As I've said in my earlier post, there needs to be a way to prioritize resources. My stores are always full with rubble and scrap metal. Maybe I need to destroy the scavengers until I need them?
Your stores won't be overflowing with rubble and scrap metal soon in the new version. We've drastically cut down how much scavengers find per visit.
If you're good for building supplies at the moment, consider firing a few scavengers.
I find it easier to not have scavenging stations at the start and run around as 'mayor' and get supplies to build with. I simply run around the map and find a ruin, build a storehouse close by then scavenge the building myself dump off the inventory rinse and repeat. I can get a town up to 150 - 180 have a crap ton of death, fall asleep for a while, wake up and I'm back up to the 150, 180 mark. Can't seem to get to 200 though. I also block housing together, lots of tenement houses, high end houses on a ridge or something, little shanty houses near places of employment. If you scavenge the buildings yourself you tend to find a lot more resources than just rubble and scrap metal.
It's not that life's too short, it's that you're dead for so long
Been a while, still keeping my eyes on this game. Slow progress is still progress so keep marching on as you are. I was about to create a thread on this subject. Well kind of.
Being able to set storehouses to Get/Accept/Decline/Empty specific resources would be great. I could set one to be "buildingsupplies" by clicking a box on the yellow title to green tick, then set "foodanddrink", "manufactured" and "miscellaneous" to red cross. Or set active empty/fill to focus on moving those resources straight away.
Basically have a little check box in the yellow header for that whole section AND beside each resource so you can assign specific buildings to specific resources.
I'm thinking 4 little icons: Green down arrow - Active fill. Workers will put all available resources of matching type into this storage. Green tick - Passive fill. Workers will place resources here for storage unless a active fill storage is available. Red cross - Do not accept. Workers will not deliver these resources to this storage although any items matching will be left in storage unless required. Red up arrow - Active empty. Workers will remove all matching items and place in any available storage buildings.
When a resource is required it will be pulled from storage in the following priority: 1, Active empty 2, do not accept 3, Passive fill 4, Active fill
I have a bad scenario, and a good example of why resource management is necessary. I started a town, and built Scavengers. There's a car nearby. The scavengers keep going to the car and getting nothing but scrap metal. The vehicle is at 62%, and it will be a long time before that scrap is picked clean. In the meantime, I can't get any other resources other than what my main can get.
By the way, are resources finite? When that car is picked clean, will I find enough scrap metal anymore? I'd hate to keep dumping resources if I'm going to run out later.
Ruins do run out of loot but there should be more than enough of the 3 core building resources to get you a 250 town with plenty to spare for now, so don't panic if you need to throw away stuff early on until you get your storage space expanded.
And rest assured, we've heard you all on this problem and we're putting in the first improvement to scavenging in version 0.0.8.
There's more we can do but we'll take it step by step and see what you folks think. I'll post details when we've further into dev on it.