Set production limits (suggestion)
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)
Comments: 19
-
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.
-
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.
-
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.
-
05 Jan
meestaShin MergedHey there again,
A start/stop production option for each building when a goal is met would be awesome.
Thanks! -
05 Jan
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
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
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.