shop: stock arrives before the next customer rush.
System index
Use the phone before rebuilding
Courier recovery
Four checks before adding another vehicle
An idle Courier is usually an assignment, capacity, or access problem. More vehicles only help after one route can complete.
| Check | Failure | Fix |
|---|---|---|
| Source | Crate has nothing the Courier can collect. | Repair gathering or processing first. |
| Destination | Target crate is full or cannot accept that good. | Clear space or point to the correct crate. |
| Route | Road, entrance, or endpoint is blocked. | Restore access and observe one full trip. |
| Cycle time | The route works but demand empties the shop faster. | Shorten the route or split the district chain. |
Solo order
Change one link, then watch a full cycle
Follow one worker and one item without editing.
Move or reassign the first failing endpoint.
Let production, delivery, and one customer rush test the fix.
Add capacity only after the chain survives.
Co-op split
Give each system one temporary owner
One player changes access and placement.
One player watches Townie homes, jobs, and travel.
One player traces Resource Zones, Processors, Depots, and Couriers.
One player stays at the shop symptom and reports whether stock recovers.
Player questions
Town Problems FAQ
Use the current game panel before spending rare resources on a value that can change.
What order should I build in Go-Go Town?
Start with path clarity, then staffing, stock movement, repeated-trip automation, and only then a second district.
How do I find a bottleneck?
Follow one worker or one item through the full loop. The longest or most interrupted leg is the first place to test a change.
Should I decorate before automating?
Decorate around stable routes. Leave the working path flexible until repeated supply trips no longer need manual rescue.
How should co-op players split work?
Use temporary ownership for roads, staffing, supply, and visitor flow so each system has one observer during a change.
How do I recover a shop that never stays stocked?
Inspect source, pickup, travel, and counter demand in that order. Change only the first failing link, then watch another complete delivery cycle before increasing capacity elsewhere.