Stacklands

Stacklands

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salayara May 2, 2022 @ 1:43am
Suggestion: Food storage
SInce if you play long enough you inevitably will have large stacks of raw food please give us some kind of food storage like coin chests where we can put raw food for later use, either specific for one food type or general for all raw food.
Perhaps it's even possible to make to different kinds of storages: one that is accessible by the automatic feeding mechanism and one where the food is save from it. For that matter, we could also have a storage for precessed food that keeps it from automatically being fed.
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Showing 1-14 of 14 comments
Rendomstranger May 3, 2022 @ 6:53am 
While I disagree with it working like a coin chest, there definitely should be a card that can be used to keep food in storage unless no other food is left. It could work the same way an animal pen does with maybe a cap of 10 food instead of 5. The reason you shouldn't be able to store food the same way you store coins is because food is an actual resource. And in this game, resources are supposed to take space. Meanwhile, coins are what you're forced to get when you have too many cards. It doesn't make a lot of sense to force people to use more space for already having too many cards.
James_C May 4, 2022 @ 6:10pm 
Originally posted by Rendomstranger:
While I disagree with it working like a coin chest, there definitely should be a card that can be used to keep food in storage unless no other food is left. It could work the same way an animal pen does with maybe a cap of 10 food instead of 5. The reason you shouldn't be able to store food the same way you store coins is because food is an actual resource. And in this game, resources are supposed to take space. Meanwhile, coins are what you're forced to get when you have too many cards. It doesn't make a lot of sense to force people to use more space for already having too many cards.

I am going to disagree here. Significantly.

First, The games not focused on occupying space with resources. It is a product of the mechanics of how the game is played. For now, also something we have to keep in mind as we play.

Second, Coins are resources, just as much as food. However, the reasoning for the coin chest was because of quantity. Out of everything in the game, you are undoubtedly going to get more coins than anything else. The Coin chest is a nice little assistant to keep that from preventing you from doing anything else. It is necessary.

Additionally, I will also note, it is fully possible to go through this game and not bother using a coin chest. I am going through a game (right now on Moon 36) with two empty chests and one I am currently dumping because the packs (IMO) are far more valuable. But that is a different discussion all on its own.

Third, Performance
A bit one. Another reason the Coin Chest exists is the same reason a Food Basket or Granary should also exist. Entity Lag. Every single card you have in play is 1 entity. Now, I am not sure if stacking cards helps with this and combines cards into a single entity until broken apart, but going by how the game plays, I am willing to bet not.

I am on Moon Phase 36 with a max zone of 370 cards and my PC is already have some complaints. Nothing so bad that it makes the game unplayable or even distracting, but I do get the occasional delay/lag when moving cards or producing cards at my farms/opening packs. I have no doubt that as I keep going and expanding, this will become steadily more problematic and I have already crashed the game once in an old game too.

Fourth, but not last, Dependability:
So, if you saw their last announcements before a few updates, you would know that the devs have elected to add at least two more expansions to the game, each aimed to add 100 - 150 cards to the game. That about 200 - 300 new cards over the next few months. There is no telling how many of those are going to also be resources you need to manage. At least not unless they are going to post a card list or something.

Adding a means to contain or reduce clutter to make room for additional functionality or resource collection is 100% in spirit of the game and provides greater flexibility to the player to manage their village. It leaves space open to work with the new/expanded cards that will be coming and I would not be surprised at all if the future cards end up adding these anyway.

There are other benefits to what the above player is suggesting too.
A small Raw Food Storage that could hold a limited number of each raw food would offer a perfect place to hold something so you can farm it later and not loose it to the auto-feed systems. I am currently trying to transition my food supply in my current game from Apples to Onions and its proving to be a pain for this very reason.

The Auto-Feed system does not appear to take into account quantity of any 1 food item and will feed everyone with no notion of the players objectives. Aside from not being able to read your mind, there is no option in game to arrange feeding priority or disable an item from being used to feed your villagers. I can't sell out on the food I have either because my production of Onions is not high enough to match the food demands each passing day either.

So I am forced to a slow grind of expanding my production, little to no space to work that production because of the 59x Apples I have taking up space, and having to almost restart my farming of the Onions from scratch every turn because for reasons I can not explain, the Auto-Feed pulls from that stack first before anything else. Thankfully, as long as I have an Onion on a Garden or Farm, the game is not pulling it. I think that was a recent update because a few days ago it would also pull those (save for 1).

Point and case, that grief while still work intensive, would be less problematic if I could both store or separate the Onions & Apples and control the feeding priority.
James_C May 4, 2022 @ 6:10pm 
Originally posted by salayara:
SInce if you play long enough you inevitably will have large stacks of raw food please give us some kind of food storage like coin chests where we can put raw food for later use, either specific for one food type or general for all raw food.
Perhaps it's even possible to make to different kinds of storages: one that is accessible by the automatic feeding mechanism and one where the food is save from it. For that matter, we could also have a storage for precessed food that keeps it from automatically being fed.

I like where your mind is going with this!
salayara May 5, 2022 @ 9:46am 
Originally posted by James_C:
I like where your mind is going with this!

Thanks :)
MCOGMan May 5, 2022 @ 11:21am 
food storage is a must!!
DarkHydraStudio May 6, 2022 @ 2:17am 
How about an 'anything' storage instead of making it a food only.
[DKS] Killaim May 12, 2022 @ 8:37am 
granary for the win
Dschinghis Pan May 13, 2022 @ 6:44am 
The problem is, it cannot work like the coin-chest becaus coins don't take up card-space and all coins have the same sell-value.

A food-storage therefore must retain the number of cards AND different value in terms of food and money. Which I assume it does simply by having the cards on the field. So the only reasonable storage would be just stacking the cards onto it, which is how cards behave anyway.

One thing the Dev noted is a card that would deprioritize food - telling the auto-feeder to use that one last.

However as it stands now... I mean, there isn't really a need.

For a start, what do you mean you have "a large stack of raw food"? Food gets produced indefinitly, if you have a large stack now, a storage would add nothign except you would have EVEN MORE raw food. If you don't process your food or produce a lot more food than you feed, that's just bad management and more storage would just mean you take longer to trash your place - it doesn't solve the issue that you are overproducing.
There is no even which would suddenly take away 100 food. So what's the point of a massive stockpile?

Also people saying they have a couple hundred cards and run into perfomance issues... again storage would just slow that down, not resolve it - like yeah, then they will at some point have 50 storage-cards? Coolio... The game can be beaten with less than 100 cards. Trashing the place with 500 cards doesn't offer any game-benefit and thus it shouldn't be any priority to optimize for, until the game gains some more challenging content.
pgames-food May 29, 2022 @ 8:09pm 
@james_c
hi im new to the game.. why are you trying to instead grow onions may i ask? in a youtube video someone was able to make apples into apple trees for lots of food.

btw my neighbour was really annoyed when onions started growing in his garden...
(he had planted asparagus)
:)
Last edited by pgames-food; May 29, 2022 @ 8:10pm
Tedha May 29, 2022 @ 8:56pm 
Originally posted by James_C:
Thankfully, as long as I have an Onion on a Garden or Farm, the game is not pulling it. I think that was a recent update because a few days ago it would also pull those (save for 1).
It's always work like that, at least from version 1.0.4 when i started playing. The game always prioritize a free food (food not planted on garden/soil/farm), but if you don't have any, it take from planted food, leave 1 if there's other food to eat. Example, you plant 5 apple and 3 onion, you need 4 food, the game will take 2 onion and 1 apple, leaving behind 1 planted onion.

The priority for food eaten is the least amount of food per card with the least value eaten first.
2nd Example, you planted 4 berry and 3 onion, you need 4 food, it will take 3 berry and 1 onion.
SoulMuncher May 30, 2022 @ 9:40am 
Originally posted by Ndarumon:
The priority for food eaten is the least amount of food per card with the least value eaten first.
2nd Example, you planted 4 berry and 3 onion, you need 4 food, it will take 3 berry and 1 onion.

I think it will also prioritize "finalized" food products, like the omelette, salad, milkshake, etc., over potential ingredients and re-plantables like the berry, apple, and milk? It also wont auto-feed eggs, since eggs give 0 food. I'm not entirely sure though, I'd have to actually pay attention to it.

In response to the entire discussion, food cards do and should take up the card cap, so a coin-chest-like system for the storage wouldn't make as much sense as an animal-pen-type storage imo, unless the cards in that chest still count towards taking up some of the card cap :P
Ghosty Jun 2, 2022 @ 6:46pm 
yes sokpop if you see this please make this idea a thing :btd6thumbsup::bbtduckshark:
dbvel Nov 30, 2024 @ 9:53pm 
+1
cyberwarlord13 Dec 5, 2024 @ 2:36am 
Zero need for this.
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