Statistics - Production, Consumption and other reports with Graphs
Add a way to overview colony statistics over time periods with balance, production and consumption graphs, demographics and such.
Possibly unlocked by a special mid-early game job or building (upgrade on District Center perhaps)
It should allow better planing and quick problem detection for bigger settlements, as well as player satisfaction with pretty climbing up charts.
Comments: 148
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16 Sep, '21
YhokoAnd a display how many hours the current food/water storage will last, considering the average consumption. "Your colony can survive 3.2 days of dryness".
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17 Sep, '21
AJPlease don't make it unlockable. I like to see what's going on from the start.
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17 Sep, '21
ChakratosPlease give me beaver stonks!
Thats the one feature im missing all the time, which beavers are idling the most? have i too many Hauling posts? Which production sucks atm and needs improvement?
Only thing for me is to watch the beavers if they are idling but thats hard because they go to eat / drink instead of idling at the job building etc. -
18 Sep, '21
Cena MergedWe want to know clearly about how many goods it can product in a day or in a circle, and also the consumption for the town0. to see clear how many recources are needed now
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18 Sep, '21
Gin Fuyou Admin"Show resource usage and production count in a day and in a circle" (suggested by Cena on 2021-09-18), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Sep, '21
FelipeBurn up and down rate information/graph from resources, same as your product and sprint backlog, but with the resources :)
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19 Sep, '21
Dennis LüttgeYes, it would make it way easier to plan your city. Currently the consumtion is just an estimation and I end up to store way to much ressources. Also it is hard to see if you have a deficite of production.
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19 Sep, '21
Dario MergedI've been playing the game for a couple of hours. It's very well done. I think that a resume table of goods would be a good idea to benefit the control over the population.
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19 Sep, '21
beaverbroSecond this suggestion, its nice to see how many wares are being produced. I recently barely prevented my beaver colony from dying out because I build something that affected by water supply and didn't notice it fast enough...
Being able to see a clickable list of beavers so I can find them would be nice to have, too -
20 Sep, '21
pmduda Admin"Incorporate a table of consumption and productivity for all the goods" (suggested by Dario on 2021-09-19), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Sep, '21
Perrybirb MergedRight now, there is no easy to see how many resources are being consumed per day/per beaver/what have you and how much goes in in a similiar fashion. I would greatly appreciate the UI to reflect this, and a place to see graphs/data on these.
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21 Sep, '21
Gin Fuyou Admin"Proper UI For Resources Coming In/Going Out" (suggested by Perrybirb on 2021-09-20), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Sep, '21
LukeAll builders games need graphs, more graphs, and graphs of graphs.
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21 Sep, '21
Dogsie MergedWater pumped per day, HP made for each district per day, Water drunk by beavers per day. With this you could calculate if you need more or less pumps for your district and more.
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21 Sep, '21
pmduda Admin"Statistics for resources gathered per day." (suggested by Dogsie on 2021-09-21), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Sep, '21
G.j. Mertens Mergedif there could be added a window that shows some more statistics of the last * amount of days, things like:
- how much of each material / food is consumed and farmed on average in the past 10 days*.
- how full the storage's have been in the past 10 days*.
- how much of each material has been moved from district to X to district Y and the other way around, in the past 10 days*.
- how many beavers have died and been born in the past 10 days*.
*10 days seems a good number to me, but any number as long its consistent would be nice. -
22 Sep, '21
Gin Fuyou Admin"graphs for the past" (suggested by G.j. Mertens on 2021-09-22), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Sep, '21
DojandoA Graph that shows what and how much resources, materials and food was consumed over the last days and showing a trend (if you make more than needed or less) would be very helpful!
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22 Sep, '21
James MergedIt would be extremely helpful to have a resource overview page that showed how much you were producing per day/week/cycle(measurement being changeable would just be cool) versus how much your beavers were using. How much wood am I actually producing per day? How much water do the pumps produce and how much should I build and how many irrigation towers can a afford to run? Do I need 300 blocks of carrots? Can I reduce farm space space because I am way overproducing food? How many of my logs are being converted to gears vs planks. All of these would make the management of your population and resources much more controllable. Thanks for coming to my TED talk.
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22 Sep, '21
ALEKSANDR GOLIKOV MergedIt will be better if we could plan out consumption of resources. Now i cant say is water OK or i need some more pumps
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23 Sep, '21
Gin Fuyou Admin"Resource Overview" (suggested by James on 2021-09-22), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Sep, '21
Gin Fuyou Admin"Resources consumption rate" (suggested by ALEKSANDR GOLIKOV on 2021-09-22), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Sep, '21
RegzandI would suggest implementing it as a "scribe hut" which would employ a scribe beaver that would run around and collect stats on your resources in a district. Then these data points would be displayed in his building panel as plots etc.
This has some advantages over simply providing the stats to the player in the UI:
- It's not available in the early-game (you would need to research it, get paper etc) - it would help the player with late-game macro-management but does not simplify the early-game
- It's not precise (in a positive way) - it's more realistic, you get stats collected as the scribe beaver runs around a district
- It's a fun solution that could replace boring, automated graphs
- It's a original solution (as compared to other city-builders) -
24 Sep, '21
StuartWhether unlocked or not, would be really useful to see on end game screen so that you can pinpoint what you need to work on for the next run :)
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24 Sep, '21
Jack del Villar-O'Brien MergedI would love to be able see some statistics on the Hud maybe or have an option for that in the settings Example: wood/water/food used per day and gained per day. This would help out by checking if your colony is collapsing or not Thanks
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24 Sep, '21
AndrewAlmost 30 hours in and really enjoying it.
Have found balancing the creation of resources difficult as working out how much your beavers are consuming is guesswork.
This leads to having way to many resources or suddenly dying out to a drought very easily.
I would like to see the information available over different timeframes and by resource.
This would let me see how much water, for example, that I have consumed in the last hour/day/week. -
24 Sep, '21
Gin Fuyou Admin"The Stats" (suggested by Jack del Villar-O'Brien on 2021-09-24), including upvotes (1) and comments (0), was merged into this suggestion.
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26 Sep, '21
AlAbility to set alert when resource runs low.
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26 Sep, '21
R MAlso a stat overlay system. Something with traffic, powered/unpowered, watered/unwatered (simply looking at the ground once building upwards becomes tedious), full of workers/ open slots, etc.
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27 Sep, '21
ThomasSee production and consumption stats, so we would know if the district is gaining or losing resources.
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28 Sep, '21
LordMinos MergedIt would be great to have a single place to view how much of a resource is being produced vs. current demand (and past demand, e.g. usage charts). Maybe also have a view for how long food and water will last at current population levels. I'm loving the game so far and cant wait to see what more y'all do with it!
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29 Sep, '21
Gin Fuyou Admin"UI to show supply/demand overview for district" (suggested by LordMinos on 2021-09-28), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Oct, '21
fuhuaI hope to have statistics on all age groups of the population.
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02 Oct, '21
Apprisco MergedThis would be immensely valuable to see which resources we need more of, and which we can cut down on.
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02 Oct, '21
Gin Fuyou Admin"Day to Day resource, beaver, food, power, etc report" (suggested by Apprisco on 2021-10-02), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Oct, '21
DactrinFirst thing I looked for; probably because Factorio was the last game I played in this genre!
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05 Oct, '21
David MergedDroughts are cool and I definitely love battling against recurrent events which have a big impact on the game. However first drought feels too punishing. I lost half of my beavers because the game does not tell me how much water they drink and how long the drought on average is. Thus how can I know how much water to store without trial and error? The one small barrel the tutorial asks you to build is definitely not enough.
Suggestion: Improve tooltip to be more specific about beaver water consumption, expected drought duration, and the tutorial should ask you to build two instead of one water barrel. -
05 Oct, '21
pmduda Admin"First drought too random" (suggested by David on 2021-10-05), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Oct, '21
TheExceed MergedI would love to a daily reports screen added that shows the amount of water or food or other resources are produced/consumed.
Could look like this:
Food Produced/Consumed (total of all food items)
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Carrots Produced/Consumed (total for all districts)
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District 1 Produced/Consumed (total for district 1 of carrots)
District 2 Produced/Consumed (total for district 2 of carrots)
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Breads Produced/Consumed (total for all districts)
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District 1 Produced/Consum -
10 Oct, '21
Greg MergedScreen showing stats regarding deaths: oldest death, youngest death, average age of death, and maybe a trendline if you make a graph
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11 Oct, '21
Gin Fuyou Admin"Daily Reports" (suggested by TheExceed on 2021-10-10), including upvotes (1) and comments (0), was merged into this suggestion.
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12 Oct, '21
Gin Fuyou Admin"Death Statistics" (suggested by Greg on 2021-10-10), including upvotes (1) and comments (0), was merged into this suggestion.
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17 Oct, '21
JasonPopulation Histogram to know when to pause/scale up beaver production when playing as Iron Teeth
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20 Oct, '21
Apollo Cyle Entice III MergedIt would be really nice if I could automate Dams and get trend data. With the Ironteeth I can't predict how many breeding pods I need
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20 Oct, '21
Gin Fuyou Admin"Automation and Trend Data" (suggested by Apollo Cyle Entice III on 2021-10-20), including upvotes (1) and comments (0), was merged into this suggestion.
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22 Oct, '21
DeejooIn the statistics on the left you can see how many beavers you need, e.g. for lumberjacks, and how many of them are occupied. I am still missing an additional information there, namely how many of them are paused. Only then can I really see whether all stations are occupied or where there is a shortage of manpower.
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04 Nov, '21
Garrett Womack MergedIt would be great to see a P&L for your different resources. How much of a resource was gained in a day, lost in a day, with a resulting net gain / loss for the day for each resource. It would be helpful
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04 Nov, '21
Gin Fuyou Admin"P&L and Income Per Day" (suggested by Garrett Womack on 2021-11-04), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Nov, '21
Seleneseraph MergedWe can now see total amount of housing and amount of beavers.... but we can't see the total consumption for food or water per day that the current population of beavers need.
I would like to see this in future updates. -
04 Nov, '21
Gin Fuyou Admin"Total amount of water/food consumption per day" (suggested by Seleneseraph on 2021-11-04), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Nov, '21
ThagustaApart from knowing the rates of consumption per district / overall, it could be a very nice addition to have graphs such as:
- Historical progress/graphs. That can be anything from population, total production / consumption / rates, unemployment rates, etc. Having historical overviews should help a lot for analyzing how to adjust the macromanagement of your beavers. How many lumberjacks you need for instance is dependent on too many factors: happiness, distance, consumption rates.
- Population demographics: Ever notice worker shortages after beaver-baby-booms? Would be fun to just be able to see. -
22 Nov, '21
....This was upvoted by Sharing it to all I don't think that's fair when others just blindly upvote it because they know that guy...
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22 Nov, '21
LeonI'd like to see the average lifespan of beavers and the speed of breeding especially for the iron teeth beavers to manage population a lot better.
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22 Nov, '21
Gin Fuyou Admin@.... sorry what? What sharing, what guy, and why do you say someone is voting blindly?
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22 Nov, '21
Svetlin Totev MergedWith the Folktails you can easily control your population by building the appropriate amount of housing.
With the Iron Teeth, however, the number of beavers you will get depends on the number of breeders you have but also on the life expectancy and a bunch of other parameters that constantly change. So it is really hard to reach a target population and keep it steady. Any changes you make to the number of active breeders will have an effect after a long period of time.
This would all be much easier if we could see a plot of the age distribution of the beavers. -
24 Nov, '21
Gin Fuyou Admin"Age distribution / demographics" (suggested by Svetlin Totev on 2021-11-22), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Nov, '21
Ian MergedI would absolutely love to see some kind of book of tallies and/or graphs that show production, population, and general resource stats on a city/worldwide basis and for each individual district over time so as to better monitor productivity :)
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24 Nov, '21
IanIt would be really cool if the data was linked to "collection devices", of sorts, like the water metre that already exists, storage sheds, some kind of bobbin to sit in a waterfall and measure flow speed/pressure, etc.
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24 Nov, '21
SirMichael Admin"Data is beautiful" (suggested by Ian on 2021-11-24), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Nov, '21
Huckeduster MergedWould like to see the food consumption and water consumption plus / minus.
And there is a lack of building space, maps that are too small.
(Google translation)
Thx. -
30 Nov, '21
Gin Fuyou Admin"Consumption display" (suggested by Huckeduster on 2021-11-29), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Dec, '21
DreadKiwi MergedHow much food is consumed a day and, a rough estimate of days of food left.
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04 Dec, '21
Gin Fuyou Admin"Food usage tracker" (suggested by DreadKiwi on 2021-12-03), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Dec, '21
IWizardI MergedIn the supplies tabs at the top of the game where all the resources are desplayed. Add Supply/Demand scheme to see how much each district and town/city uses of that specific resource to make it easier for players to manage what resources are needed.
This feature could easily be implemented with a tab on each of the resources and would improve quility and micro managing alot by a simple feature. -
12 Dec, '21
Gin Fuyou Admin"input/output, Supply/Demand information" (suggested by IWizardI on 2021-12-11), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Jan, '22
MathyellI would like to see an information added to a central spot about vacant Jobs - at least I didnt find that information apart from looking through each and every production building.
Similarly I didn't find the information about free housing space - especially when I turned some of the houses off to limit my population.
I hope these 2 points fit into this thread :) -
03 Jan, '22
Gemma MergedInformation about how much food/water x day you need in order to continue providing your colony
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03 Jan, '22
Gin Fuyou Admin"Daily consumption Information" (suggested by Gemma on 2022-01-03), including upvotes (1) and comments (0), was merged into this suggestion.
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12 Jan, '22
DecyferOps MergedAt a given time (may be user defined) during the night (depends on schedule of course), assuming that all of the beavers are fed - record at that time the amount of food in store, and do the same thing the following day and calculate if there is a surplus or deficit. This may help micromanagement on food resources (and maybe other uses) to evaluate if the current (probably increasing) population requires more crops, or cooks to sustain itself.
This can be really simple or complex, depending on how the adaptation can be made or what people would love to have as information. I am content with simple metrics per day on the quantity of stuff so I can see if the trend is going down or up.
I am fairly new to the game (~60hrs) and if that is not something that is widely appreciated, for the unlucky few, I am happy to write a mod, but not sure if that is a thing yet. If it is only for me - I won't get too pumped up to go for it :D... -
12 Jan, '22
Gin Fuyou Admin"Daily Analytics/Metrics on stock - e.g. food consumed yesterday vs now?" (suggested by DecyferOps on 2022-01-12), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Jan, '22
Fusa MergedThe ability to see how much water/food you're using vs how much is being produced?
Maybe tracked over in game hours and shown as a simple: [Resource] (Amount) with {±Hourly Usage} -
13 Jan, '22
Gin Fuyou Admin"Resource Net Gain/Loss" (suggested by Fusa on 2022-01-13), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Jan, '22
Kathrin B. Mergedit would be great to have a statistical overview about prodution. the math about input and output is done in the background anyway to calculate the storage. there could also be a colourful indicator on storage values, green for rising stocks, yellow for stable and red for diminishing stocks.
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17 Jan, '22
Gin Fuyou Admin"input/output optimization" (suggested by Kathrin B. on 2022-01-16), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Jan, '22
Ken LThere really needs to be a way to see a chart of basic statistics over time similar to other city builder games. Graphs of resource production/consumption, birth/death rate, and some real time aggregate stats of how many beavers are hungry/thirsty or other attributes. These should be able to be filtered by district. Right now there is no way to see if you are about to run out of a specific resource or if you've suddenly experienced a spike in deaths because running out of water/food.
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22 Jan, '22
DardomorSince they're beavers, smart and strong, but still.. they don't seem to have computers or some way to communicate fast over long distance, I'd suggest:
Have a statistics building per district, which enables the employees in that district to keep statistics for all that happens in the district.
Optional addition: make it have 1 or more employees and use books, when operational.
For the player, a per-district view + a consolidated view can be available, in which you can only see current performance, when 'stats' is operational (and only a certain period of recorded history, if 'stats' was working the entire time).
It's easy to overcomplicate things, like with having stock-like charts, but with above suggestion I intend to keep it somewhat realistic and at the same time still provide a way to make useful statistics information available to players.
Closing thought: information is valuable, so it shouldn't be free, but it could be made accessible in some way or form :)
Thanks for reading! -
25 Jan, '22
Gin Fuyou Admin"Statistic" (suggested by efler on 2022-01-02), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Feb, '22
BEAVERTRON_PRIMEPeople are pushing towards making this into beaver factorio with more tools and complexity for minmaxers.
Puzzling out producion flows is a key element of this game. The fact that it would be convenient doens't mean it improves how people play the game. Does this feature really fit in with this game? -
03 Feb, '22
Gin Fuyou AdminBEAVERTRON_PRIME there no doubt about it.
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05 Feb, '22
andy MergedIt would be nice if there was a tab to see your resources per cycle rate for city planning. So that I could see when I expand I need more lumber to account for all my buildings that are producing products or that I need more water pumps to fill my water tanks, or more storage so that I can move crops from my collection points. That way if I know my drought is going to be about 8 days I can see if my district had enough resources to survive
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06 Feb, '22
tibbakoiThis would be really useful to have over time (maybe in cycles?) - im thinking after a colony collapse to see what caused it, especially when things are linked. I want to know how fast my food stocks plummeted when I accidentally emptied the river!
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08 Feb, '22
Gin Fuyou Admin"Resources per cycle" (suggested by andy on 2022-02-05), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Feb, '22
Qyuk MergedI would really like this game to have statistics and graphs showing population, progress and etc, which could tell me how the cuty grew, and how it ended
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10 Feb, '22
Gin Fuyou Admin"Need statistics and graphs" (suggested by Qyuk on 2022-02-10), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Feb, '22
Mark TaylorSo much THIS! And a way of clicking on the buildings names in the left field that would cycle-through them in the district, as well as a way of clicking on any resource in the Global View and see which districts have what, and how much of it. On larger builds, this all gets very tedious.
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03 Mar, '22
Kevin Bergstadt MergedAs for the QoL, maybe give us a toggleable graph of food drain, water drain, and resource usage/gain per day. when you pause a machine, the number decreases by the amount that the building would normally consume. then you play it, the number increases by that amount, along with the number of new resources you will be getting. This could be either per hour or day, but something like this:
(Logs +40/d)
(Water +65/d)
(Food -15/d)
Stuff like that shows that you're gaining wood and may need more storage or turn some machines on. your water supply is good, but your food is at a decline and you need to add more crops somewhere or decrease the population.
New Landscaping
As for this part, I think it would be a good idea to add a ground block that players can make. It could be a machine that would take in logs, use horsepower to grind them up into chips (would be a super cool animation of you could try to pull that off like a woodchipper), then in time, they could produce "solid gro -
05 Mar, '22
Gin Fuyou Admin"QoL, possible addition to either folktail or both factions landscaping arsenals." (suggested by Kevin Bergstadt on 2022-03-03), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Mar, '22
JordI was actually surprised this game doesnt have graphs, it's the first thing I wanted to find after the tutorial cause there's so much resource management with food water etc
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06 Mar, '22
Zam! Admin@Jord - it does not have a lot of things yet, because it's still in development. That's why we suggest features here and vote for them to get added :)
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13 Mar, '22
Gary BoggsPlease include a list of beavers names and ages, with the ability to locate and change name, along with ages/causes of death of deceased beavers! I’m always looking for the oldest, but once I hit 100+ that’s impossible lol. I get there’s probably some name cycling going on, so you could omit names of deceased. But could track average age, oldest, youngest. Etc.
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15 Apr, '22
theolo77Beautiful game! But Graphs are foundamentals to manage. First water consumption, food and other thing (number of peoples).
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19 Apr, '22
Alex MergedWould be nice to be able to see how much each resource is going up/down at any point in time. E.g. I have 100 water and accounting for consumption and also what I'm pumping, whether its going up by +1 per minute, or something similar.
I recently had an issue where almost all my beavers died (oops) and struggled to understand how to balance the remaining ones between the different gathering nodes. Also, seeing my food getting low might have given me the information to prevent deaths in the first place.
Could be implemented as a mouseover when when hovering over a resource. Also could include how many days without the resource you would currently survive until you ran out. -
19 Apr, '22
Gin Fuyou Admin"Resources - show growing/shrinking stockpiles" (suggested by Alex on 2022-04-19), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Apr, '22
贾处长 MergedIt is not enough for players to intuitively plan production only according to the inventory of resources. We need to know how long it takes beavers to run out of water and food to adjust production. So please show the consumption rate next to the inventory of water and food.
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25 Apr, '22
Gin Fuyou Admin"Displays the rate of production and consumption of food and water" (suggested by 贾处长 on 2022-04-24), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Apr, '22
Rob MergedNot sure if I've missed an easy way to track birth/death ratios and population. Would be handy to know how many birthing pools I need to have activated as I keep having to manually adjusting them by pausing/unpausing. Can't seem to find the right balance, not sure if this is supposed to be part of the challenge of the game but it would at least be good to have an easier way to affect total birth rates and track ages and population growth etc. Thanks, great game.
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29 Apr, '22
Gin Fuyou Admin"Birth/death ratio and population growth/ ages tracking" (suggested by Rob on 2022-04-27), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Jun, '22
Rogue Tale Teller MergedThe resource graph would be the graph or resource produced and used. The resource selector would be a way to select an area of the map and see how much resource is left.
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16 Jun, '22
Gin Fuyou Admin"Ressouce graph and Ressource calculator" (suggested by Rogue Tale Teller on 2022-06-16), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jun, '22
Leo Wu MergedAt present, we cannot know the collection speed and consumption speed of each resource in the game. For example, although we can see that water produces 3 drops per hour, we do not know what the daily or current consumption rate is. I would like to see an overview: the current water resource produces 20 drops per hour and consumes 18 points per hour. and so on
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28 Jun, '22
Gin Fuyou Admin"Supply and Demand Chart" (suggested by Leo Wu on 2022-06-27), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Jul, '22
Mat MergedWould be good to see a simple "trend" icon next to "total water" and "total food" - for example a upwards green arrow for upwards trend of amount in supply and red downwards arrow for down wards trend etc..... would give a quick overview so that when you are preoccupied you can be aware of overall trends so you don't accidently kill off the whole population.
Also in the "bakery" all recipes should include water, just a bit more realistic and being an advanced building should be a bit harder then just getting a 1 flour and 0.1 wood = bread (maybe add 1 water to each recipe in the bakery) -
05 Jul, '22
Gin Fuyou Admin"Trends icons, Minor bakery adjustment" (suggested by Mat on 2022-07-04), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jul, '22
PKRS MergedIn the game I have found setting up districts to be 100% necessary, as is distribution between districts. I think this is a very fun and interesting mechanic, but it definitely has room for improvement. I would love to see a feature showing off supply and demand in each district, as I have not seen anything doing so in my playthroughs (please feel free to let me know if I've simply missed it).
This would enable districts to be more specialized and allow players to tell if a district has a good than can be safely exported without sacrificing their own needs. If I have a district with excess food due to farmable flat land, it would be helpful to see how much that district is consuming so that I can only export the correct amount to other districts and still feed that district.
Likewise, if I have some place producing a large amount of water it would be helpful to know how much I can export to the farmland. Supply and Demand info would make managing multiple districts much easier overal -
29 Jul, '22
Gin Fuyou Admin"Supply and Demand Information UI, QOL Change?" (suggested by PKRS on 2022-07-27), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Aug, '22
Zacheroy MergedIt would be nice to easily know how much food/water each beaver will consume over the course of a day. It would be nice to see how many food/day and water/day that the colony is using during the wet season, this would help to better plan a strategy for when the dry season is coming.
On my first playthrough, the first drought was easy, but the second drought wiped out my colony. I lost track of how many beavers were born, and without an average use per day (or per beaver). it is hard to plan ahead for the crops to be harvested before they die.
Love the game so far. Shout out to youtuber Real Civil Engineer for introducing me to this amazing game!
https://www.youtube.com/watch?v=qAOtrFtHk5k&list=PLZEqj6nFnErAZaMkBGlgT6k6OWi2o_NjT -
09 Aug, '22
chuseok_kkachi MergedProvides graphs for population, each ingredient, food, wood, water, etc.
It will be of great help to identify and prepare for overall resource supply/consumption levels at a glance.
If you can check the status of resources to expand or increase the population when you run the village for a long time and the supply and demand of resources are smooth, it will be very helpful to establish a long-term plan. -
10 Aug, '22
Gin Fuyou Admin"Average beaver/colony resource usage" (suggested by Zacheroy on 2022-08-09), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Aug, '22
Gin Fuyou Admin"Information Graph" (suggested by chuseok_kkachi on 2022-08-09), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Aug, '22
Masa MergedIt would be nice to have an input / output (or net balance) displayed for science instead of having to go count how many control towers I have compared to my science generation.
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29 Aug, '22
Gin Fuyou Admin"Input/Output balance display for Science" (suggested by Masa on 2022-08-27), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Sep, '22
Pierre-Louis MARQUES MergedFirst of all, congratulations for this great game!
It would be nice to have a way of monitoring the amount of items produced and used at once.
An example: i have 4 planks factory that produce each 4 planks/day each, but i have 2 treated planks factory that use 3 planks/day each. So in total i have +4x4 incoming planks -2x3 used ones =+16-6= +10 planks/day.
It might be tricky to do for trees and crops though... maybe calculating the average trees/crops that will be mature (using the growth rate) per day over the next 10 days?
Another easier solution would be to count what has been produced and used over the last days and average it. It would be less elegant and useful as it wouldn't predict what will happen in the future, but only say with a slight delay what has been done in the past.
A useful addition would be to count also the total items that will be used in planned constructions. -
19 Sep, '22
Gin Fuyou Admin"Real-time items/ressources monitoring" (suggested by Pierre-Louis MARQUES on 2022-09-18), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Sep, '22
Jcheung Admin"Quality of Life update Idea" (suggested by Heath on 2022-09-25), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Sep, '22
Noobfeeder MergedDevelop a HUD that display how much is consumed/produced by day and other datas. I belive that would make sense to add these information on the stockpiled goods's HUD that alread exist.
The math for that probably is a ratio avaibleGoods per beaverConsuptionDay times beavers in district. -
26 Sep, '22
Gin Fuyou Admin"Add HUD for district consumption data" (suggested by Noobfeeder on 2022-09-25), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Oct, '22
tillinini MergedTo know if you have enough is very difficult. Especially if your district is growing. Therefore it would be nice to know the tendency of the warter consumtion of food, water and other important consum goods. For me personally it would be amazing, if the visualization would be displayed according to the districts.
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22 Oct, '22
Jcheung Admin"Show the tendency of your food and water production" (suggested by tillinini on 2022-10-16), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Oct, '22
Just a beaver MergedShow us a stat such as (+20/h) for food/water/storage items. Optionally display a warning sign next to the number of food/water when demand exceeds supply and our beaver population is at risk of starvation/dehydration. These stats could show when hovering over the number of food/water/storage.
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07 Nov, '22
Gin Fuyou Admin"Up/down stats showing total production of water/food/etc" (suggested by Just a beaver on 2022-10-24), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Nov, '22
brandon hyland Mergeda menu that tracks the production rates and times of resources so that the players can more efficiently manage their production
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23 Nov, '22
Jcheung Admin"production tracker" (suggested by brandon hyland on 2022-11-23), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Dec, '22
kevyn MergedIt would be incredibly helpful to see how much of a resource is being consumed and for what.
For instance I Currently I have a central district which produces refined goods with several outside districts all exporting timber to my central district for refinement. However the rate at which my central district consume logs is exceeding what is being imported. As of right now I cannot see which buildings are consuming logs and which are not without having to manually check. It would be helpful to see that x amount of something is coming into a place and x amount is being consumed by these buildings leaving x deficit or x surplus.
Meanwhile I have the exporting districts piling up with excess resources because only so many can be delivered at a time, but others have addressed that issue. -
05 Dec, '22
Gin Fuyou Admin"Resource use tracking and finer control" (suggested by kevyn on 2022-12-03), including upvotes (1) and comments (0), was merged into this suggestion.
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17 Dec, '22
Undava MergedI would love to see rates of production of items. Like in a graph. I think it would be very helpful in planning for the future.
Seeing the fluctuation of production over time would be helpful. -
17 Dec, '22
NGrey MergedI play on huge map with 10+settlements and now I have no clue how many resources is exported or imported from and to where... Can you make resource transfer tab in overviews please???
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19 Dec, '22
Beaver Bob MergedOne thing I ran into that was infuriating was tracking where all my water was going, and being able to prioritize it individually (ie, drinking THEN certain foods THEN high production foods THEN production). I would love to see a feature where you could see how much intake you were getting of each resource, where it was coming from, and where it was going - and there tweak that to reorder it as needs shift.
I also kept losing myself exploring the maps, so a minimap in the corner would be incredibly helpful. -
20 Dec, '22
Gin Fuyou Admin"Rates of everything in graphs/lists" (suggested by Undava on 2022-12-17), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Dec, '22
Gin Fuyou Admin"Export Import info per resource" (suggested by NGrey on 2022-12-17), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Dec, '22
Jcheung Admin"Economy Management & Minimap" (suggested by Beaver Bob on 2022-12-19), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Dec, '22
ologerkHow about create a new job: book-keeper.
Showing stats of production/consumtion for each district and trade between districts. -
26 Dec, '22
Ant_013Graphs and simple predictions like those in Frostpunk will be great help.
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30 Dec, '22
NGrey MergedUI suggestion.
just add small +(amount) or -(amount) next to science points so we know if we can plan building science buildings when we need to maintain control towers.
Similar thing would be good for power (first you need to show power amount in top bar). -
31 Dec, '22
GeoffreyWlotzkaIt would be nice if you could make the graphs like factorio's. the graphs in factorio work great and if we had a system like 1/10th as good as that in this game it would make the game just that but more fun.
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31 Dec, '22
Nello Mergedto be able to have an overview of the productivity in the menu of the places of work
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02 Jan
Gin Fuyou Admin"Is science increasing or decreasing ?" (suggested by NGrey on 2022-12-30), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Jan
Gin Fuyou Admin"productivity overview" (suggested by Nello on 2022-12-31), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Jan
ihsoftOn the hard settings knowing water consumption is the key to survive. Even a simple hourly consumption indicator would be a big help. Or a total consumption counter for the day per source (beavers, fuel, etc) at the top of the screen (where the resources are shown). Ideally, it should be a graph that shows values over time (at least 24 hours).
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15 Jan
Gonçalo MergedHi!
As I make changes to the colony, it would be quite nice to have a plot of how the amount of individual resources has changed in the past (up to a configurable window, I'd say), so that I can better evaluate how each change impacts resources.
Cheers! -
19 Jan
Jcheung Admin"Visualisation of resource amount trends." (suggested by Gonçalo on 2023-01-15), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Jan
Blakmoon MergedIt will be usefull to have a tab in the information panel for the science. It may gather informations about the buildings generating science points and for the Irontooth the consumption by control towers, which can help to know if it consume too much.
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24 Jan
Bledo MergedMake more comparative graphs between districts, in order to better understand the exchanges, the comings and goings of resources
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26 Jan
Gin Fuyou Admin"Tab for science points" (suggested by Blakmoon on 2023-01-21), including upvotes (1) and comments (0), was merged into this suggestion.
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26 Jan
Jcheung Admin"Make gra" (suggested by Bledo on 2023-01-24), including upvotes (1) and comments (0), was merged into this suggestion.
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07 Feb
Xavier Antilli need this
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20 Feb
DragonBardWould also really like to see reports on where my beavers are getting injured -- through trial and error I've found the most likely culprits, and replace the beavers with timberbots, but would like to know for sure.
Could also include silly little details for flavour, like "Joe was injured at the Lumber Mill. He caught his paw in the door on the way out to lunch" so long as the "injured at location" was part of it. -
22 Feb
Manuel MergedYou should add an indicator if you are cosuming more food that you are proding (averadge ofcourse) and the same to the water.
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23 Feb
Jcheung Admin"Something that indicate water and food input" (suggested by Manuel on 2023-02-22), including upvotes (1) and comments (0), was merged into this suggestion.