Against the Storm

Against the Storm

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lethminite Nov 8, 2022 @ 10:31pm
Glade events should "lock" the resources they use.
I've had it a couple of times, where you select a glade event, where you have enough of some resource. and then 2 minutes later, you get an alert saying "scouts are idle" and it turns out that something else has also used the same item, and now you don't have enough.

I'm fine with carry capacity meaning it takes a while for the scouts to get all the items there, but being at 28/30 of an item, that you had 30/30 when you told them to go do it, just feels REALLY bad.
it's the type of mistake that is just way too punishing for how easy it is to happen, with so little warning.
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Showing 1-15 of 19 comments
Craal Nov 9, 2022 @ 11:57am 
It's driving me crazy too
Robin Wade Nov 9, 2022 @ 3:00pm 
At least the option to lock. A padlock icon beside the resource on the glade event screen.
Solanix Nov 9, 2022 @ 5:47pm 
Unless the crafter finished working, you can always reclaim any materials being used by removing the worker from a workshop. Then go to the workshop's storage tab and click the little red X on the material you need, it will teleport back to your main storage ready for your scouts or whatever else.
lethminite Nov 9, 2022 @ 9:16pm 
Originally posted by Solanix:
Unless the crafter finished working, you can always reclaim any materials being used by removing the worker from a workshop. Then go to the workshop's storage tab and click the little red X on the material you need, it will teleport back to your main storage ready for your scouts or whatever else.

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.
Aestrea Nov 9, 2022 @ 9:27pm 
It does lock in the resources because I almost always end my games with all the cache and I target every cache while paused and notice that the amount of tools is deducted from the pool each time I assign someone to investigate. Might not be the same for other consumable items but it's definitely there and may just need a bit refining.
Kyresti Nov 9, 2022 @ 10:21pm 
I havn't been utterly wrecked by this one, but I did wind up running into problems thinking I had way more tools than I did. It makes it too easy to, for example, mistakenly go after 2 caches when you can only do one. It's like "Why are my scouts are just sitting there at like 16/18? I have enough for this... right? Right?!"

Lock for convenience's sake.
The Unplayable Nov 9, 2022 @ 11:13pm 
100% this! I had this last night, drove me nuts
schnappkatze Nov 9, 2022 @ 11:29pm 
Originally posted by Aestrea:
It does lock in the resources because I almost always end my games with all the cache and I target every cache while paused and notice that the amount of tools is deducted from the pool each time I assign someone to investigate. Might not be the same for other consumable items but it's definitely there and may just need a bit refining.

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.
NrSeven Nov 10, 2022 @ 1:04am 
+1 Locking in goods would be great!
heh Nov 10, 2022 @ 1:37am 
It definitely would be nice to assign a "priority" to these events, the same way we can with e.g., buildings under construction.
Drages Nov 10, 2022 @ 1:52am 
Originally posted by Robin Wade:
At least the option to lock. A padlock icon beside the resource on the glade event screen.

Yeah this is the ultimate solution.
boxinabox Nov 10, 2022 @ 7:17am 
+1
Swisspike Nov 10, 2022 @ 9:00am 
Originally posted by Lightning Paw:
I havn't been utterly wrecked by this one, but I did wind up running into problems thinking I had way more tools than I did. It makes it too easy to, for example, mistakenly go after 2 caches when you can only do one. It's like "Why are my scouts are just sitting there at like 16/18? I have enough for this... right? Right?!"

Lock for convenience's sake.

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.
heh Nov 10, 2022 @ 11:16am 
Originally posted by Swisspike:
Originally posted by Lightning Paw:
I havn't been utterly wrecked by this one, but I did wind up running into problems thinking I had way more tools than I did. It makes it too easy to, for example, mistakenly go after 2 caches when you can only do one. It's like "Why are my scouts are just sitting there at like 16/18? I have enough for this... right? Right?!"

Lock for convenience's sake.

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.
oh come on. 30 tools -10 for one cache -16 for the other, which you have to think about for 3 seconds, isn't a mental load...
lethminite Nov 11, 2022 @ 8:06pm 
Originally posted by heh:
Originally posted by Swisspike:

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.
oh come on. 30 tools -10 for one cache -16 for the other, which you have to think about for 3 seconds, isn't a mental load...

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.
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Date Posted: Nov 8, 2022 @ 10:31pm
Posts: 19