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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.
* 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.
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.
^ 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.
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.
Im with the others: the right fix seems like a hard limit on total amount stored at the district level.
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.