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The particular case that prompted me to post this was actually oil, where the hearth 'helpfully' moved onto burning oil and i didn't realise until it was too late.
But i've had the same thing where foods been eaten out from under a glade event.
And sure, I can turn off burning that fuel, or turn off eating that food, but 99% it's not a problem, so of course you don't think to do it in the moment. But that 1% of the time where it does become a problem is just SO punishing, and it feels like you are fighting the UI instead of playing the game.
So I know it's technically avoidable, and my bad for sloppy play, but it also doesn't feel like something that you should 'have' to be diligent with. it makes far more sense for the game to treat those resources like they are already on their way to the glade. Having been put in their own little pile in the storehouse or something.
Activating a glade event is one of the major things you do, you weigh up if you can afford to spend those resources, if you can afford those population, and can afford the penalty that starts when working a lot of them, I can't think of any situation at all where you'd want the game to prioritise using the resources to something other than the glade event you just started working on.
And bang, instead of getting the resources for completing a glade event, suddenly you are likely to eat the penalty for failing to clear it instead, and also been eating the penalty for working the event while your scouts take 'not quite enough' of the resource to the location and then go idle, all because some other pop took a resource you'd said to take to the glade, and went to use it for something else.
Lock for convenience's sake.
I guess it depends on how often your villagers have to walk to make sure of it. If you need 20 bricks and each villager starts with carrying 5 bricks, then they need to go twice and while they are on their first walk someone might use them for something else.
Which isn't something that you cannot micro around usually, butI would also prefer them to "lock in" so I don't have to babysit every other glade event.
Yeah this is the ultimate solution.
I noticed this, specifically with tools. You need to keep track in your head on how many caches you have allocated these tools to. Messed up one game pretty good.
I think it's more "okay, i've just sent off 10+16=26 tools to other caches, and still have 20 tools for this, did I just get a delivery in from the toolshop, or have they not taken all the tools out yet?"
Getting that wrong might block up all 3 caches.