![]() But that is because you want it to and not because it is inherently doing that. Originally posted by CloudSeeker:I think you are kind of incorrect. However, if we could set quotas for storage space per item on each chest, and could always leave free space to store items produced instead of crampering them with raw material, I think everything would be much more stable. ![]() If we consider that grape production is faster than the production of wine and this in turn is faster than the speed of consumption of the wine, at some point the chain will break because either there are too many raw grapes or too much wine without transport, and that would be a disaster because it slows down the entire production chain. And finally we have the zombie in charge of bringing the wine to the tavern. Then we have a zombie that is making wine, using these grapes, and it is also stored as long as there are available chests. Then we have a zombie that transports those grapes to the basement and leaves them there as long as they have chests available. ![]() We have a zombie in the vineyard producing indefinitely golden star grapes. To illustrate what I say, I will give the following example: the alcohol production chain. Would it not be great if there was the possibility that we could set the quantity and the type of resource we want to store in this or that chest? One of the weaknesses of the automation mechanics present in the game is that the chests are sometimes filled and filled with resources overproduced, which are not so necessary and are of slow consumption. ![]() While the DLC Breaking Dead introduced zombies and the possibility of automating some tasks, this mechanics is not efficient, on the contrary, I think it demands more time because we have to review every certain period that the production chain is being carried out correctly. I spent quite a few hours on this game, from the Alpha to the latest available version and there is something in common to all versions: the tasks are very repetitive. ![]()
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