Farthest Frontier

Farthest Frontier

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Madi92 Aug 11, 2022 @ 5:39am
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Transport between storgaes.
Is it possible somehow, to tell the free workers or the wagon to transport good from 1 warehous to another?

Building far from your main vilage is not very efficient even if you try to make it efficient.

First, the temp shelter dosent get used for me, and workers still walk home for food and stuff even tho the shelter is stocked and has 4 free room.

Storage is wird as well.
Of i build a laborer camp to cut trees and build a stockyard for them, sometimes the wagons start to come way out there slower then vilagers runing to put some wood in to the stockpile buiding which is 2m away from the camp.

Also, if i have a forage hut far from town, and i build a storga for berries and stuff, they dont get transfered to town, so if some needs it they have to tarvel all the way to get it or it is just rotting away.

So would be cool if you could asign carriers to strages and can tarnsit good from one storage to another. If this could be done automatically the better.
Just like how ship routes worked in anno game to trasfer good between islands.
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Showing 1-15 of 16 comments
Jake™ Aug 11, 2022 @ 5:47am 
In the storage, if you wanna micro manage it hard, you can have items enabled to be stored at one location or not. In the storage screen when you click on the build you can click on the tiny check mark in the boxes for items to let it be stored there or not. I've found that as a good way to keep items closest for crafters to get to if I have a storage closer to them
Madi92 Aug 11, 2022 @ 5:57am 
But either way, lets say i have a clay mine far from HQ, and if i put down fro them a stockyard, then everybody has to come out there every time they need it. If i dont put down a storage closer to HQ then the miners have to walk a lot insted working.

The only solution i can see right now, that you put there a moving storage or two and move them as needed, but thats too much micro even for this game.

If you could set transport routes you could send the workers the basic need on the way as well and being back stuff they made in the meantime.
Last edited by Madi92; Aug 11, 2022 @ 5:58am
Chaghatāī Aug 11, 2022 @ 6:02am 
Also markets should have their card to transport goods
Chris35 Aug 11, 2022 @ 6:03am 
Maybe with a micro manage workaround, haven't tested it yet.

Enable the good only in the destination warehouse where you want that good. Then transfer the good into your trade post to distribute it to your destination warehouse.
Zimballa Aug 11, 2022 @ 6:06am 
One thing I have noticed is that if a particular resource is stored somewhere, even if you unclick it, it will stay there until it is used up (at least from what I have observed so far). I think they should make it if you unclick a resource at a storage building, workers should start transferring it to other storage facilities. Might be that I don't have enough experience with the game yet, but I feel material logistics is one area that needs to be worked on.

I think storage buildings should have a button on them to transfer materials to other buildings in your town.
Ninjafroggie Aug 11, 2022 @ 6:39am 
the wagon building under tier 2 in storage will drive out to your mines/workcamps, pick up a bunch of stuff, and haul it back to the storages in town. having storages at the work sites breaks that. It doesnt work for remote food production, but for workcamps and mines you should NOT build storages on site, instead build a few of the cart buildings in town and the carts will travel out to the sites and bring back the resources to your storage buildings in town
Last edited by Ninjafroggie; Aug 11, 2022 @ 7:17am
Tiali Aug 11, 2022 @ 6:52am 
I use a storage wagon as a kind of "mobile mining wagon"
Place a storage wagon next to the mine/quarrying site, if enough material is loaded, drive it to a trading house

Set the corresponding goods for storage in the trading house,
the villagers take the items from the wagon, as this is the closest available storage.

When everything is in the trading house, either drive away the wagon and then (!) store the materials out of the trading house, or first block the material on the wagon and then have it swapped out so that you don't store it back in the wagon

((either park a second car at the production site or stop production))
alki Aug 11, 2022 @ 7:08am 
What the game needs is another profession you can allocate workers to. 'Stockists' or 'Transporter' who's sole job is to move things around. They would pick up all goods produced from the producers, transport between warehouses, and also take on the role of delivering stock to producers as well as to building sites.
Reevers Xtreme Aug 11, 2022 @ 7:15am 
Yes, transport routes are in any case useful and desirable. If the transport between storages does not work, it can quickly become frustrating. The workers then do everything, but not what they should. I already know this from another game, which I no longer play for exactly this reason.
gobaers Sep 1, 2022 @ 5:47pm 
Tropico solved this issue back in 2001, there was a job classification called Teamsters. Each production building had a small amount of storage (say, one season's worth of production) and the teamsters would haul the cargo to where they are demanded, either export dock or factory for further refinement. So, either the buildings need to have a bigger storage cache, or the stockyards need a management setting for wagons for further automation.
lukeliu Sep 1, 2022 @ 5:52pm 
Originally posted by gobaers:
Tropico solved this issue back in 2001, there was a job classification called Teamsters. Each production building had a small amount of storage (say, one season's worth of production) and the teamsters would haul the cargo to where they are demanded, either export dock or factory for further refinement. So, either the buildings need to have a bigger storage cache, or the stockyards need a management setting for wagons for further automation.

Even Banished has mod solving similar problem. It shouldn't be that hard.
Hydra Sep 1, 2022 @ 5:53pm 
Originally posted by alki:
What the game needs is another profession you can allocate workers to. 'Stockists' or 'Transporter' who's sole job is to move things around. They would pick up all goods produced from the producers, transport between warehouses, and also take on the role of delivering stock to producers as well as to building sites.
"Porter" or "Teamster" is the word you're looking for, and yeah this game needs them badly.
RonEmpire Sep 1, 2022 @ 6:21pm 
There needs to be more storage management where you can limit and control where things flow.

You don't want wagons transferring items from main hub to a remote outpost. You want stuff in the outpost to go back to storage main hub.
Ze0th Sep 9, 2022 @ 4:58pm 
Disable/enable storage of items should be enhanced as well. I shouldn't have to click on each and every item to enable/disable. Give us ability to enable/disable groups like food, weapons, resources.
Ninjafroggie Sep 9, 2022 @ 5:00pm 
Originally posted by SgtBuus:
Disable/enable storage of items should be enhanced as well. I shouldn't have to click on each and every item to enable/disable. Give us ability to enable/disable groups like food, weapons, resources.
iirc thats one of the things already slated to be changed
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Date Posted: Aug 11, 2022 @ 5:39am
Posts: 16