Of Life and Land

Of Life and Land

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Storage Space
I don't "understand" storage space....
How much CAN you store of each item, and why would I upgrade with more storage space? +50, up from what?
In most cases, the workers needing coal will retrieve it from the coal-pit where it's stored, which is fine...
Does the market store anything apart from items it wants to trade? And what are the markets maximum storage? In other city-builders, the people working in markets usually are "logisticians" and move wares regardless....
What sort of bugs me, is that there is not "big storage house", you can get Root Cellar (that holds some food stuffs) and granary (to hold some more food stuffs), as well as tier 5 material storage, but even this does not store everything. If only Granary could store "everything edible" and material could store "anything non-edible" it would make more sense and these buildings would be more useful. :-/
(also pushing into tier 6 now, loving every bit!)
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Showing 1-6 of 6 comments
Kersoph  [developer] May 25 @ 12:08pm 
Hi NESH!
Every building that produces something has storage space. Some have big storages and some small ones. You can see the maximum number of goods per item type they can store in the Activities overview when you click on a building. Each activity producing something to store has a green bar and a "max." number on the very right side. When the green bar is full the storage (or your set max) is full. You can upgrade how much you can story for every activity. E.g. "+50" storage would add +50 to each activity entry in this building. So, they can collect or craft much more until they must stop. Almost all goods that do not spoil quickly have a storage building. Sometimes it is directly stored somewhere like the grain mill storing a lot of flour or the granary storing a lot of cereal grain. I hope that helps :)
NESH May 25 @ 12:19pm 
Somewhat helps.
1. How much of the input do each building store "Just enough" I guess?
2. Does market store anything beside what is requested for the immediate trade (that is, a trade about to commence), or does it also store "Provide over" values?
3. Wait, items can SPOIL?! Which items and how do I know for how long they last?
Does each fruit has its own spoilage and storage uses FIFO, or will the entire storage spoil at set times?
Kersoph  [developer] May 25 @ 2:31pm 
1: Usually yes, a senseful amount to fulfil a recipe or for gathering tasks as much as a person can carry (e.g. for the farm).
2. It works like a real market where the traders have the goods in the display which is basically a storage. Quite interestingly also in today’s shops, most of the stuff is "stored" in the store at display and the backrooms are quite small. So, it tries to store the "provide over" to a certain limit of value and weight. There are upgrades to increase the size. I will make that more clear.
3. There is no spoil mechanic when you have the items. What I meant that there is no big storage building for things that would spoil in reality (like bread or raw meat in normal temperatures) sotty for the confusion^^
Last edited by Kersoph; May 25 @ 3:16pm
NESH May 26 @ 1:19pm 
nice, clear answer.
NESH May 26 @ 1:29pm 
What is the storage of a market place? It does not "produce" anything, so if I add 100 storage, what is the base value? 100 furniture is a lot different from 100 roots :-)
Kersoph  [developer] May 26 @ 2:11pm 
Yes I've yust added a lot better explanation to that today, with the next patch it will be a lot clearer :D
Currently, a maximum of (500 pieces plus upgrades) x2 or items with a total value of ~500 plus upgrades can be stored. The lower of the two values applies, but the result is always at least 4.
So you can roughly store 1000 roots but only ~7 furnitures without upgrades.
I will change the mechanic a bit so it can be more easily explained and probably set the base to 400 but buff the upgrades to 200. I will see what fits best.
Last edited by Kersoph; May 26 @ 2:12pm
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Showing 1-6 of 6 comments
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