Foundation

Foundation

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giglesias Aug 12, 2023 @ 4:56am
Transport problems.
First, I'm a OLD gamer (myself, and with this game), so I know how to handle "space" and slots around productions/transport/houses.

Since (last?) update, there seems to be a problem with stock. My producers have full storage, while the warehouse are almost empty while FULLY employed (with employee living close to their job).

What I think that I have observed:
- Paused production keep their stored stuff while the warehouses are empties (almost). So do now the "pause" on a production blocks access to storage ?
- I see the warehouse employee only doing travels between warehouses, and sometimes just going back and forth bringing the same resource between warehouses, whereas, as said, they are resource starving and my productions buildings have FULL storage.

Did I miss something ? Is there new rules/settings to prioritize warehouse workers job ? Or is it some kind of bug ?

Note that this behavior was almost invisible while I have one warehouse and production zone, things get crazy when there are a couple of production building AND several "villages" (residences around market, with warehouses or granaries).

Thank you !
Originally posted by Mr Ash:
Hello everyone! If you are noticing transporter issue please could you send your save file to us at support@polymorph.games.

If the the file is too big for email please upload to a file-sharing site and share the link with us.
Please could you also add a little explanation as to the issues you are seeing into the email.

We are looking to investigate further any potential issues caused by the recent transporter algorithm changes and your save file(s) will be invaluable. Thank you!
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Showing 1-15 of 18 comments
cråck Aug 12, 2023 @ 8:15am 
when i seen this issue, i tried use the 3d option in the warehouse, witch solved the problem for me by that time
in a recent run i also realised that the transporters are very focus on a distance, so if you have a monastery making berries but is way farther then your harvesting camps, the granery guys will mostly only collect the huts nearby
in this same run i also realised that the merchands are buying from the storage according to the fact you "own" X amount in total, witch basicly empty your storage while your goods are inside the prod buildings

hope that helps
giglesias Aug 12, 2023 @ 8:31am 
Originally posted by cråck:
when i seen this issue, i tried use the 3d option in the warehouse, witch solved the problem for me by that time
in a recent run i also realised that the transporters are very focus on a distance, so if you have a monastery making berries but is way farther then your harvesting camps, the granery guys will mostly only collect the huts nearby
in this same run i also realised that the merchands are buying from the storage according to the fact you "own" X amount in total, witch basicly empty your storage while your goods are inside the prod buildings

hope that helps

Thank you.
Yeah I knew about the "total amount" vs "storage amount", I was used to that.
Also, I should take care of the "amount of work" around the granaries and warehouses, I might do so non-optimal setup sometimes, but I usually can fix that up quite easily.

I don't know about the "3d option" in warehouse, I'll check that next time I'll play.

Not saying that I "always play well", but epsilon the variability in my way of playing, it seems that something has change "profoundly" with resources transport lately. Maybe it's something we need to know so we can adapt, or some kind of "bug", or, of course, a bias that makes me feels this way, but I tried to work on my biases first so... :)

Bests.
Merry_11 Aug 14, 2023 @ 6:17am 
A change to the transport algorithm was made recently. I noticed after this change, the range transporters will go to production buildings seems a lot longer. Between this and the fact that when selling items, they can deplete a whole location, make it very easy to get into cascading effects. For instance if you have say 300 berries spread across 4 granaries and set your sell mark at 200. One of those granaries can be emptied. This then has your transporters going to distant production areas to try and build stock back up. But then they not only take too much time, they also then potentially deplete stock at other granaries. Causing a never ending cascade of transporters running all over the place.

Transportation is my number one issue with this game. Without the ability to control which production sites a transporter will transport between, as well as the ability to cap the amount of items per warehouse/granary that will be sold. There is no way to control larger villages.

Transport Algorithm Improvement
In addition to the three functions that have just been discussed, we took this opportunity to include our newest improvement with the transport algorithm. You may have noticed that previously, transporters would reserve specific amounts of resources before reaching their destination. The problem, however, was how this reserved quantity never adjusted to take into account fluctuations in availability.

From now on, transporters are able to dynamically adjust how many resources they carry before reaching their destination, all synced with workplaces. You will notice an immediate effect on productivity as transport becomes even more responsive.
giglesias Aug 14, 2023 @ 8:25am 
Originally posted by Merry_11:
A change to the transport algorithm was made recently. I noticed after this change, the range transporters will go to production buildings seems a lot longer. Between this and the fact that when selling items, they can deplete a whole location, make it very easy to get into cascading effects. For instance if you have say 300 berries spread across 4 granaries and set your sell mark at 200. One of those granaries can be emptied. This then has your transporters going to distant production areas to try and build stock back up. But then they not only take too much time, they also then potentially deplete stock at other granaries. Causing a never ending cascade of transporters running all over the place.

Transportation is my number one issue with this game. Without the ability to control which production sites a transporter will transport between, as well as the ability to cap the amount of items per warehouse/granary that will be sold. There is no way to control larger villages.

Transport Algorithm Improvement
In addition to the three functions that have just been discussed, we took this opportunity to include our newest improvement with the transport algorithm. You may have noticed that previously, transporters would reserve specific amounts of resources before reaching their destination. The problem, however, was how this reserved quantity never adjusted to take into account fluctuations in availability.

From now on, transporters are able to dynamically adjust how many resources they carry before reaching their destination, all synced with workplaces. You will notice an immediate effect on productivity as transport becomes even more responsive.

Yep, I recall having red that on the "news" too. And I agree, although I'm not into hardcore micromanaging, having a way to prioritize or give some goals or limited routes (with maybe only "one way" of transport, could be great).

You're right with the merchants, both from other villages, but within our own village, sometimes they fill their stall with like 50 items, and the stock is gone in seconds because villagers all buying at the same time, then it takes ages to refill the granary, and so on.

But my recent concern were with warehouses, empties, while some lumberjack camp was not working because being full and never (or almost never) flushed to warehouses. Where the transport was apparently focused on an always empty lumberjack (because constantly flushed)... Maybe a simple trick they might do is to also take in account the stock of the worker places, and prefer flushing the higher stocks before the other places.

And I'm not sure about the pause: because I used to pause an "old" lumberjack so it flushes its stock before deleting it so workers are free for a new one. And last times I played, the "paused" lumberjacks stayed full (or with some resources) and I had to delete the lumberjack with its valuable stock EACH TIME. So I suspected that the transporter ignored the paused workplaces, which would be a PITA for me.
Last edited by giglesias; Aug 14, 2023 @ 8:26am
Snoozie Aug 14, 2023 @ 11:47am 
Transporters not working properly
Great game except when they "tweak it". Ex: Granary next to the berrie pickers, but the 4 transporters will NOT pick up their berries EVER. Even a second NEW granary will not have berries picked up. Same with cheese you kick it out to go to areas needed and they just move it around in the same granary. Will try to play again after the next update. This is NOT FUN!!!! I have played the game almost 1000 hours, so I know how they are supposed to work. Always have worked before. Has stopped since the 8th of August.
ohiorice Aug 15, 2023 @ 6:51am 
You may want to check buildings are not too close to one another. I had a very similar issue once with mining. Mines chockfull of stuff but none of it was being moved anywhere.

Sometimes too storage reaches its maximum in the granary/warehouse so nothing gets picked up, the source fills up and production sort of stops.

Ensure you have plenty of space between placed items, you aren't filled to max would be my suggestions. I've personally not experienced what you are describing in recent updates.

If you have any mods be sure to uninstall them too.

All the best - let us know if/when you have it working again!
attiladafun Aug 21, 2023 @ 7:13am 
Would it help or even be considered by the devs to have production/market buildings pickup direct from resource gathering buildings? Like, have the worker choose the closest source regardless of if its in a warehouse or not?
They can keep warehouses for selling only. Or am I wrong and workers do this already?
rodgerliley Aug 21, 2023 @ 12:30pm 
I gave up on this game over this issue. Devs either wont or cant figure it out. I consider it currently unplayable.
giglesias Aug 21, 2023 @ 3:11pm 
In a recent play, I can confirm that "paused workplaces" are not used by transport, so their stock remains... This was my main trouble as I like to "exhaust" stock before destroying an old workspace, I waited for AGES.

This was NOT the case before, and I really don't understand the "incentive" behind. A paused WORKspace should just not work. Blocking its stock is stupid.
Minotorious Aug 22, 2023 @ 6:56am 
Please share a few screenshots or the save file for us to look into what might be going on there.

Where do I find my save games?
You can find your save games here:

• Non-Cloud saves
%USERPROFILE%\Documents\Polymorph Games\Foundation\Save Game

• Steam Cloud local repository
\Program Files (x86)\Steam\userdata\ YourSteamID \690830\remote\Foundation\Save Game

...Where YourSteamID is your unique Steam ID number
Last edited by Minotorious; Aug 22, 2023 @ 6:56am
Snoozie Aug 22, 2023 @ 12:47pm 
Thank you for the response.
I place a granary close to my berry pickers. This has worked well the past 2 years. Now, with the granary well open to stock, the transporter takes the items "miles away" to a full granary. Passing several empties along the way, careful NEVER to PU the full pickers berries, but the guy next to him with 5 berries, not 50. I understand there are 4 granary settings of general, do not store, store it full and send it off. So, when by a gathering source, be it berries or stone, etc., the granary or warehouse has a setting for general and a setting for stock so I can send off and still stock when full. It seems I have to monitor the granary/warehouse far more than in the past. It had been more "self" intuitive.
The mining transports... and yes even the wood does not seem to have the same issue.
It appears to be only the berry pickers and the granaries.... now that I think about it. My wheat fields, flour and bread works fine. Odd isn't it.
pseudoswede Aug 23, 2023 @ 9:29am 
I believe my suggestion addressed here will help solve this issue... https://steamcommunity.com/app/690830/discussions/2/3453717519635231801/

If you agree, please leave a comment so it gets more visibility.
Last edited by pseudoswede; Aug 23, 2023 @ 9:29am
Delta-9 Aug 27, 2023 @ 10:07am 
I just had a breakdown in a new play. (havent played in a while) I was impressed with some of the new stuff that was added. Then I hit about 300 peeps and I get a note saying a commoner is leaving. (wasnt paying much attention as things where running smooth for a while) Looked and it was from a lack of food. I look at my resources and it says I have a lot. Checked my granary/s and they are sitting at zero. They stopped moving resources. tried adding more serfs, building more farms and fishing. Nothing worked. I didnt try rebuilding them. But, yeah, this isnt from building things too close together, or not understanding how it is suppose to work.
Delta-9 Aug 27, 2023 @ 10:38am 
Im having issues with about a 300 pop. Was working fairly smooth to this point. Im having resources sitting in production buildings (mainly food) while granaries are empty starving my markets and peeps. They just stopped collecting. Tried adding more transporters more production (farms etc) and nothing worked as I lost people left and right from lack of food.
Mr Ash  [developer] Aug 28, 2023 @ 4:12am 
Originally posted by Delta-9:
I just had a breakdown in a new play. (havent played in a while) I was impressed with some of the new stuff that was added. Then I hit about 300 peeps and I get a note saying a commoner is leaving. (wasnt paying much attention as things where running smooth for a while) Looked and it was from a lack of food. I look at my resources and it says I have a lot. Checked my granary/s and they are sitting at zero. They stopped moving resources. tried adding more serfs, building more farms and fishing. Nothing worked. I didnt try rebuilding them. But, yeah, this isnt from building things too close together, or not understanding how it is suppose to work.

Please could you send us your save file to support@polymorph.games quoting this thread? Or if it is too big for email via a link to a file-sharing site. Cheers
Last edited by Mr Ash; Aug 28, 2023 @ 4:12am
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Date Posted: Aug 12, 2023 @ 4:56am
Posts: 18