Remove drop off point from the game
And just allow distribution post to pick target district center directly. Have an existing drop off UI in district center to control distribution limit instead. Then allow the distribution hauler to transfer things to any nearest available storage in that district (and so, if there are water distribution it would just put into nearest water tank/tower instead. Same go for log and log pile)
ps: The drop off point model could be reuse as a bazaar or tavern
Comments: 9
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22 Sep, '21
FrankFind it odd that both the distribution center and the dropoff point has to be independently unlocked, but neither is useful without the other? (Or perhaps they are, but I haven't discovered it).
Being able to decide where resources are stored for quick retrieval (e.g. storing lots of logs near a dam construction) and getting a hauling bonus via distribution center is nice, and at present placing warehouses does not provide the hauling bonus? -
24 Sep, '21
SeizanI find the whole trading between disctricts kinda annoying. Targeting the disctrict centers instead of a drop of point would be nice. Just needs a good UI. It would also solve the issue of having to unlock distribution center and drop off point, which is quite dumb as you can't use one without the other.
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25 Sep, '21
SkinkHeavenI would still like drop off centres to exist. If only the district centre can accept incoming goods then it will easily become overloaded with a single resource and prevent other stuff from being delivered. Currently it is possible to have multiple drop off centres, each one accepting different trade routes, which is nice. In late game, when lots of stuff is being moved it is absolutely essential to have multiple points to drop it off - a single location with a limit of 300 would create a bottleneck that cannot ever be increased. Also, it is sometimes essential to create a separate drop off point just to receive a single resource.
Perhaps the district centre can act as your first drop-off point - and others can be added when research and resources allow... -
27 Sep, '21
Thaina Yu@SkinkHeaven As I suggested, I have made the point that not just have district center be the drop off point. But the hauler's AI will also decide to drop everything to nearest available storage in the district if there is any
Suppose there is water distribution, they will just fill the nearest water tank instead of district center
If it was a log distribution, then log pile would be consider
Other object will go directly to normal storage if there is available closer to the distribution post
if district center are closer than any storage, include no other storage available, it still go into district center
Simply put, it just go into nearest storage of that district it could. Hauler just being lazy here -
23 Oct, '21
DrailThe idea of the center being a drop off point sounds kinda absurd with where I'd expect to place it. With a 70 tile path limit between with each center and beavers willing to travel several more tiles past that I see a tile gap as much as 150-160 tiles apart between one center to another and that's just from center to center. The hauler post isn't even the center, if the hauler happens to be on the farther side of the center then you have even more distance they'd be expected to travel. Drop off post just inside the edge of a new district to be discarded for regular use seems the whole function of the things.
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04 Feb, '22
NeavesI find a few different use-cases that districts fall into: New District startup; Temporary "work camp" District; Mature district connections.
For a Temporary "Work" camp just outside the range of an existing district, a water barrel + warehouse just within range works better than a drop-off point - build! Complete the buildings, "delete" the source path to orphan the buildings, create a new district on the orphaned building, then re-connect with a district gate.
The same idea of an orphaned "starter" inventory works just as well for a close new District to get off the ground, and not lose beavers to hunger/thirst, while providing enough materials to build the basics. For a far district, spending time to build ANOTHER inventory block and empty the old one, is slow but effective.
For an established long-term district, I can find a use for drop-off points ... but I agree the research cost being split between Distribution Point + Drop-off is an odd choice, or at least, very expensive. -
11 Apr, '22
ISAWHIMI get the point of having the two buildings isolated, but the "drop off" should not be required. The drop-off should be an accessory target, because, honestly, the maps just are not big enough to warrant the two buildings. Why? Because it honestly doesn't matter where they are. Someone has to walk from point A to point B and then to point C, then there is point X to Y to Z going the other way. Cut out one set and make it only point A to B to C instead.
The distribution-center should be all that is needed to transport goods back and forth. The building should indicate items as either "shipping" or "receiving" or "off". Then, if someone wants some specific entry-point, they can create a custom "receiving bay". (They may want scrap metal getting dropped-off in front of a storage for the smelter. However, it honestly makes no difference than dropping it at the entrance and another beaver walking that same distance themselves, from the city, instead of a delivery guy from the other city.) -
18 Jan, '23
DhossanYou do realize you can build multiple drop off points at different locations, to target specific chains and/or split the storage. In fact, the drop off is free storage space if you abuse it that way. Would't mind seeing an improvement where a second drop off in the same district costs resources to build, but I digress. I wasn't the biggest fan of the trading myself, untill I built a second drop off and figured out how to set limits correctly. And tbh, now I rather like it, it does make sense if yiou learn to play with it, instead of trying to fight against it. In any case, I'd like drop offs to remain the way they are, the unlock is a bit weird, my guess is that you can start building the distrinution center before unlocking the dropoff? Anyway, if anything, I'd really like to keep the drop off's now.
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16 Jun, '23
Jcheung Admindistribution post, drop off point and district gate replaced with district crossing U4