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Offtopic:
Small sculptures are good to level, since they have a lot of work for their material input, which also makes them more valuable per material. I think they are also nicer on the weight per value if I remember correctly, so good for trading in general.
Large sculptures occupy the same space but are basically "the double" in most regards, so nice for using.
Grand sculptures are basically x4 of the large ones in most regards, but better on the work spend. Though since of their size, they are harder to puzzle around obviously. They are also nice to make good use of that one inspiration.
In general small->large->grand is most value->least work per material and beauty. I basically never use anything but large and wood. I sell the ones I don't need and every single trader in the game wants them and pays well. They are a heavy (often 15+) mood buff early in the game and good money later.
/offtopic
Most common issue on storage is just area. Shelves have a purpose, just limited. Most common mod I have heard about is one where shelving lets stuff be stacked higher.
I suspect this isnt in game because people would carpet areas in shelving. Warehousing does look nice, but resource expensive with out any benefits and less spacially effective.
Usually shelving is used for small quantity organizing like weapons and apparel. I use shelves to line up and sort my armor so I can tell pawns (manually) to equip it all without having to hunt around for where it all is.
Such learning to craft better one through research and even grant a rare good one through quest or ancient tomb raiding.
And just make it like crafting table or biopod sculptor that it requires empty space on the front so people don't carpet their storage room with it.
Ultimately storage is just hard to get right in a way that is simple and pleases everyone from a top-down base-building perspective.
If you’re worried about performance, then you might not want to use LWM’s Deep Storage. My understanding - haven’t been able to see this myslef, though - is that more storage zones impact performance and modded storage is allowing you to cram more zones into smaller spaces. Perhaps more knowledgeable players can verify?
As far as I’ve seen since 1.0 the devs aren’t really interested in these kinds of updates, instead focusing more on balancing combat (like mortars and nerfing the meat shield in 1.3) and the DLCs.
The only storage mechanic that could really do with some upgrading/updating involves items that can have Quality/Wear levels. (Clothing, Weapons) Everything else is pretty good, IMO. They can't stack in vanilla.
How to fix?
I know there's a "Wardrobe" mod, but after seeing quite a few bugs/conflicts with it I decided not to use it a long time ago. (Not that it's bad at all, just the vocal minority who have had issues/conflicts.)
I'd like to see both a "Closet" (Wardrobe) and a "Weapon Rack" that had a pop-out menu/window (Just for the visual, a list is fine too) with nine or five (respectively) storage spaces in them that could hold individual items that can not be stacked due to Quality/Wear variables. They'd accept only their pre-designated classes of items, too. Both could also have "Beauty" for a nice extra touch.
An "Arming Stand" (Can't remember the Old World term for it) would be nice for a single complete set of armor with an accompanying visual display.
(Materials - Four raw, one basic component, construction required would be the same as a typical workbench. Expensive, but worth it.)
That's it. For the rest of storage-related madness, I'm fine with current conventions. It's clothing and weapons that bug me the most.
Raid difficulty scales on wealth - easy storage means that it's actually fairly difficult to tell if you have a massive wealth spike before a breacher raid kicks your teeth in.
If you have to stockpile all the raw resources that you just leave sitting there, it's a very concious and unconfortable decision that nudges you to process or sell/gift those raw materials.
I don't like to keep my main storage bigger than the trade beacon range. The only other storages I keep are for food and medicine.
The only reason I ever found that the trade beacon range size for a stockpile wasn't big enough, was when I started a modded game with mods that added items. In vanilla, the trade beacon size stockpile was more than enough storage space for my colony.
But, then, I also don't needlessly hoard things in vanilla as I do in modded.
One "problem" that was mentioned throughout the Topic was beauty and working in an ugly environmet.
Well, i won't try to convince anyone to use this solution but for me it works very well to place 2 shelves per raw item close to my work benches and leave the rest in its warehouse... separated via a wall and doors.
Means, the shelves prevent the material on them from being ugly while only some haulers carry stuff from the warehouse to said shelves when there is room on them.
Bonus effect... if those shelves are good or better quality... they even add to the beauty value by just being there.
Stockpile searching can most definitely have a big impact on performance.
For myself, I have not seen what I could identify as storage-related performance hits for many different stockpiles, but what I call "many different" is probably what some players could consider a small number of stockpiles. :)
With a large number of different items, though, i think I've experienced some performance hits due to that alone.
In any case - Stockpile Searching is a known factor regarding performance issues.
(It's worth noting that I don't know of a game with this many different types of stockpiled items that doesn't or wouldn't have similar issues with searching/indexing those for some AI actor's use.)