Set production limits, district resource capacity limit
It would be nice to be able to set production limits/district. Example: have 1 district producing paper. setting a limit of 200 paper in the district and when the total amount of paper in the district reaches 200 the paper mill automatically turns off/ if the total amount of paper in the district drops below 200 it turns back on. (preferably in a way that doesn't make the building lose it's worker)
Edit: We didn't add a production 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: 51
-
17 Sep, '21
Carson Hawkins MergedExample for linking buildings: For instance the water dump should be able to be linked with the depth marker to have a set fill to meet x depth and pause dumping.
I would also like to see a production quota system to help keep a handle on your resources.
I find myself having a over production issue and my storage is full of a resource I don't need that much of and have a shortage of what i need because there was no room in storage. -
17 Sep, '21
PopularBoat Merged- Craft until ### in storage
- Auto pause a building once the target is reached, freeing up the beaver for another job -
17 Sep, '21
Yonish Admin"Ability to set targets for production" (suggested by PopularBoat on 2021-09-17), including upvotes (1) and comments (0), was merged into this suggestion.
-
17 Sep, '21
Yonish Admin MergedWater Dump won't overflow itself so if you placed it at desired height it should do just that.
-
17 Sep, '21
Aaron Mergedthere should be a way to set global resource limits in a given district, this way you don't need to configure individual warehouses
there should also be a simple interface to show colony overviews including what is being imported/exported and a way to create trade routes in a simpler way by just selecting what you want and from what district and it will distribute available workers /setup the route etc -
18 Sep, '21
Joseph Mergedwhat feeds the water dump?
-
19 Sep, '21
VeeI'd take this even if the beaver wasn't freed up for another job. Not clogging up your storage with thousands of blueberries would already be very useful!
-
20 Sep, '21
Duncan MergedCould you set a menu in so you can limit the number of products produced eg. 500 planks
-
20 Sep, '21
pmduda Admin"limits on production" (suggested by Duncan on 2021-09-20), including upvotes (1) and comments (0), was merged into this suggestion.
-
20 Sep, '21
pmduda Admin MergedBeavers manually :)
-
26 Sep, '21
FarAndAwayFuturesIn a way, this already exists in the game.
Build a small warehouse, set all other materials to 0 and set paper to 200. Make sure all other warehouses in the district are NOT storing paper (uncheck the paper box). When the warehouse gets full of paper, the paper mills will shut off (because storage is full). They keep their worker, and if space opens up at the warehouse, the paper mills start up again producing paper.
The challenge in doing it this way is the lack of controls on the warehouse itself. I think solving the warehouse controls will make other things flow better. -
04 Oct, '21
Vapatrovitch MergedA way to avoid the Warehouse's obstruction can be to have the possibility to restrict the production of each recources/goods/materials per district. It could be adjustable in the district centre or in a specific building.
For exemple, a person who want to make a specialized district for food, will fix the folowing rules :
-maximum wheat : 300
-maximum floor : 300
-maximum bread : 400
So he only need one large wearhouse for the bread production.
Thanks for reading. -
05 Oct, '21
Gin Fuyou Admin"Limit of production" (suggested by Vapatrovitch on 2021-10-04), including upvotes (1) and comments (0), was merged into this suggestion.
-
08 Oct, '21
Talile MergedReally sorry if this is already a suggestion but I couldn't find it.
Currently the thing that adds the most tedium to the game to me is checking all my districts supplies to toggle the grill and bakery on and off. If the bakery in my wheat district bakes all the flour then it can't be shipped to other districts right?
Would be cool if you could have a building stop working when you have more than a certain number of its output or less that a certain number of its input in the districts supplies. -
08 Oct, '21
Gin Fuyou Admin"Auomatic building toggle based on supplies." (suggested by Talile on 2021-10-08), including upvotes (1) and comments (0), was merged into this suggestion.
-
25 Oct, '21
Michael SI would like to see this controlled by a “max” amount per item set on warehouses, not another thing set at the district level. The max amount for a district is the max amount across all warehouses in a district.
This, combined with the existing local item storage at each work building, gives us nice start/stop conditions for when the building is set to auto-pause based on supply.
If a building has no inputs stored locally, and the district storage is below the “desired” level for that input, the building could auto-pause.
If a building has full output stored locally, and the district storage is at max warehouse capacity, the building could auto-pause.
While auto-paused, its workers can work elsewhere.
If a building is auto-paused, it has full inputs, and it has empty outputs, it could auto-un-pause.
(This mechanism for using warehouse-level desired/max storage would also be nice replacing the district distribution limits too) -
28 Nov, '21
Kamelion MergedKinda as the title suggest my idea is that you can unlock a "logistics" building which enables you to better distribute goods you might wanna need. For example wood planks or gears - my idea would be that you can set the max ammount you want in your storage and all your workshops idle (and fill their stock) until the max number of said good is crossed. after that they start producing again until the max cap is reached. that way all you wood wouldnt be turned into planks if you might miss to disable or pause your planks workshop. I also understand that this might be a little too "advanced" for the cute little beavers but maybe add it only to the iron theeth since they are more advanced in that sense. Also please let me know in the comments what you think and how this could be improved if you have ideas!
Best regards, Kamelion
PS: I love the Beavers! -
28 Nov, '21
Gin Fuyou Admin"Max ammount for Producing buildings" (suggested by Kamelion on 2021-11-28), including upvotes (1) and comments (0), was merged into this suggestion.
-
04 Dec, '21
Ezkillalternate approach is to set warehouse under construction to "accept none". When done the player can set warehouse to accept what they want. Current default is accept all, which fills the warehouse with mixed items.
-
19 Dec, '21
GhostYeah, productionlimits is the one thing i miss the most! And preferably a better UI for warehouses.
-
03 Jan, '22
Reese West MergedAgree, with the amount of warehouses needed, especially once the colony gets large, its too much to manage for each resource in each warehouse, in each district. This is doublally true once you start importing/exporting items
-
05 Jan, '22
meestaShin MergedHey there again,
A start/stop production option for each building when a goal is met would be awesome.
Thanks! -
05 Jan, '22
Gin Fuyou Admin"Stop/Start production when a number is met" (suggested by meestaShin on 2022-01-05), including upvotes (1) and comments (0), was merged into this suggestion.
-
03 Feb, '22
StarFir54 MergedHaving buildings like Sawmills stop making their resources when you have X amount in stockpiles so that you can automate production of things without making things that arent useful at the time. It will also help prevent running out of a resource unexpectedly.
-
04 Feb, '22
Gin Fuyou Admin"Having Buildings Stop Producing A Resource When X Amount is in a Stockpile" (suggested by StarFir54 on 2022-02-03), including upvotes (1) and comments (0), was merged into this suggestion.
-
24 Jun, '22
TotenKopf MergedA tab or building that allows you to set limits on the gathering/production of resources. This could be specific to districts and improve worker efficiency.
-
24 Jun, '22
Gin Fuyou Admin"Resource Management/Limit UI" (suggested by TotenKopf on 2022-06-24), including upvotes (1) and comments (0), was merged into this suggestion.
-
01 Jul, '22
T MergedIn the current state of the game, a lot of time has to be invested in managing the.. dumbness? of the beavers, taking time away from building and planning. They will happily overflow all your warehouses with 20000 planks and then die because you had no room to store food. To limit production, we can build a dedicated stockpile for every individual resource, so when the stockpile is full, the beaver will stop producing. However, they will not do another job then. Another option is manually switching buildings on and off but this becomes undoable with larger populations.
My suggestion is a system that looks like the one in place for transfering resources between districts. Allow us to set a "low" and "high" value per district that governs what the beavers do. For example;
logs
low: 150
high: 350
If the district has less than 150, every logging camp gets priority +1. If number of logs is 150-350, normal situation. If 350+ logs, logging camps are switched off. -
01 Jul, '22
Gin Fuyou Admin"work orders - set min and max of every resource to be produced, automatic on/off for buildings" (suggested by T on 2022-07-01), including upvotes (1) and comments (0), was merged into this suggestion.
-
19 Jul, '22
NickI just finished my first 15 hour play through the game. All of my issues came back to the inability to control production of items.
Examples:
1) Early on I filled up my warehouses with berries. It seems they are only eaten when all other food is gone. I had to turn off my food production to drain the berries. This risk starvation while my food production spins back up.
2) As I add new food types, I have to lower the production of other foods as they are consumed less.
3) As I change my population I'm constantly needing to tweak food production. This wouldn't be a big issue if I wasn't producing 10 different types of food.
4) I had to enable/disable goods production. This wasn't nearly as bad as food production.
I really don't care if my beavers are sitting idle because a production limit has been reached. But I do not want a warehouse for every type of goods. -
21 Jul, '22
Gin Fuyou Admin"Linking buildings and production quotas." (suggested by Carson Hawkins on 2021-09-17), including upvotes (2) and comments (3), was merged into this suggestion.
-
30 Jul, '22
Oliver P. MergedI agree and would even go a little further (unless I misunderstood your intent): Per-district resource limits that make sure we never end up having too many dandelions cluttering our warehouses because the respective gatherer happens to also harvest much needed berries . For reference, the game "Dawn of Men" implemented that quite nicely.
Before gathering/harvesting/producing any good, the beaver checks the districts stockpile: If there is more in stock than the district limit, the beaver chills and waits a while before checking again (or goes to take care of it's basic needs and checks again when coming back). Yes, that means that due to the production time and having several workplaces for most resources, that you might end up with a little more than the set limit, but that's not really a problem. It would really make the game more fun, imho.
Also this would be so valuable for Ironteeth breeding pods instead of manually turning them on and off to maintain a desired population. -
30 Jul, '22
Oliver P. MergedAdd-on:
If a minimum value is also given, these limits could entirely supplant the "district distribution limits" and would even allow completely automated trade routes with traders just transporting goods
A) to districts that are below their minimum limit, provided that there are districts where that good is plentiful (above minimum) - or
B) from districts that are at or above their limit to districts that have room to spare (below the maximum limit).
If the route limitation per distribution post is a balancing or AI efficiency consideration that the devs feel like they should keep, it could simply be a limit on which resources to trade and thus balance between districts. That way, you could have for example on distribution post for foodstuffs and one for industrial goods etc. -
30 Jul, '22
Oliver P. MergedFor those players who want to micro-manage their warehouses in order to improve resource routing and optimize hauler pathing, the current system could remain completely untouched. Ideally, the UI would produce a warning if a given district limit can't possibly be stored because no or not enough warehouses are set to accept that resource.
-
30 Jul, '22
Oliver P. Merged@admins: This might be a merge candidate for <<Add a "max" amount per resource for warehouses (storage limit)>>
-
01 Aug, '22
Gin Fuyou Admin MergedNo, those are notably different case, but I have a better idea
-
01 Aug, '22
Gin Fuyou Admin"Configurable Per District Resource Capacity Limits" (suggested by Aaron on 2021-09-17), including upvotes (7) and comments (6), was merged into this suggestion.
-
22 Aug, '22
catioroloko MergedAll the production buildings should have a new field to stop the production when a certain ammount of the resource is reached, and when this occur, the building should be put on pause, freeing the worker.
Its an amazing game, and i am loving every second of play. -
23 Aug, '22
Gin Fuyou Admin"Option to automatic stop production of a resource after a certain ammount is reached" (suggested by catioroloko on 2022-08-22), including upvotes (1) and comments (0), was merged into this suggestion.
-
21 Sep, '22
Stephen Mergedit would help to avoid over production if we could set a min/max on output from all the production buildings. finished goods would pull from the resources needed and then those resources would replenish to their Min/Max levels also.
-
22 Sep, '22
Gin Fuyou Admin"setting limits on production" (suggested by Stephen on 2022-09-21), including upvotes (1) and comments (0), was merged into this suggestion.
-
08 Oct, '22
tharbadAnd add a lower limit to start production again.
Say for Logs: Production stops when district has 180. When It gets to 150 production will start again.
Otherwise they'll enable/disable buildings every second and nothing will get done. -
26 Oct, '22
ChickenBoneJohn MergedLike that of the new Migration system, manual or automatic production would be very helpful. This basically means you can set production buildings, such as the Lumbermill or Gear Workshop, to produce as you need. This is good if you want a specific amount, or you don't want your storage depleted.
If you set a building to Automatic Production, it will work as it does now, and will produce as long as you have the good in stock that it needs.
If you set a building to Manual Production, you will be prompted to enter an amount of that product you would like to be produced. Say, 10 planks in the Lumbermill. The Lumbermill will then produce 10 planks if it has the necessary resources and then idle.
If you want 10 more planks to be produced, there would be a button that would tell the building to produce 10 more. If you want a different amount produced, simply enter that number.
This applies to all production buildings, and would happen entirely inside of the building's panel. -
07 Nov, '22
Gin Fuyou Admin"Manual or Automatic Production" (suggested by ChickenBoneJohn on 2022-10-26), including upvotes (1) and comments (0), was merged into this suggestion.
-
26 Nov, '22
Michael Mergedhave the ability to create a max amount of a resource to prevent storage becoming full
-
27 Nov, '22
Gin Fuyou Admin"Creation Limit" (suggested by Michael on 2022-11-26), including upvotes (1) and comments (0), was merged into this suggestion.
-
15 Dec, '22
pmduda AdminWe didn't add a production limit per se, but with the new storage system storing only one good per storage we believe this suggestion can be marked as done.
-
26 Apr
crkTyphoon MergedWith a game that is so heavily reliant on resource distribution, in particular on smaller maps where every single square counts, it should be possible to assign certain buildings a production value.
Thus allowing for players to more easily determine how their resources are being spent.
For example, the wood production chain can be tedious to micro manage efficiently, as you have to constantly toggle on and off paper (and it's chains) production, plank (and it's chain), etc, when trying to manage how your wood is being spent, to avoid shortfalling especially during early mid game stages.
Being able to either set a certain minimum resource limit, that will not be touched by chains and only builders (or vice versa!), or manually reducing production pace in certain buildings (set a manual %) should help manage those incidents more easily. -
01 May
Gin Fuyou Admin"Limit resource production" (suggested by crkTyphoon on 2023-04-26), including upvotes (1) and comments (0), was merged into this suggestion.
-
31 Aug
Jay MergedIt would be good if workers don't have to stay in the same building all the time. Instead, they could set a limit themselves, based on the quota or production volume they fulfill, and automatically leave the building.