Space Haven

Space Haven

Relocating building without re-storing internal inventory??
When I relocate the kitchen, the game disassembles it, leaving the inventory on the floor. then my crew wastes time hauling those items back to a storage unit. then someone reassembles the unit, and the crew has to haul it all back.

All this to move the kitchen 2 tiles.

How can I fix this, or stop it from happening?
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Not an option sadly.

Resources and facilities are likely different objects.

What happens when you "disassemble" a facility that also acts as a container means that the facilitiy which was an object with container properties, now lost the container properties.
Which it regains only once it is assembled again.

So think about it like this way. IRL you can carry an electric oven from one side of kitchen area to another one, while having all the frying pans, pizza and what not it can hold.
But if you need to disassemble the oven in order to move it, you need to take out all the stuff inside. (Because it will not act as a container anymore.)

The only option would be, if they could move facilities without the need of disassembling.
Which i am unsure how easy or hard to implement would be, as i did not dive into their code.
(And it might depend on how they separate the different objects in classes.)
If you have the space it helps if you have a dedicated storage for the various food near to the kitchen and in extension the growbeds in a room nearby too. That lowers the logistics distances significantly.
Originally posted by Flin Fredstone:
If you have the space it helps if you have a dedicated storage for the various food near to the kitchen and in extension the growbeds in a room nearby too. That lowers the logistics distances significantly.
ok i guess that works. it just takes up space & i think it affects the comfort/decor? but it'll have to do unless they change how the move system works
It doesn't lower the comfort bonus. Storages are pretty neutral.
the easiest way? edit the save and change the X and/or Y ship layout values directly... tedious, though. certainly takes longer if you're not up on save editing already! but that's the only instance you'll get of <poof!> insta-restock cause it teleported, the whole thing, contents and all, to it's new location upon re-loading.

storages are neutral and are hard requirements in nearly all rooms for efficiency, and not only being present, but being managed, with some things turned off, others, with a minimum, and others with always bring here.

ALWAYS repeat always keep storage bins near what they serve, that's for everything; engines need a bring-here of fuel/energium, missile turrets and missiles, turrets and e-cells, bot bays and repair/rebuild components, recyclers and scrap, etc.

just because you're moving it doesn't mean that. you disassembled it, and rebuilt it. so things will need to be stored, and then re-stocked. but even in daily use, restocking is occurring, and each time a logistics order gets sent to the task assignor for a veggies to be hauled to that kitchen; where is it coming from? if the bulk of your already-grown vegetables were 1 to 3 tiles from your kitchen, then someone idling in the leisure area watching someone play video games would get that task, grab it, carry it over, and go back to watching video game playing, in the time it would have taken the other guy to even reach the storage bin the veggies were at. not efficient, that.

it's like having a grow room without chairs for the tired botanists to sit down in, without nearby composters or airlocks to compost or jettison, without storage to take biomass and store water fertilizer and grown food just a couple tiles from the beds, etc.

usually when you have unmet task requirements stacking up? it's an efficiency thing not a lack of crew thing. (well, past ~6 crew/shift, anyway)

just letting things be stored wherever there's free space?! that's newb behavior. :-) after a few hundred hours, you learn that *everything* in the game needs to be optimized for efficiency and that includes door positioning, distances from this-to-that, airlocks, gas scrubbers to machines that might generate something needing sucked out of the air, etc.

there's micromanagement, and there's micromanagement. I highly recommend the latter! get your OCD on! :-)
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