Add a "max" amount per resource for warehouses (storage limit)
All my default multi ressource warehouses get flooded with berries preventing more useful resources from being stored.
I don't want to micro manage every gatherer flag and just want the amount of stored berries to be limited in a way that lets other stuff be stored.
EDIT: We didn't add a storage limit per se, but with the new storage system storing only one good per storage we believe this suggestion can be marked as done.
Comments: 67
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15 Sep, '21
Benjamin Crehore MergedWhen the amount 'desired' in a storehouse is met, then no more of that item should be delivered to that storehouse. Without that ability, there is no way to manage inventories, other than to stop taking delivery of an item. But once you stop taking an item in a storehouse, the beavers will empty that item and place in another location.
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16 Sep, '21
Fidget MergedThe large storages would be wonderfully more useful if it was possible to specify a maximum allowed in them. I just use more storages and restrict their contents, because one item can just overflow the storage rendering it useless for storing any other item type. The design is already implemented in Drop-off Points, it would be nice to see that same limit added to regular storages. The request amount has yet to be of much/any help to me.
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16 Sep, '21
Matthew Jarest MergedI changed my quantities on certain warehouses to store food versus materials so that they could be organized but the beavers ignored the zero desired quantity change and added more food to the warehouses that i wanted for materials like planks. They should not ignore the zero desired quantity changes if they warehouse quantities are changed. Food on the ground should spoil and disappear after a certain amount of time, and/or the beavers could get sick eating spoiled food and you could add a whole medicine tree in the game that would be needed in any survival game.
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16 Sep, '21
Goatcode MergedA similar set of limitations to the district transport system, but applied to the storage warehouses of the entire district.
Possible location for feature: in storages add a button “District storage limits”. When you click it, it pops up a screen similar to the district transport limits.
example: when I set planks limited to 100, our little beaver friends stop transporting planks to warehouses. Effectively limiting production.
Situation this would be handy for: after a while I had almost 2000 planks but ai was running low on logs. The plank building was quite strong, but once I needed some log heavy building, all logs were already consumed. -
16 Sep, '21
pmduda Admin"District resource storage limitations" (suggested by Goatcode on 2021-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Sep, '21
pmduda Admin"[REQUEST] [QOL] Add limit option to storages" (suggested by Fidget on 2021-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
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17 Sep, '21
pmduda Admin"Storehouses/Inventory control" (suggested by Benjamin Crehore on 2021-09-15), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Sep, '21
xoxAcemaNxox MergedI would like to be able to limit the amount of an item in the storage so that I can prevent a warehouse from filling up with the closest source and neglecting all other sources
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19 Sep, '21
Oligarchy MergedIt would be great if warehouses won't accept resources and goods above the desired amount set. Unless I'm missing something, I have to go pause each building to prevent it from using base resources (like logs) since it will keep making them until all the warehouses are full.
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20 Sep, '21
Ryvre MergedThe checkbox on the left is for allowed, click on it to turn it to an X and then no item of that type will be allowed. You can click Allowed: none at the bottom to turn off all and then enable only the ones you want.
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20 Sep, '21
pmduda Admin"Beavers Should Not Ignore the Stock/Desired Quantity Changes on Warehouses" (suggested by Matthew Jarest on 2021-09-16), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Sep, '21
pmduda Admin"Manually cap storage" (suggested by Oligarchy on 2021-09-19), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Sep, '21
pmduda Admin"Change storage "desired" option to a "limit" or add a limit Option for each item" (suggested by xoxAcemaNxox on 2021-09-19), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Sep, '21
Sebastian PetersYes please. At the moment, the storages will be clogged at some point if you do not carefully micromanage everything. Desired 200 should mean a cut off at 200, otherwise I end up with 4000 berries.
the only viable solution at the moment is dedicated storages for everything and that is annoying. -
21 Sep, '21
XeroJoyWe're talking about a generalized storage thing right? Because I stack my storages and having to click on each one to set their storage limits individually sounds pretty painful
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21 Sep, '21
PekeyThe default setting should be 0 on all.. or maybe something else.
All i know is that im tired of setting up the build for storage, then in my absence it got done and filled with berries. when its purpose was for something like plank and gears.
trying to elemenate travel distance for all the worked. -
23 Sep, '21
RasmusThe default should in my mind be ∞ and when you increase it it would go from 0 to max and it could keep up with the total number set so others can't go over the previously set limit
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23 Sep, '21
Aidan BSpecifically, having a "per Distrcit" cap for resources would be incredibly helpful. Being able to say "produce paper until storage is at x, and then pause", would solve so many problems that I run into late game. Suddenly all nearby storage is full of planks, and no one is harvesting. I know a solution is to get specific with storage filters, but I feel like being able to control production would be a far more elegant solution.
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23 Sep, '21
pmduda Admin"Storage limit" (suggested by Adam on 2021-09-23), including upvotes (1) and comments (0), was merged into this suggestion.
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29 Sep, '21
HerschdorferI would also like to see a limit where i can set x amount of resource y should be in stock, stop production when limit is reached.
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05 Oct, '21
Jared MergedA flag next to the desired amount to be a max or a minimum so storage isn't filled beyond the desired amount unless flagged.
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05 Oct, '21
Gin Fuyou Admin"Storage Desired flag for maximum instead of minimum" (suggested by Jared on 2021-10-05), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Oct, '21
FRCTNLSSI would prefer a district global maximum similar to the distribution options between districts
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25 Oct, '21
DanielThis has to be the highest priority change. It's a simple fix, whether a new flag is added or the "desired" flag is also used as a "max".
Right now the only way to handle storage without constant micro-management is to have one building per resource. This leads to giant walls of storage even in tiny satellite settlements where one large storage should be more than enough.
You can get away with doubling up on things like wheat and flour, but even that isn't ideal as your flour production can be blocked by wheat, then during a drought you may not have the water-power to produce more flour and your beavers starve while sitting on a mountain of wheat. So really, 1 storage per item is the only viable way right now. And a simple toggle on the hauling logic will fix it all.
Please fix! -
04 Nov, '21
TiaI just have a warehouse per resourse. Easy :D
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29 Nov, '21
CenobiaDefinitely makes storage far more of a chore than it has to be and it doesn't make any sense when the system is already there via district management.
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17 Dec, '21
VicPlease fix this. It would be awesome if the desired amount would be max amount. Right now you have to build multiple warehouses, with individual items, if you want to have everything to actually in stock.
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19 Dec, '21
jimmySimply having two entries per resource: Min (always try to have at least this amount) and max (never exceed this amount for any reason) would handily solve this 'issue' and make everyone happy I reckon. As it stands now you need dedicated warehouses for every resource or get swamped with whichever resource you're producing most (as mentioned by most people, this is almost always berries).
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22 Dec, '21
ChaseI think the desired mechanic is a good one. Having a max(no items are allowed to be added to the warehouse if this is reached) and desired (if excess items are available it will be brought to this warehouse until the desired is reached).
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26 Dec, '21
RobertI agree to a max cap with the warehouse inventory, as well as no scrolling for warehouse inventory. All the resources should be visible without scrolling through the pop up.
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28 Dec, '21
RobertI don't know if you need more people telling you this, it really should have been obvious, but I'll repeat it anyway.
The game quickly becomes unfun when your biggest challenge is having too much stuff. -
30 Dec, '21
wilyswordCurrently the "Desired" number for warehouses seems basically pointless. I agree with some other suggestions that max/min would be a better way of managing things: max=0 would correspond to the current method of not accepting a resource, and min=40 would do more what you would expect "Desired" to do currently, where they try to get that many if they can. The defaults for each resource would be min=0, max=infinity.
To make that even better, you'd have district-wide controls where you can say set a district maximum for production: if you set max berries = 500 and you have five warehouses, it automatically sets the max for each one to 100 (or, since warehouses have different capacities, maybe a weighted average). THAT maximum could be overridden on a per-warehouse basis, like if you wanted to put 250 berries in the warehouse closest to your main housing district. And once all warehouses reach max, production stops. -
02 Jan, '22
McSkirmishpantsPlease some way to limit the number of berries the Beavers are allowed to store!
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11 Jan, '22
DJI have been having a blast playing Timberborn, but storehouses have been the most painful aspect of the game thus far.
I remember being so excited when I originally unlocked the Folktail mega storage bunker so I could clean up a lot of the warehouses I was utilizing, but this became a horrible headache quickly. Trying to utilize the underground storage complex for all of my goods was, unfortunately, the demise of my Beaver utopia. Unknowingly, my industrious Beaver citizens quickly filled the storehouse with unruly amounts of Paper, leaving little/no room for Carrots, Potatoes, or Berries. I watched helplessly as they perished to hunger, confused because I had well-watered crops and a plethora of farmhouses. I was riddled with guilt from this self-caused famine.
Please help protect future generations of Beaver-kind from negligent oppressors, such as myself, by enabling maximum limits on storehouses for specific goods. Their lives depend on it. Literally. -
22 Jan, '22
DardomorIt would be great if not only a cap could be set, but also an option to just empty only one specific good/material, like in Pharaoh. So the settings would consist of the following options per resource:
Set a hard cap per (district wide & storage specific)
Set a desired amount (district wide & storage specific)
Empty option (storage specific, as for district there's already a way to export all)
To complicate things 😇, for the storages (except for log storage), we could have one or two employees, who can empty or fetch resources, based on if a resource is set to empty, or the set desired amount, respectively (like Pharaoh).
Thanks for considering, please reach out in case of questions. -
10 Feb, '22
Ablex MergedIt would be great for early-game and compact settlements to be able to store a little bit of multiple kinds of resources in one Warehouse, without worrying about one of the allowed ones filling up and preventing the others from being added, causing a jam in production.
If we could simply have a checkbox saying "prevent storing above Desired Amount," we could store, say, 50 each of wheat, flour, and bread, instead of needing a separate Warehouse for each. -
10 Feb, '22
Gin Fuyou Admin""Prevent storing above Desired Amount" checkbox for mixed storages" (suggested by Ablex on 2022-02-10), including upvotes (1) and comments (0), was merged into this suggestion.
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26 Feb, '22
GeneUnless it was the developer's intention to have players dedicate an entire building for each storable item, this is a defect. I greatly hope the developers will consider this among the highest priorities.
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28 Feb, '22
GeneI'm going to stop playing the game for now due to this, which sucks. It's a beautiful, lovely game. I love it so much, which is probably why I feel so strongly about it. The workaround of adding storage for every individual item is worse than it sounds at first. Want haulers to bring things near the distribution center? That means a building for each item it ships, and just HOPE that haulers don't spend all their time filling one with 200 of the requested 50 carrots in storage A while ignoring the planks in storage B, the Chestnuts in C, etc. Strategic use of storage should reward the player with satisfying production increases. In this game, storage can at best only be worked around, with constant vigilance and over-engineering.
It's frustrating that such a simple mechanic is still "under consideration" as if it wasn't one of the most fundamental design issues in the game. It's shocking, considering how good this game is in every other respect. -
27 Mar, '22
EphoraI hope this comes soon!
However, I see a lot of people saying the "desired" amount should be a max amount; it shouldn't.
The desired box is for balancing, removing it would mean that either:
-beavers only put stuff in the nearest warehouse that has room, meaning goods won't be delivered to other ones until it is full.
-your warehouses will be balanced by default with no control other it.
None of these are good. -
04 Apr, '22
rice MergedI think, you guys need to add an option to select how many quantity to store in every area for each type of item, otherwise it's too difficult to manage in global vision, every warehouse is full with one items.
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05 Apr, '22
Gin Fuyou Admin"about warehouse" (suggested by rice on 2022-04-04), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Apr, '22
TrickyI feel like this is probably the most important QoL feature that needs to be addressed right now. I don't want 80% of my warehouse to be filled with carrots. I do want carrots in there, but not that many. At the moment there is no way to prevent this. I need to micromanage my production and warehouses all the time so the food stocks are somewhat balanced.
I would like to highly advocate for be the possibility to set warehouse limits (i.e. Do not put more than X units of item Y in this warehouse) and/or district limits (i.e. If the limit is reached, workers stop harvesting/crafting the item in question), ideally both. -
24 Apr, '22
Squeak MergedUnsure if this is a bug or if Desired means it will fill it to the closest of what you set, but there is no desired way to put a cap on what you store in each storage room. I set the desired amount of mats wanting to store, for example, wheat desired set to 1K. however it seems they decide to ram the storage room until it's full. can be a bit annoying as you can't share mats in one storage room so just ended up just building seperate buildings for each mats.
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25 Apr, '22
Gin Fuyou Admin"Storage (desired amount cap)" (suggested by Squeak on 2022-04-24), including upvotes (1) and comments (0), was merged into this suggestion.
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27 May, '22
JurajThis is confusing to so many players, can't understand why it's not being done.
I'm in favor of modular storage though. Have 1 square mini storage with capacity 10, 1x2 mini storages with capacity 20. Stairs with closet and capacity 5.
Maybe even small storage with lid accessible from above that can be also walked on, to make nooks and crannies useful. -
01 Jul, '22
TAs of right now, the only way to have a functioning larger city without extreme micromanagement is by having a warehouse for every different resource. Do it any other way and the resource thats being produced quicker will force all the others out of storage.
I just put a suggestion as a separate entry to have beavers automatically stop producing once they hit a certain amount of a resource. Even with that, if the gameplay intention is for us to be able to use warehouses as storage for more than one resource, the only way to have this work is by allowing us to set a maximum per resource. -
01 Jul, '22
Gin Fuyou AdminT, that's called production limit, there is a separate suggestion for it.
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13 Aug, '22
StwfEven just a command to dump a certain resource. I know the beavers hate to waste, but I’d love to be able to purge an item from storage when it gets out of hand. Maybe be able to send a large ship,ent to another district.
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02 Sep, '22
Kal+1. I stoped playing untill adition of storage a limits by product. It's boring yo manage each production line to avoid over production.
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05 Sep, '22
tippycSecond this. It would be nice to have a limit. Distribution post drop-offs have a per-item limit, warehouses should too
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19 Sep, '22
Eric Merged1. could you add one more function about the max amount setting for one item, like if I set 100 for planks, then the beaver will just put 100 planks into the warehouse, not 101 or more;
2. could you add one more function for copy the setting to another warehouse(between the small and bigger or others) -
19 Sep, '22
Gin Fuyou Admin"some suggestion about the warehouse" (suggested by Eric on 2022-09-19), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Sep, '22
NinersI am also struggling with warehouses and storage. Not being able to set a maximum limit on goods does cause some frustration in management, like others have said. I am new to the early access and thought this was a bug, until I saw on youtube videos of people playing this game a year ago, were having the same storage limit issues. Loving this game!
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24 Sep, '22
Ghostwalker71This is definitely my most desired and anticipated addition right now.
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24 Sep, '22
Gin Fuyou AdminNiners, that's not a bug, it's just not a feature, I think we can tell with some confidence now it will be added.
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27 Sep, '22
gczuczyMake this happen, please?
Also, you could add food stalls, which take a minimal amount of place (like 1x2-2x2), and able to hold a smallish amount of each type of food (like 50). So we could distribute these around the settlements for feeding our beloved beavers, instead of having huge warehouses all around the place, for the very same purpose. -
29 Sep, '22
TalileYessss so happy to see this being upgraded to "on it"!
It's currently the thing we're lacking that most impedes my ability to enjoy all the other cool stuff they've added recently.
Probably gna sit out of playing till this is implemented tbh. I hope it gets into an experimental branch so we don't have to wait for the next proper update. -
03 Oct, '22
ToryI see that this is flagged on it so I'll just say please please please stay on it and thank you! The 'desired amount' field needs to function as an upper limit. Maybe it's just a dream I once had, but I swear it worked that way in an older build.
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22 Oct, '22
TiaOn it!
BEST news ever :D -
25 Oct, '22
NewtSoupI have a work around for this and that is when I am building the warehouse I select what goods it will hold then. First of all with the game paused I place the warehouse. Then under it's options I set it to accepting none straight away. You can do this before it's built. I then set what resource(s) I want it to contain. Often I am finding that I just use 1 warehouse per resource.
As an addition to the "on it" it would be good to have the option to discard a resource that's in a warehouse. I have one multiresource warehouse that has 13 berries that it should not have.
Perhaps we could have some finer resource management and move goods from one ware house to another? -
14 Nov, '22
FuryoftheStarsUnfortunately, it seems like the way the devs want to handle this is by making all storage just 1 resource per warehouse....
https://steamcommunity.com/app/1062090/eventcomments/3497635791227923645
If you disagree with this, please consider voting: https://timberborn.featureupvote.com/suggestions/342231/please-dont-turn-all-storage-into-1-good-per-building-storage -
24 Nov, '22
BeaversRCuteI have to say that I really enjoy the 1 resource per building because they added the 1x1 storage for 30 and allowed the use of the Large liquid container to be used for water and hold 1200 units. The 1x1 storage is very versatile and I have been placing resources or products directly next to the production building, highly minimizing travel time, even when outside workers are unavailable.
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09 Dec, '22
Busy BeaverI think the way they chose to handle this is great.
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15 Dec, '22
pmduda AdminWe didn't add a storage limit per se, but with the new storage system storing only one good per storage we believe this suggestion can be marked as done.
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31 Jan
TengarnosTbh I personally dont like the change with only 1 thing per storage. Thats a total place eater cause now I need to put down a single storage per item instead of 4 or 5 big ones. Which is 6 storages for timber, metal, dirt. 25 (in words TWENTYFIVE) for food and other materials (yeah I know small storages are a thing but still) per village districts. I get where this comes from but thats not a good solution. You already had some mechanics which would have allowed a stop of delivery (wished amount) if reached. But this way its really a waste of space and I dont see the reason why I should build the bigger storages especially the one for wood. For food maybe if enough bievers are in the village but yeah its a bit demotivating after a longer break if you come in and see this change.
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15 Feb
DjonSmittCompletely agree with Tengarnos, the new resource storage system is not convenient at all.
At the same time, the game already has the mechanics of limiting the limit of the selected resource - at the receiving point.
If this decision was made because of the introduction of unification of storage for liquids (because of the limitations of the game?), Then it was wrong, because the types of liquids in the game only 3, and 25 resources. Did someone prevent different types of liquid storage?