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Btw, with the new update / DLC, when expanding the station to max level, the 'manhole cover' (is it really called that, btw? Sounds indecent
Oh yeah, and on the back wall, before you could put 2 small cigarette shelves side b side. Now if you hang a small one, it goes right in the middle as if it was a large shelf... I hope they fix this.
Devs, please let shelves be much much closer together back to back!
I was wondering why I can't put things back to back anymore. :|
Hope it gets fixed.
Until then I just kinda put a big display that covers the big space at the end of the displays that are back to back.
Hard to place without encountering collisions, rotation seems pretty quirky and doesn't look right most of the time and bots seem to get stuck walking in to stuff if you try and do any kind of layout that's much more complex than lining the walls.
Placement of shelves/items would be infinitely better using a snap to grid system and having the rotation fixed to 90 degree increments.
You sacrifice a little bit of customisation by not being able to put stuff at any angle - but it'd be way quicker placing/moving stuff, easier to properly detect and avoid collisions, easier to align things and the pathing for the bots could just ignore any cell that was occupied by something when walking about.
I'm fairly new to the game but I found this mechanic really grating.
I never thought of the location of the manhole cover (yes it really is called that) causing issues with the placement of things in the corner. Makes perfect sense! Hope it gets fixed soon. Also, the alignment issue certainly messes with my aggravation threshold so I like the idea of the snap to grid (the grid should allow for small adjustment side to side though, not like it is with wall hangings where you put the item in the middle of the wall and when you place a shelf it puts the wall decoration partially behind the shelf because you can't put shelves where you want them) and the 90 degree rotation. I think those are excellent ideas!
Thanks for clarifying
Sorry that got complicated. Short: Yes, it's bugged!
Using a tiled floor with 'lines' makes it easier. The shelves are aligned to your 'body' when you pick them up or equip them, so if you're facing the wall directly it will be aligned when you pick it up, and put it down again.
But as mentioned, this is much easier to see by using the 'lines' on the tiled floor as reference.
(Edit: I've started a new game that still has the old floor, and it struck me that those 'tiles' I mentioned are actually in the game when placing things from the start. My bad. The gridwork is good to use for reference when picking up shelves, which is probably their intented use, come to think of it, or one of them.
Would be nice with perfect 90 degree angles that automatically fit the walls, ofc. I'm using a curved monitor that I've had for over a year, but I'm still getting used to actually finding the center of the screen using that. Not sure I'll go for a curved monitor next time...
Every item has 4 points, two left, two right.
Those form an outer edge rectangle.
Scale all the floor assets so they are smaller than the 4 points you're using to dictate the boundary rectangle they sit in.
Align those points to the grid you can - literally already - see on the floor when you're moving movables around.
Break the whole station, at max upgrade size, down in to grid squares as per existing grid, because it looks about right as is.
Flag any square which collides with the outer walls or other item, or outside the enclosed area, at any upgrade size as invalid placement.
Snap to grid, fix 90 degree rotation.
Bots route in, to the shelves, to the counter and out again avoiding any grid square already occupied.
Done.
Just seems like common sense to me to do it that way... Having me be able to move something freehand while also providing me with a visual grid doesn't make sense to me - at all - if the visual grid doesn't really have any consistency between items.
Seems like this is a fixall solution that, yes, would take a little time to implement but it would fix pretty much all the issues with placement and bot pathing inside the building.
As it is demonstrated by the devs, this is waaaay to logical. You gotta include at least some bafflingly stupid decision into it to at least be considered.
Yeah, it's weird, right ?
You can quite literally see how you can make the game way better because it's all right there when you play it. It's just not done correctly.
Honestly - if you gave me access to the source for the game and gave me a few weeks I could create an update that'd fix the whole damn game.
And I would do it for free just because it's annoying me.
Give that man a cigar! ...and access to the source...
Having used AutoCAD a lot in my 'professional life', I see a lot of missed opportunities when it comes to snapping.