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I was thinking about mechanics close to how Labs work. You can place a warehouse and when there is business nearby which needs that resource, it can directly buy from there. And the stocking of the warehouse will be the same way as now by vehichles or belts. That way if the city expands a lot you can have a hub outside the city with warehouses for all the demands and transport them to warehouses distributed in the city by belts or vehicles. |
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KISS It could be something that needs researching |
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To combine a bit of all the ideas here:
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There is already most of this in place in warehouses and logistics. It needs a bit of small additions:
Warehouses can be already fed by vehicles via stations and directly by conveyor belts, optionally add an option for a conveyor belt connector to feed goods to stations (and goods will be stored in connected warehouse) (see also voxeltycoon/bug-tracker#203), but this depends on your vision where conveyor belts end and logistics begin (as those can overlap in functionality a bit). |
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Allow me to +1 the idea of a mid-game building for delivering goods through a city, without the player having to set up a dozen trucks and truck stops. Being able to simply set up an area of effect building to sell goods that arrive on, say a mixed goods freight train into a train station, would be perfect for players who don't want to micro manage an entire fleet of trucks in every city. You can even slightly penalise such an idea by taking a percentage of the sales for the distributors. For such a system it would be really nice to see delivery vans (not trucks) coming and going from such a distribution building out to each business, like delivery carriers in many city builder games. |
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@Tenybras yes, the station is outputting to a building, not the warehouse. |
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Missed this issue and created a new one with some different ideas: #394 New:
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Or simply add delivery vans, that go from the station to all the companies in range (that have the "output to this building" on). You would buy/sell them in the station GUI without any setup to not have to manually manage them nor create routes for them. |
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We've addressed this issue in the While this solution should help players to understand how things are supposed to work, we'll keep an eye on the discussion, and see if we can improve stations' behavior any further. |
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Suggestion
My idea on how this could be achieved would be using a separate building, a sort of "Market", that would try to sell all goods it has in it's storage to nearby demands, each market could only sell one type of goods, or maybe later the player could unlock bigger ones (supermarkets, hypermarkets) via research. Even the first market would be locked behind a research node though to balance it a bit.
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