Storage should by default be disabled for all resources after the building is finished.
Storage should by default be disabled for all resources after the building is finished.
Otherwise the busy beavers start storing all stuff in it - even if you want one storage building for each
resource. for example wheat and bread in storage near bakery or potatos and grilled potatos in storage near the grill
Comments: 11
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13 Oct, '21
Otterboi MergedI start a storage to be built and by the time it finally gets built, I do not notice. Then when I finally see that it is done, its filled 10-50% with berries. Sometimes it doesn't even take a moment as I play in 3x time consistently before I get some resources that never leave the storage because they don't prioritize unwanted storage before others.
>Storage starts with No Allocated Storage Type Set(None) instead of All Accepted by Default
>Unwanted Storage (Those set as "None") have a higher priority than other Accepted Storage so they get taken out faster.
This would also help with "Empty Storage" as Even with the option ticked, I have to stop all production of the type before they finally start pulling things out. Sometimes leaving me with no Food once its finally been removed as they only pull food out when they are Starving. -
13 Oct, '21
Gin Fuyou Admin"Storage should start with "None" by Default" (suggested by Otterboi on 2021-10-13), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Oct, '21
Karl PietriIn mid to late game this is extremely annoying. I have metal brought in from another district but have no storage for the like 10-20 i send to a district and just store in the drop off point. i build a new storage and guess what it gets metal basically permanently cause i dont use much. I dont really agree that it should be none by default, but 2 options here would be to let me set the stuff while its still being built (prefered), or the other being let the pause button not pause construction but its operation after its built.
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20 Oct, '21
GrobAn other option could be to be able to change storage settings before the storage gets built. Also to be able to copy-paste storage settngs would be a dream (like factorio when one shift left/right click).
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28 Oct, '21
Tom MergedWhen you build a warehouse, it accepts everything upon completion. Current workaround is to not connect a path. Easier would be to have it start accepting nothing.
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29 Oct, '21
Gin Fuyou Admin"Warehouse needs to be constructed starting accepting nothing" (suggested by Tom on 2021-10-28), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Dec, '21
Steven J WojtysiakI would even be ok with being able to delete the items in a warehouse. Anything to stop random items being stored in warehouse that are meant for a specific item or items.
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14 Apr, '22
Akujieyou could also have an option for the in game settings menu that would let you toggle warehouses to be built "Accept = None". this way you dont have to fiddle with a menu option for buildings under construction. being able to adjust what the warehouse accepts BEFORE its completed construction through the warehouse UI would be very nice as well. but i honestly would be happier just with an over all option to set them to accept none by default.
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03 Oct, '22
ToryThis is really a significant annoyance in the game. I do not think the solution is to make all storage spawn disabled however as that is equally annoying early game. I think the solution is to fix the broken storage limit system. I swear in an older build of the game, the number you put in the 'desired' field for a commodity in a warehouse functioned as an upper limit, and no more than that amount would go in. Whether that's true or I made it up, in the present build that field seems to do nothing. The beavers will steamroll that limit and fill the whole building up. Warehouses already spawn with their capacity divided into the desired amounts for each commodity. If that desired amount functioned as an upper limit, you'd never fill up a whole warehouse with the one thing you have too much of, but you'd also never have to remember to turn a warehouse on in the early game either.
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03 Oct, '22
Jcheung Adminan older build having desired as hard cap is not true all the way back to early access release. can't remember for sure for demo, but also fairly sure it wasn't true then.
i didn't have access to anything before that though, so unless you did you're just misremembering -
07 Nov, '22
Alex ChurchillSimplest would surely just to be allow players to set the storage limits on warehouse buildings as soon as those buildings are scheduled / placed, before they're built.