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First off, thanks for playing the demo
Yeah, that was inconsistent on our part, it has been fixed for the next update.
"You can almost see which buildings were made first during development, as the quality generaly improves the later buildings are added to the game. We are planning on overhauling certain buildings still, such as the Forge. A backface culling issue is a whole different story, this will be fixed ASAP." - Our art person.
I'm not certain that we'll be putting a way to let workers slowly carry stuff over on their own, as that brings a host of other issues with it (workers have influence on other workers on the road, I clarify that further down. We are looking in further adjustments to the route screen in order to make it as effortlessly as possible.
It depends on the roads and how many workers there are. Your starting dirt roads can only hold a maximum of two workers on them at once, so if you have three workers trying to go across a single piece of dirt road at once, you will notice one of them waiting or even backing up to let the others cross. Now, not to say that it's impossible there are any bugs there, but we haven't seen any unexpected behaviours from it in the last few months.
Next update actually has code support for this, where we can visually represent the percentage of storage we have in the world. The timeline when this will be implemented for a lot of buildings is up in the air, but we are playing with the idea.
That... obviously should not happen.
It was definitely a helpful post, thanks for trying out our demo! We'll definitely use this feedback to improve our game!
I did not realize that there was an limit on the amount of workers per road segment. But that does explain all the oddities i think. Especially when i doubled the main roads width and the issues disappeared. Oh, is worker mesh overlaps a feature or bug?
I shall try to fit in some more time to play it again and see if i have something more to say about the demo. Maybe I will even wishlist it. :3