Timberborn

Timberborn

Jim0000001 Nov 10, 2022 @ 1:31pm
Update 3 - Storage Wars
"First of all, we are getting rid of the messy warehouses that accept anything from potatoes to golem limbs. Each warehouse will now only store a single resource picked by the player."

Does this mean you are going to need a really large number of warehouses? I don't want 20 warehouses on my map. I don't get what they are trying to accomplish.
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Showing 1-15 of 42 comments
ChanceGateau Nov 10, 2022 @ 3:11pm 
That's probably how most player use them anyway... to keep track of what resources they have. It bothers me (and many other players) when you accidentally overproduce potatoes (or whatever) and suddenly you don't have any edible food because the warehouses are filled with raw potatoes (not that a beaver couldn't eat the damn thing anyway). It is better to have a warehouse dedicated to a single crop/resource.

It's also why they are stackable, so you don't need to have 1 here and 1 there... you can have them stacked in a tower and minimize the space you use for storage; not that most maps don't have plenty of space for your settlement, especially if you also build over the water, as many players do.
CobraA1 Nov 10, 2022 @ 4:32pm 
It does look like 1x1 will be an option, which will help recover some of the lost space. The problems they are trying to solve are likely:

* A single item completely dominating a warehouse's stock, making it unusable for anything else
* A cluttered warehouse management UI
* Little visibility into what's going on in the warehouses

A lot of players are resorting to using warehouses for single wares simply because they are encountering problems with multiple wares. Whatever's being produced the fastest will inevitably crowd out space for anything else, which goes unnoticed because you don't know what's going on inside an individual warehouse without clicking on it, which leads to unexpected shortages and scrambling to fix the supply problem.

I think that's ultimately the problem the developers are trying to solve.
EleventhStar Nov 10, 2022 @ 4:33pm 
jesus they sure like going from one extreme to the other. inb4 the interface is still a mess. gonna be interesting to build storage for buildings that e.g. have 2 inputs and 1 output resource. but should solve issues with a overproduced resource blocking all space for food etc.

edit: yeah after reading it it looks like the warehouse UI will still be a long list instead of an icon grid.

1 pile for wood/metal/dirt is nice though. bit concerned about 1 tank for all liquids unless it is set to water by default as that is the one you make by far the most off.

they should also put a sign or something outside/on top of each warehouse with the resource icon, not just have the crates inside the warehouse be color coded.


also nothing about production caps in the blog post, but i guess only having 1-resource warehouses kinda sorta fixes that in most situations.
Last edited by EleventhStar; Nov 10, 2022 @ 4:52pm
Wolfman Nov 10, 2022 @ 8:14pm 
To be honest, I like the current storage system and the decentralized distribution across the warehouses. It would be so much easier just to set a hard limit for every source that is allowed to be stored. If you reach the number of 100 potatoes in total, no more potatoe will be accepted in any warehouse -or 200 potatoes, just the amount you'd like to allow. Where's the problem to implement that? To have warehouses for every good in the game will waste a lot of space.
Last edited by Wolfman; Nov 10, 2022 @ 8:15pm
Regicide Nov 11, 2022 @ 5:43am 
Originally posted by Wolfman:
It would be so much easier just to set a hard limit for every source that is allowed to be stored.

^ this.

Would fix most if not all problems with the current warehouses.

Redesigning and rebalancing all warehouses seems to be so much of unecessary extra work for the dev's?
Wise Joe Nov 11, 2022 @ 10:10am 
Originally posted by Regicide:
Originally posted by Wolfman:
It would be so much easier just to set a hard limit for every source that is allowed to be stored.

^ this.

Would fix most if not all problems with the current warehouses.

Redesigning and rebalancing all warehouses seems to be so much of unecessary extra work for the dev's?

Agree with both Wolfman and Regicide. Though I would rather set a limit on each warehouse instead of globally.

Here is an example of the great flexibility of the current warehouse system (though I would like to be able to set limits on individual items stored, just want to make that clear). Start of the colony I build one small warehouse for...let us say...carrots. Later when I have the medium warehouse available and the resources to build it I will build one and move my carrots there and use the small one that was storing the carrots for...let us say...gears. Later when I have the large warehouse available and the resources to build it I will build one and move my massive carrot industry storage to the large warehouse, the now budding gear industry to the medium warehouse that was storing the carrots, and use the small warehouse that had been storing the gears for some other budding industry, or just local storage of some kind.

I am a little concerned that having individual dedicated warehouses means I have to commit from the very beginning that I will always have the need to store food in this spot or I am wasting resources. It seems like it would require a lot more pre-planning and laying out of the colony when it is impossible to do that at the beginning since you cannot lay the foundation for those buildings locked behind the technology wall.

So, I am not sure how I feel about this idea, but I am a little hesitant about how it will be more efficient than the current system.
Lil Puppy Nov 11, 2022 @ 12:34pm 
I mean they could have solved the problem by replacing a ">=" with a "<=". But fine, replace the entire system. Because of how it works today it puts "at least" this much of a thing in there but it never stops putting it in there. If it was "no more than" everything would have been fine. But it did the "at least" so you still had to create a storage for each critical resource anyway or you would definitely run out of one or more of them quickly.
I'm in favor of this change as long as they keep it simple, plop down a storage building, open its interface, pick a resource icon, move on to more important projects.
JimboIncinerator Nov 12, 2022 @ 7:47am 
Originally posted by Lil Puppy:
I mean they could have solved the problem by replacing a ">=" with a "<=". But fine, replace the entire system. Because of how it works today it puts "at least" this much of a thing in there but it never stops putting it in there. If it was "no more than" everything would have been fine. But it did the "at least" so you still had to create a storage for each critical resource anyway or you would definitely run out of one or more of them quickly.
I'm in favor of this change as long as they keep it simple, plop down a storage building, open its interface, pick a resource icon, move on to more important projects.

They could fix this issues with the ability to switch resources in the dedicated building. It would unload the current resource then replace it with the newly selected one.
mikeydsc Nov 12, 2022 @ 10:30pm 
Im wondering if ny of the devs played any games that storage management is a must. The offering in this game is the work of a 1st grader I hate to say.
Shadowcub Nov 13, 2022 @ 7:41am 
I really don't have a problem with the current storage system. If I want a catch-all warehouse (especially at the beginning), I can make one. If I want single-resource, I can make one. What I would prefer to have is the ability to have a hard cap on the number of stored resources: I want no more than 100 potatoes and 100 carrots in this warehouse. Exactly this:

Originally posted by Wolfman:
It would be so much easier just to set a hard limit for every source that is allowed to be stored.
Originally posted by Lil Puppy:
I mean they could have solved the problem by replacing a ">=" with a "<=".
Last edited by Shadowcub; Nov 13, 2022 @ 7:42am
jonnin Nov 13, 2022 @ 5:14pm 
This is a step backwards. If they are going to do that, just add +100 space to the production station, eg +100 plank storage @ the sawmill.

Im with the others: the right fix seems like a hard limit on total amount stored at the district level.
stonelock99 Nov 20, 2022 @ 4:44pm 
Could I also suggest a new building (trash dump) where one can send unwanted stuff.
jonnin Nov 21, 2022 @ 9:32am 
Originally posted by stonelock99:
Could I also suggest a new building (trash dump) where one can send unwanted stuff.

FYI: You can already do this by making a bogus district & trotting it there, delete the dump site. You can also do it by deleting a designated warehouse at a small cost in time & mats. A designated recycler would be nice, but until then, the above can get you past an overflow problem.
City Builder Nov 21, 2022 @ 12:04pm 
micromanagement hell is what this now is
City Builder Nov 21, 2022 @ 12:05pm 
Originally posted by Shadowcub:
I really don't have a problem with the current storage system. If I want a catch-all warehouse (especially at the beginning), I can make one. If I want single-resource, I can make one. What I would prefer to have is the ability to have a hard cap on the number of stored resources: I want no more than 100 potatoes and 100 carrots in this warehouse. Exactly this:

Originally posted by Wolfman:
It would be so much easier just to set a hard limit for every source that is allowed to be stored.
Originally posted by Lil Puppy:
I mean they could have solved the problem by replacing a ">=" with a "<=".
totally this
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Date Posted: Nov 10, 2022 @ 1:31pm
Posts: 42