Gas Station Simulator

Gas Station Simulator

Employees restock shelves or handle deliveries or something....
This is a good game (a bit addicting, tbh...) but, can the employees do more? stocking shelves or the like? Between the airstrip, V.I.PS and other things, I'm running around like a chicken without their head! Can we get more employee slots too? I feel like with more DLCs and the like, 8 is not enough.
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rafalzki 16 Sep @ 5:17pm 
stocking shelves would be so good, running around constantly is annoying where you can't really focus on one thing, more employees with more tasks would be really great
ksetrat 17 Sep @ 4:27pm 
stocking the shelves would take some kind of limit on how much of each item should be on the shelf at any time (which is also one of the biggest requests I have in general). Would be epic to have that though with more employee space.
On that note, 5x/10x/15x/ALL is great and all; but my instincts keep on thinking clicking on the picture is 1x. Even having a "fill shelf"/"empty box" option would be nice (player/employees). Speaking of which, a clear-out shelf/display/remove product(s) option would be nice. It gets old having to pry the displays/machines off the ground just to unload them. Kinda breaks immersion, a tad.

Keep Full/Fill Shelf should be simple enough: (Keep full/replace option for employees)
Total shelf space (small/big) / # shelves(/rows/columns if glasses/hats)
Just need to hit it 3 or 4 times (depending on type), and it's nice and neat.

Limiters would be nice, too. Given the varieties, just total space/types to display.
Standard "go nuts" style, DIV/2 (1/2 meet at center), DIV/3 (per-shelf) and DIV/6 (1/2 shelf). Just check the option, and unload away. Filling the glasses and hats displays is awkward with the 5/10/15/ALL system. Divisions/Limiters would make things a little more sensible to work with, especially for the glasses.


Empty Box (As an alternative to ALL):
Should be as simple as a MOD calculation. They calculate the remainder of divisions. I stumbled on this idea while toying with OpenOffice.

MOD(x;y) = z or MOD(x/y) = z
MOD(Total items in inventory / bulk amount) = Amount unloaded onto display/shelf

EX: I have 55x Popcorn, and every bulk order is 35x Popcorn.
So 20x is unloaded, instead of ALL, and 35x should still remain in inventory (Newer box, let's say).
MOD(Total/Bulk) = Unloaded
MOD(55;35) = 20

But wait, what if I have more than 70x units?
MOD should still work. I got the result of 10 units; which should keep us with 2x boxes-worth in supply.
MOD(80;35) = 10
TOTAL = 70 (or 35 x 2)

Or I can just unload 45x, by box-dumping on top of the MOD unload.
IF MOD(X;Y)=0 THEN UnBULK (TOTAL - BULK) //Unload 1x BULK
BULK(Popcorn) = 35
70 - 35 = 35

It shouldn't get too much in the way of standard players (keep it an option: ALL/BOX unloading methods). It's more for immersion reasons, if anything, and isolating supply amounts back to 1x bulk order amount, as a way of maintaining/tracking supply (provided the space available to).
Last edited by [DFC] Itnetlolor; 17 Sep @ 8:26pm
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