Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Use apartment for weed. Bungalow for meth & barn for coke. Would hope to use docks for all three, in the best location, without a checkpoint, best size, no inconveniences in getting in & out, least amount of obstacles blocking your build. It is 100% a downgrade, not progress.
I have now cleared out everything after buying the barn (which i skipped for the docks thinking it was the progressive move) and moving there and just put my shiny golden toilet in the middle of the docks as it seems very fitting for it.
*edit
I do understand some RP their games and have a shed for growing & then a factory for mixing/packaging.
I wish i enjoyed games like that, but i much prefer efficiency. And everything about the docks is inefficient if your being efficient.
Seems like you are paying a premium for location to clients primarily.
I'm looking forward to getting there and experiencing it myself.
Barn seems like it'd be good for coca growing, and the bungalow is fine for automating weed.
in this scenario docks is good, because you will have greater output with minor share with "law-enforcement", so it outperforms barn
-Police checkpoint right outside.
You can walk and/or skate right around that checkpoint and the cops wont look twice
-Surrounded by water with only one way in/out
With an anti-gravity + athletic weed mix (super cheap and easy) you can do a sprint superjump off the tackle shop roof or a bench or a vehicle and get across the bay. Even if your jump comes up short, it will respawn you at the shore you are closest to which will be your target location. You can also jump back using this same method.
-Awkward gates to get through
Agreed, but there are also 2 doors, and you can park a vehicle in the gate
-Double stairs inside taking up room to build
True, but I run out of workers long before i run out of space.
-Respawning trash
Agreed, this is awful. Thankfully we now have the cleartrash console command, and soon someone will just make a mod to do it.
-And probably the biggest offender is that its smaller than the barn (you can fit 2 extra chem station width wise in the barn but same in lengthwise)
This may be true, but again, I run out of employees long before I have filled all the space.
The docks also has much faster access to the warehouse.
Every property has a downside, but I prefer the docks to the barn by a long shot.
You had fair points for sure but i just dont think anyone can logically argue its worth it if they set up the barn efficiently without the need of using the docks
But for reals, when you consider that you can jump directly from the docks to West Park peninsula and the West Warehouse Wharf, the docks really are in a very good location.
This is similar to my favorite setup, except that since product production requires far less oversight than mixing, so I do all my mixing in one location and produce all my product elsewhere.
So for me it is weed from the sweatshop, meth from the bungalow, coke from the barn, and all the mixing and distribution from the warehouse.
Just gotta be patient for updates and make use of what we have currently. That said, I managed to squeeze in 6 products with full 8 stage mixing between the two properties that produces more than I can even sell per day (all customers unlocked btw) in layouts that don't have employees locking up at all. So honestly, it's fine for now. Going to need more properties when new products are added, but that's a future problem I look forward to tackling.
If I had to make a serious gripe about the way things are currently, it'd have to be deliveries. The 4am restock is half the gameplay due to limited loading bays and needing to wait on them; then rinse and repeat if you use multiple properties like I am currently. I'd say on average I'm needing to do 8 fully stocked delivery trucks a night on just mixing supplies, more if I need supplier deliveries to top things up. Kind of a ball-ache ngl.