Warehouse (U3) superthread
suggestions:
-revert to old system and add hard max
-segmet warehouses into blocks, ie small warehouse = 2 100 blocks or 4 50 blocks
-adjacent warehouses merge into warehouse complex
-medium pile
-naming warehouses
-add tool to mass set content
-default tank to water
-1x2/2x2 warehouse
-cycle warehouses when interacting with resource counts in the ribbon
-display accepted goods
-reduce overlap on warehouse overlay
gripes:
-hate it
-miss the power transfer
-miss the shapes of old large
-people are counting the boxes in the warehouse and they don't match 1:1
-need more space, forced to go vertical
-too complicated
-too much micro
-underground change
likes:
-piles aren't ground only
-can see visuals of goods
-simplifies the 1 resource/warehouse they were already doing
-more control
-grown on people (like mold)
Comments: 151
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13 Nov, '22
benthevaporeon Mergedonly being able to store one item in a warehouse will likely make the clutter far worse then it is, so i have a possible suggestion
have the buildings store a number of blocks or sections, these would be for 100 or a resource, possibly 50 if it turns out to be cluttered still
a small building would get 2 blocks, a large one would get 10, and an underground one would get 40 blocks.
you can select any resource that can be stored in these buildings to be stored, but number of blocks, up to the limited amount of the building, but you could also select 1 block for berries and one block for carrots, meaning the big buildings don't become pointless because they store 1000 or 4000 of a single type, but still gets past them storing a small number of everything -
14 Nov, '22
Gin Fuyou Admin MergedWe also had it brought up in the discord, that sounds a lot like warehouse system of City Building series (Caesar, Pharaoh, Emperor)
See an image attached, it clearly show storage buildings broken into tile segment, each can hold some amount of a single resources and warehouse can be designated to keep a max of it's segments used to each good.
I think it's a good idea and works well with new visual feedback system, keeping it simple to implement and manage -
15 Nov, '22
Zam! MergedI also suggested making a modular warehouse from these existing 1x1 blocks wisible in the update. This way you could add a block of certain type to the warehouse and add more capacity to that one perticular type of items but no other. This way you can make a massive warehouse that not only fits perfectly into whatever complicated vertical structure you're building, but also have a single entity of storage, single entrance (or only dedicated entrance blocks) and much much less pathfinding.
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22 Nov, '22
Jcheung Admin MergedWould be nice if there was a step between 1x1 pile and 3x3 pile, perhaps 2x2 or 2x3.
2x2 pile cost 4 log, capacity 80 (since it seems there's no efficiency gain like warehouses have for capacity)
2x3 pile cost 5 log, capacity 120 -
23 Nov, '22
Jennevieve MergedI have to say the one item per storage has completely changed the game for me. Before I would just build up to 4 or 5 large and underground per settlement and not think about it much, now I have to micromanage constantly, especially in the beginning. It's taken away the chill aspect of it and made more anxiety inducing. Which may be what the devs want? also, the non stacking areas for planks, metal, etc, really hog real estate. (yes I know you can stack them on buildings but not on each other) It's an interesting choice. It would be great to have the large and underground ones take up to 4 items each--that might be a nice compromise.
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23 Nov, '22
Jenn MergedI don't hate them, personally. I only miss the power transfer option.
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23 Nov, '22
Josh MergedI miss the power transfer as well. I prefer using building for moving power within a city area and this removed the main stackable building that could move power both horizontally and vertically.
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23 Nov, '22
FuryoftheStars MergedDon't forget to vote, not just comment!
Jcheung, I suggest replacing the words "hate" with "dislike", as "hate" is a much stronger word and may turn some people away from voting. Similarly, for your other thread, I suggest replacing "love" with "like" for same reason. -
23 Nov, '22
FuryoftheStars MergedI don't like the fact that I now need to build a separate storage unit for each item type that I need storage for. While I may have done this before *in some cases*, it was not universal, and *definitely* did not do it early game. Building multiple of the 1x1 storages (which I do like the inclusion of) does not substitute. To compare to the old small warehouse, a 2x3, you can only fit 6 of the new small storage (for *less* total storage) *and you still need extra space for paths to all of them*.
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I don't like the fact that storage for planks, scrap metal, metal blocks, and treated planks have been moved to the piles, which have less storage capacity than the warehouse counterparts *and cannot be stacked*.
I preferred the shapes of some of the old storage building designs, specifically the old small water (1x2), large water (2x2+1), and large warehouse (3x3+1x3 on top). The odd shapes were a nice different to me. Now everything is just... square... except for pumps.... -
23 Nov, '22
FuryoftheStars MergedI don't like the fact that warehouses cannot transfer power anymore (though the open wall designs do like nice).
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I don't like the fact that the Folktail underground storage of *4000 units* is now a huge waste of space due to the fact that only one thing can be stored in them.... -
23 Nov, '22
Zam! Admin Merged@FuryoftheStars - changed the "hate" in the title as suhgested, that was a good point! ;)
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23 Nov, '22
Zam! Admin MergedI personally Do like the fact that they do not transfer power anymore. Makes power shafts useful again and I personally just like the look of shafts in my structures. The little animation adds a lot to the general visual appeal for me. But that is just my personal opinion.
I do agree that the 1x1 warehouses take a lot of space for paths, but I am already adapting to it and just don't place them in a 3x2 grid like the old warehouse. They now serve as a filler block under stairs or instead of platforms when I need to add "something" to fill a layer in my structures. Sure, all my previous building habits had to go down the drain, but in the end its not much of a difference, they're just more scattered. -
23 Nov, '22
Joanna MergedI have one suggestion, it is about visuals. When beavers are starting to bring goods to an empty warehouse, goods appear on the first tile in front of the entrance. I think it would look more logical, if tiles furthest to the entrance were occupied first, then middle ones and lastly the one on the entrance - is that possible to change?
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23 Nov, '22
Kiranos MergedI like that segment system idea.
Will solve that potential issue with food needs that I'm talking here : https://timberborn.featureupvote.com/suggestions/342655/new-storage-feature-food-and-underground-storage-for-folktails
And you could still have different warehouse size, 1 segment per tile for example.
1x1 = 1 segment = 1 item
2x1 = 2 segment = 2 items
2x2...
3x2...
3x3...
4x2...
Lots of possibilities...
And with a storey for the biggest + still having the underground warehouse for a looots of items. -
24 Nov, '22
DrKrieger MergedI, for one, welcome our Granularity Warehousing Overlords.
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This design fixed so many things for me!
-Labelling warehouses to identify what they are storing, at a quick glance on the game screen as well as in the Overview/Manage Menu
-Maximizing every block of my Districts, as well as placing resources right beside industrial buildings so either the worker doesn't need to go far. I also no longer need to tell my Haulers to 'Prioritize this building' so much! Simply put a small warehouse by it, prioritize it by haulers, and poof. Less hauler pathing.... I'm guessing 😊
I also really love that we can see exactly what a beaver is hauling now without having to select! Soooo much better overview, and loving the graphics so far! -
24 Nov, '22
Jcheung Admin Merged"alternate way to do the "will now only store a single resource picked by the player" in news" (suggested by benthevaporeon on 2022-11-13), including upvotes (9) and comments (3), was merged into this suggestion.
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24 Nov, '22
FuryoftheStars MergedPower safts have always been useful. There's been plenty of times where I need to use them mid village to jump a gap. But now storage can completely block a path or box in other buildings that need it. Sure, different building design/mentality. Same could be said if all the buildings were designed to be jigsaw puzzle pieces that could only fit other non-same buildings. I feel like we already have enough buildings that can't transfer power on certain sides at certain heights. We don't also need a critical structure for our manufacturing areas being completely in the way at the same time that they only store 1 thing....
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24 Nov, '22
FuryoftheStars Merged1x1 warehouses, like I said, I actually like the inclusion of, but not at the expense of only 1 good per warehouse. The point I was trying at was more so directed at a comment made in another thread: that using these to fill the same essential footprint of a 2x3 is somehow the same thing or a suitable substitute. It's not. Yes, you don't need to do a 2x3 with paths on both sides. You can do 2 1x3s with a path up the middle. Or you can find 6 1x1 nooks & crannies spread around the village (which doesn't apply early on). But even still, you're gonna use more space (I don't know about you, but I don't often have spots that'd be good for this without also taking out something else), it's less total storage, and it's less different goods.
1x1s should have been early game cheap storage and late game odd spot fillers. Not need to store 10 different goods without wasting a huge amount of space. -
24 Nov, '22
FuryoftheStars MergedBy the way, those last two comments were meant as responses to Zam!. Sorry, can't edit them, now. :/
And if you're merging threads: https://timberborn.featureupvote.com/suggestions/342231/please-dont-turn-all-storage-into-1-good-per-building-storage -
24 Nov, '22
ExcOne MergedI think this change has both good and bad points. First of all, the new graphical representation of warehouses as containers is very good, and the new warehouses are welcome, as we have been using warehouses that allowed us to store only one type of product, such as carrots or medicines, to keep our production low.
However, it is not good that only one type of warehouse is allowed to store only one type of product anymore. The fact that new warehouses require a lot of space can be solved by multi-tiering, but on the other hand, it can also be said that we now have to multi-tier. I find this hard and troublesome in maps where the location conditions are difficult or in the early stages of the project.
I think that a warehouse with only one type of warehouse would be graphically very nice, so it would be nice if it were possible to use both warehouses with multiple types of storage. -
25 Nov, '22
Sun yuhang MergedIs it too complicated to build a warehouse for each resource, Soon after starting the game we can put carrots and blueberries in one warehouse. And save timber logs to do other more useful buildings or save land.
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We can use small warehouses to store explosives and medicines, because they usually do not use much. Classification will not affect our use of warehouses of different sizes -
25 Nov, '22
Jcheung Admin Merged"Warehouse is stored by type." (suggested by Sun yuhang on 2022-11-25), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Nov, '22
Daniel MergedI don't like the new warehouses where you can only have one type of good in each warehouse. It makes much more inefficient I feel. You should be allowed to permit more than one type of good in each warehouse.
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25 Nov, '22
Morrigan Marie MergedWarehouses were fine the way that they were, where you could store more than one item in a warehouse. In the current experimental version, you can store only ONE item type per warehouse which means we'll have to spam bunches of them just to store what we used to store in one large warehouse. Change it back!
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25 Nov, '22
Stacy MergedI love the changes. I never mixed goods in my storage late game anyways. I am sad I've lost the ability to store planks in the underground warehouse. I miss being able to keep 4k per 3x3 tile.
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25 Nov, '22
UnpackedC MergedI really do not see any value in medium & big storage, if you only can store a single resource...
With `max amount` mod, I used to have 3-4 big storage buildings serving a colony of 150 beavers just fine. Now I will have to micromanage 20+ small buildings instead. Not happy. -
26 Nov, '22
Gin Fuyou Admin Merged"Warehouses for several types of goods" (suggested by Daniel on 2022-11-25), including upvotes (1) and comments (0), was merged into this suggestion.
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26 Nov, '22
Walt MergedYou have small districts to reduce pathfinding. If you need a warehouse for each item, all the warehouses make pathfinding bad: you've got too many paths to check. One YTer makes warehouses compulsively trying to make TB into Factorio. TB was *VERY* slow from all the WH pathfinding. Painful to watch.
Just make warehouses work the way everyone expects: warehouses try to hold the desired amounts, NOT MORE. Meeting user expectations is good: don't make the pointer go left when the mouse goes right to make the game more "challenging"!
I did Beaverome with NO WAREHOUSES. Why? Only water becomes unavailable. Don't my beavers deserve farm fresh veg and hot food? Or course! Goods moved s source-to-consumer not source-to-warehouse-to-consumer, which takes more transport time, not to mention building all the warehouses. I got to perfect happiness, by moving the *1* district a little to mine. Win!
(DISTRICTS are micro hell! Use "pull" logistics, not "push" logistics, like Surviving Mars.)* -
26 Nov, '22
Walt Merged* DISTRICTS are painful because you're using "push" logistics. The 1st district has to push EVERYTHING to the 2nd district, and if the 2nd district gains its own food services and industry, the list of exactly what needs moving changes with each service or industry built in the 2nd district. This is not fun: it is micro hell!
With "pull" logistics, the 2nd district (or beavers or buildings in it) "want" their inputs. The 2nd district tells the 1st district, and that's what's delivered. What is delivered changes automatically. Surviving Mars does this, and starting a new dome is EASY.
Remember that you first got Overwhelmingly Positive when TB was MUCH simpler. US saying, "KISS -- Keep It Simple Silly!"
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I do love this game. I just despair at a few decisions. Love the falling weight power storage, sunflowers, most stuff. -
26 Nov, '22
Czupak MergedNew storage system changes a lot. I like it, but it's missing something.
You have more control over limits, so i.ex. farmers won't pick up new carrots when there's no room, but you need much space for storages and piles. You also have to manually manage spread of resources, because they are not being balanced between storages. I'm producing Explosives and have a storage undearneath. I have another small storage closer to the "explosion site", so builders woldn't walk that far to the main storage. But it gets filled only if the main storage gets full. So I need to "empty" the main storage, so haulers would pump up the small one. Similar case with forests on the outscirts of the district.
Such change forces vertical building style, but tools for that have not been expanded. Staircases are hard to build. Before the update I played with a mod, which adds curly stairs, allowing direct connection to bottom-left, bottom-right tiles. Similar limitation exists in the power transfer blocks. -
26 Nov, '22
Vorax MergedI tried the new system, and really, really disliked the level of micromanagement required, and the amount of space that now needs to be devoted to warehouses and piles.
Being able to stack them is nice, but doing that properly requires extra timber which is a limited resource early on, forcing you to rebuild everything later. I do appreciate the 1x1 warehouse, and would ok with that variety only storing a single resource type. I would also be fine with a more granular storage type system. For example, a granary for unprocessed foods like wheat and flour, and maybe mess hall for edible foods like cooked potatoes and bread. That would help with the issue of no room for food because the warehouse is full of cogs or something.
Of course, the best solution would be to just add a max desired setting to the existing warehouses. It seems so simple and obvious, honestly. -
26 Nov, '22
UnpackedC MergedAfter a few hours playing, what I like about the new storage:
- 1x1 storage provides more options when placing stairs & building on a complicated terrain
- love that now you can place piles on top of other buildings
- barrels are a nice addition
Second others above, would love to have more variety of small buildings & piles - at least 1x2, 2x2 tiles. From capacity perspective, 2x2 will also be very useful, when 30 is too low & 200 is too much.
And more pile capacity - 180 resources per 9 tiles seems too low. -
28 Nov, '22
Mithmort MergedLove the new single-item, default to none warehouses. Thank you! :0)
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30 Nov, '22
Lya Mergedinstead of a one resource only, being able to choose some resources, wether this is limited to "if food only food" or "materials only materials", being just one resource makes everything more complicated, what about my farm items? one storage building is needed for EACH crop
Please let this be seen -
30 Nov, '22
Jcheung Admin Merged"Experimental storage only one resource makes gameplay way harder" (suggested by Lya on 2022-11-30), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Dec, '22
Eric MergedJust want to chip in. The new UI on warehouses is great, and the single-block ones are cool for specific purposes.
That said, the 'only one item per warehouse' option just feels silly in a game with 8(!) kinds of food, which now cannot be stored together. It basically adds a bunch of completely unnecessary building clutter to every settlement.
In addition, it makes the large warehouse of questionable usefulness, and the underground warehouse utterly pointless. There's little reason to ever have 1000, let alone 4000, of a single good in one place.
Also- you can get *literally all* the benefits of the new system, without the micromangement hell of it, simply by *letting us set maximum quantities for storage*. Want a Carrot only warehouse? You can still make it, just leave all the other maximums at 0, but that way you don't have the silly inflexibility of the current system. -
01 Dec, '22
Walt MergedOpinion: The best warehouse in the game is...the farm. It holds 50 carrots, 50 sunflowers, 50 potatoes, 50 wheat; if you have crop production balanced properly and a little excess, then unpicked crops will be in the fields. One look at the fields and you know all is well.
The working storage in buildings is usually enough, unless you're a streamer who wants things built fast.
I like the idea of classes/categories of storage buildings. For example, building materials are logs, planks, gears, metal scrap, metal blocks, and paper. A pre-set warehouse/pile for 30 of each would be very nice: the list of goods is more manageable, and the player can just plop a materials warehouse down and be done with it.
Food warehouses could be of 2 kinds: raw food and flour; edible food.
Beavers should get a bonus for hot food, instead of year-old food from a warehouse. Especially for the more social Folktails, a cafe where they can socialize and get all produced foods would be a fun addition. -
01 Dec, '22
Walt MergedSlightly off topic, the only critical liquid is water. Tanks should default to water. I've seen experienced players forget to set tanks to water and kill their beavers.
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06 Dec, '22
lucifer Mergedplaying the new update ive found that being forced to say what gose in a storage is just annoying it was anochion befor of what do you whant here so just make it opchenal agian i dont like being forced into stuff by games like long teroials and this makes me feel like im being forced into please bring back the old storage system
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08 Dec, '22
Gin Fuyou Admin Merged"brig back the old storeage let the bevers just fling stuff in the storage remove the forced mico" (suggested by lucifer on 2022-12-06), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Dec, '22
Eric MergedHonestly, I just don't see how "you may only have one item per storage" improves the game. Even if we can have multi-item storage as a different building unlocked by research or something if you want to keep the mew system for people that like it, but I really don't like needing different warehouses for all of the 25 different goods you can store in them.
Maybe it could even be a unique property of the large and underground warehouses that they can store multiple items- that would give them an actual use, which right now they really lack (changing the underground warehouse to a pile didn't help much I'm afraid- I still can't think of a time I'd ever need or want 1800 logs or planks in one place, *especially* not with how expensive underground storage is to build).
I'm not a programmer, but being able to tell a warehouse "store up to 100 carrots, and up to 100 baked potatoes" seems like it should be technically possible, and it would be very useful to have. -
10 Dec, '22
Fluffiest MergedOk, some actual suggestions to work around the issue.
1) 1x2 mini-warehouses available at the start of the game, no research or material other than logs required. Very inefficient in terms of space, and can't be stacked, but they let you very quickly set up a little bit of storage for every resource at the start of the game.
2) "Mixed use storehouse", a primarily early-game structure, relatively efficient in terms of space and materials but non-stackable. Basically a warehouse that works like the old style storage and can contain a bit of everything. -
10 Dec, '22
Gin Fuyou Admin MergedI don't agree on this approach. I think game should reward building large warehouses. They are more efficient in terms of path-finding. Simply large capacity is not that good enough reason, maybe for logs or planks, but not for gears or just a single food item.
I'd replace
small warehouse - 1x2 = 2 vol (1 or 2 goods slots) capacity 25x2=50 slot size 25
medium warehouse 2x3 = 6 vol (3 goods slots) capacity 6x40 = 240 slot size 80
large warehouse 3x3 + 3x1 or 3x2 = 12 or 15 vol (4 or 5 goods slots) capacity 12x100 or 15x80 = 1200 slot size 300 or 240 -
14 Dec, '22
Gin Fuyou Admin Merged"Please bring back multi-item storage" (suggested by Eric on 2022-12-09), including upvotes (1) and comments (0), was merged into this suggestion.
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15 Dec, '22
spaladino95 MergedI agree with Czupak(Such change forces vertical building style, but tools for that have not been expanded), With the focus on stacking buildings there should be more pathing options for going between levels. I liked the mentioned mod and the one that added a Vertical ladder that was accessible from 3 sides. The balance to a ladder would maybe be that it is for beavers to travel up down but not transport goods. This way beavers going to eat or drink travel shorter distance but it still forces those transporting goods to go the long way. Similarly, curved stairs could be made to look like the narrow steep steps, also not safe to transport goods for fear of falling or something. 1x1 lifts that hold 4 items/boxes to move up 1 level with a ladder next to it so the worker could lift its goods and then finish moving them could work as late game option.
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15 Dec, '22
Ancalime Mergednew warehouse system is soo bad.not easy to play and illogical.pls return the old warehouses.Thank you.
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15 Dec, '22
Gin Fuyou Admin Merged"Warehouse" (suggested by Ancalime on 2022-12-15), including upvotes (1) and comments (0), was merged into this suggestion.
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15 Dec, '22
Jaqui MergedSorry, this is not all positive.
1) Included maps have little to no space available for all the newly required storehouses so they will all need to be adjusted so there is space for them.
2)This one item per storage needs to be re-examined, as it sits you need 4 storehouses for wheat and subsequent products.
3) WHY did you reduce large underground storage capacity by 3,200 units? As colonies grow you are just sucking up more space for storage as you need more goods when you have more beavers.
Then the kicker, just prior to coming to post this as I was exiting the game it locked itself up and Windows threw an exception for non responsive app and that was how I had to exit. ( first play of new update ) It's does appear to have made the save file I'll have to check it's integrity, the cycle date seems to be 5 days off if I'm remembering right. c5 d 4 not the c5 d 9 I think it should be. -
15 Dec, '22
Smugmushroom MergedWhats with the warehouse only storing 1 item, should be able to select at least 3 items.
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15 Dec, '22
Carmen Mergedi really dont like the click button to put what we want to store in every storage building