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Coal storage is still kinda useful to keep near generator though, since, without it, the amount of coal trash keeps driving all janitors mad.
Same. BUT: Coal storage counters coal dirt. So there is at least some benefit. At least its written in the game.
Some suggestions:
1) The general storage rack should allow one to select what items it stores.
2) A priority setting for storage containers, with at least two levels, governing where haulers should take stuff to. So they'd take stuff to the high priority storage container, until it was full, and then fill the next highest priority container, and so on.
3) A keep filled check/tick box. With this ticked, haulers would take stuff from other storage containers to keep the specified storage container filled.
Then, all other stuff stays as it is because then it works.
Paper is just too much workload.
So, for example, a storage rack would be useful in the kitchen/canteen area. One could set it to store only food and coal, for the canteen's use. On "any" setting, one could end up with 100% coal being stored there, but on balanced setting, 50% of storage capacity would be reserved for coal, and 50% for food.
I would solve the problem by ditching the storage facilities all together. What problem do they solve? It's not like people are stealing your stuff off of the street. Though arguably being New York they probably should be. You know if the NPC newspapers s were smart they would be stealing your supplies instead of slightly debuffing your articles
I'd prefer to make it meaningful and functional, rather than remove it from the game, though.
I was going to suggest having supplies on the street getting stolen. One of the devs also suggested it. There'd need to be work done on logistics first, though.
So, first stage would be getting items off the street into a storage area with storage racks, and then having items distributed to other storage containers around the building: paper to printer, and also workers that use paper; coal to generator and canteen; food to canteen.
It's a game with three "ressources" which are only meant to be brought to the end-consumer.
No need for super micro management options. Just make it work:
Paper delivery directly into the printer. Maybe some storage options that the haulers at floor 10 don't need to got down to the ground floor alle the time. But that's it.
But just my opinion.
Or even better: drag an drop for multiple items :-D
And don't get me wrong: I love complex games like Anno 1800 or factorio, satisfactory and so on, but news tower is news tower. The core mechanic is not managing your storages and haulers.
So the game's storage containers are actually worse than useless. They are actually detrimental. It would be better to just leave the coal on the street and have haulers take it directly to the generator as needed.
As I said. It's too complex for the fact that this game has three "resources" and not production lines whatsoever, just end consumer (printer, meals, generators) it would be overkill to have stages with individual settings and paths and priorities and so on - news tower is a different genre.
Games storage has to be fixed, yes, but there is no need in the first place. It's wasted space because it does not work. But it's not those micromanaging options which are missing. It's the general concept.
Maybe a internal priority list would help, but even then some players would like to have it different.
I can't stress enough: paper should go directly into the input printer. It's the better storage anyway bacause it's in limited.
Then, all the other stuff would be trivial because you won't hustle with haulers for printers anymore. Just with those for kitchen and meal delivery. It's bad aswell.
Paper
>
Photographer
>
Dark Room
>
(Graphics editor - not sure which stage they come in)
>
Repro camera
>
Engraver
>
Assembler
A storage logistics chain would be:
Street
>
Storage area
>
Local storage containers
1) Haulers take stuff from street to closest appropriate storage container. If it's full, they take it to the next closest storage container.
2) Haulers replenish local storage containers - coal storage unit, paper cabinet - to keep them stocked. There would need to be a storage container created for canteen, with dual storage for coal and food.
Ah come on why so nitpicking?
If course the photo production chain is a longer one, but it does not need resources or storages, it's always one single item handed further to the next station. Don't you see a difference here?
The same for the "logistics chain":
It's one item going into one or maybe two different destinations.
If this does not make sense to you and if you don't see an essential difference to other games with real productions chains with multiple inputs with different quantities and or different production speeds for sub-products, then I don't know what to say anymore.
Yeah that's one way. And then? Fill up printer before the closest storage container? After? What's when the Telegraph is empty but the storage container is closer? What's the destination? But if you first fill workstations and then storages, when to stop? Printer is endless. And then - what about your suggested inter-storage logistics? What I want to say here: I am sure there is some backstage logic already implemented, but a different one as you want for your personal playstyle. But to implement such complex variable to set those logic by your own, is not worth the hustle for this game, because, I get redundant, it's not a factory city builder game. Logistics is not the core. It should just work.
So, I understand the devs not putting too much detail into it (and your wishes seemed, at least for me, as too much detail) but I don't understand the devs why they don't "just" make it work. There are still a lot of players struggling with the haulers (even you, you even asked how much haulers people build) but I don't think the solution is even more adjustments and details and complex code, not, it's simplifying. Why? Because it's not a factory bulding game.
But that's just my point of you. I accept that there are others.