The shop fix is specific to the shop fronts, it wont change the way walls are divided up like that. Of course, the problem with either idea is that some things will break (doors, shops (though they are already broken, I guess), etc.). Alternatively walls should not be part of rooms. However, it seems to matter now, so I am curious: does the eventual solution to the problem with shops change this in general? Or will walls continue to be part of a room? and will the assignment of walls to rooms continue to be fairly arbitrary?įor what it is worth, I have always felt that it would be better if the boundaries dividing rooms ran down the middle of a wall (so, in the example above, the left half of the wall would be in the shop that currently works, and the right half of the wall would be in the shop that doesn't work). Since it has been largely cosmetic until this update, I haven't mentioned it before. Xander wrote:Icepick: the way that walls are assigned or not assigned to a room as been an issue that has irritated me for a very long time. It had no internal walls and shared with no other room types. Now just make sure you have the shop staffed (workers) while able to have customers (free time)! I'm not sure if it was the one I placed first but it was the lower-rightmost, which seems to fit in with the intelligence I've seen while building foundations (they always go down and right). It's rather a shame my initial idea of having 3 fronts didn't pan out - they always went to the same one, creating a jam. Subsequent shifts also occurred as expected. I then bulldozed the squares in front of the Shop Front, removing the foundation, and the next shift had someone on the till and prisoners once again stampeding. Without any further modification, no-one ran the desk and the whole thing seemed like a waste. I encountered the same thing when trying to reposition the front to prevent a bottleneck occurring on the path (those prisoners are ravenous!) by simply building an indent into the wall. So yeah, not ideal, but if you are having trouble with this you know how to work out which walls will work for you now.įrom what I can tell, the Shop Front cannot face a foundation. If that's no good, you can try experimenting with adding and removing walls to try and get things divided up how you want it, but unfortunately I don't think there's a concrete method for that which will work in all cases. Your best bet is simply to pick a wall inside the correct area and you shouldn't have any trouble. So, that's how you can tell a shop front will or won't work in a given location. If you put the shop front there, it won't work - prisoners won't work it and so no one will be able to buy from it. You can see that the middle wall isn't in the same highlighted area as the shop here. However, if you use the other half of the building: Putting a shop front on any of the walls here will work just fine. So, in the ideal case, you'll want something like this:Īs you can see in the deployment view, all 4 of the walls are inside the same area as the shop itself - when you highlight the area, the entire thing is selected, walls and all. I'll try and explain it a bit, and how you can try to get things working until the next release. Yeah there's unfortunately an issue with the shop front detection that was missed in our initial testing.
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