Blacksmith Master

Blacksmith Master

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Chests: Needs some optimization.
So I just started today. I made a little room for blacksmiths and an additional room for woodwork. I have chests in each for storage for the assistants to sell at the shop or to traders.

If a wood worker sees that their chest is 'busy' they walk across the store to the blacksmith chest to deposit and vice versa.

This is slowing down productivity. Walking is taking time away from profit.

Is there a way to make sure workers are putting their room's output into their own chests?
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Showing 1-15 of 25 comments
Sir Diaran May 15 @ 9:47am 
Hey Makuren,
Thanks for taking the time to create a thread about this !

Unfortunately, right now, there isn’t a system in place to force specific item types into chests or restrict them to racks/merchant offers only. But I’ve added your request straight into our Community Request pile! We’ll definitely look into whether we can implement this down the line. Luka (the solo-dev magician at Untitled Studio) will do his best to explore how feasible this is once priorities align!

Your feedback means a lot as we shape the game during Early Access -thanks for being part of the journey!
Last edited by Sir Diaran; May 15 @ 9:47am
ZaRaK May 15 @ 10:58am 
+1
same suggestion here

+10 for devs for looking at this
Llogeyr May 15 @ 11:10am 
Yeah they do need some work. I have items in chest for racks when I have no no racks and all items are set to go to merchants
Feuerwalze May 15 @ 12:51pm 
And if there are more than 1 chest they should empty the fullest first. I have 3 chests nearby, 1 is most time full, 1 with 5 - 10 items and they run most time to the 3rd with 1 - 3 items in!
HansOlav May 15 @ 4:39pm 
Originally posted by Feuerwalze:
And if there are more than 1 chest they should empty the fullest first. I have 3 chests nearby, 1 is most time full, 1 with 5 - 10 items and they run most time to the 3rd with 1 - 3 items in!

Agree on this. Have 1 guy going past a chest with 20 items to the next with 1 ithem Every time!

They should take from the fullest first (he can carry 5 items).
chorchoun May 15 @ 11:48pm 
Totally agree, chests need some optimization. Instead of waiting like 2 seconds, the smith goes to another chest across the whole room, spending ten times more time.

I believe it would be good either to limit the range, so the smith only considers chests nearby, not all chests, and if there is no other free, he just waits for his turn. Or at least make the wait time a bit longer, when there is only one other person just putting something in the chest and no other chest close by, waiting a few seconds is the best option. Only in case he is like third or fourth in the line, then it is good idea to look for other chest.

The more sophisticated solution would be making virtual workstations (by marking the floor tiles) to which workers could be assigned to, so they will only use chests (and other things) in their workstation. But this may be in conflict with their work preferences, may lead to more idle workers when there is nothing to do in their workstation and add another level o micromanagement.
Shimmler May 16 @ 8:05am 
+9000

Moreover, assistants should fill their inventory from several chests - it's extremely frustrating to see them fill 1 out of 8 slots and then go on their way outside -_-

And please speed up the open/close animation!
Drath May 16 @ 8:41am 
i would love to see these ideas put in i tried to separate my wood and iron work spaces and this made that a bad idea
+1
Demin May 16 @ 9:11am 
+++
chorchoun May 16 @ 9:15am 
Originally posted by Shimmler:
+9000

Moreover, assistants should fill their inventory from several chests - it's extremely frustrating to see them fill 1 out of 8 slots and then go on their way outside -_-

And please speed up the open/close animation!

Exactly, they should try to fill their backpack from close chests instead of walking with one thing when there is full chest nearby. But only close ones, not wander around with last free spot in backpack desperately trying to fill it.
Tankqull May 16 @ 9:23am 
i would suggest to change the mechanic from a chest with only one access at any time to those of the watertub.

have an empty tub acessable from all sides (multiple at one time) for the smiths to throw in their finished goods.
-=Way=- May 16 @ 11:13am 
+1
Vendetta May 16 @ 11:18am 
Totally Agree to the sentiment of this thread.

- Get rid of it beeing a chest at all. Just make it an "open box" like the one the raw ore is stored (same size, same logic as the chest) but like this you get rid of the awful animation (plus the sound of it)

- Other quick fix is to make carriers fill their backpack up from multiple pathings to those "boxes" until full and drop them off with multiple waypoints as well.

- I would highly appreciate the possibility to manage what kind of product a carrier can pick up. This mechanic is already in the game as we can already decide if they pick up a small, medium or large iron ingot and move it. Just open this feature up to a filter for products. So we can dedicate a worker to transfer just swords for the shop for example. If you give us like 3 products per worker to filter - would be chefs kiss :)

love the game, thx for this gem.
ricardo May 16 @ 2:11pm 
I came here to voice this issue. The chest animation is so long and it blocks access for everyone else. Few chests causes problems with craftsmen traveling across the map to find a chest to use. I tried solving it with plenty of chests, but that causes a lot of problems with the item haulers because they won't pick up multiple items from multiple chests, so they end up hauling things one at a time all the way to the destination.
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