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max droulez |
Often a building is lacking just that 1 construction material, and it will have to wait a long time before getting it because the construction material production building's storage is not yet full and as such nothing will be delivered before storage is full (which, as your storage capacity increases through citadel upgrades, can take sometimes half a year or so). Yes, you can force deliver, but this is a lot of micro that you have to constantly do once your storage capacity gets to 20.
it would be nice to either allow construction workers to directly pull from production buildings if the building lacks resources, or to have an option for material production buildings to check the building queue and deliver the missing materials early
Activity Newest / Oldest
Aron Pietron
Status changed to: Done
Aron Pietron
Status changed to: In progress
PRoX2010
Not building, but i had a settlement that was very low on food. A Fox Beanery worker finished making Porridge, as soon as they finished it went into the Beanery's storage and the Fox went on break. They was "no food" for them, so they starved and died... This all happened very fast as the Beanery, hearth and warehouse were all right next to each other. I didn't actually witness it so much as figure out what happened when i got the death alert and paused.
Kenta Gumbert
The UI for buildings suggests that a building can pull an ingredient for a recipe directly from another building and not a warehouse. I don't see why this just can't be a global thing where resources can be pulled directly from buildings for new structures and/or glade events, there is already something that allows pull between production buildings.
I would also like to see this for glade workers. I’ve had scouts have to literally walk past a building producing what they need with plenty in storage, to go all the way to the warehouse to get half of what they need, and then the worker in that building has to follow the same path to deliver that item to the warehouse, and the scout has to now do a second trip to get the rest of that item.
Akomis
It could also solve the issue that materials can be present in the factory building, but are unavailable for any use until delivered. It is a bit annoying that I need to use "force delivery" - it put evens more work on the workers who are already represent the bottleneck, instead of making the idlers to walk for the goods themselves.
László Lenkei
I actually thought that it works like that, based on production buildings can take resources from other production buildings.
Completely agree. The UI on Storage building indicates workers will automatically take from the nearest storage. Well, storage in the resource building itself should count as Storage, no? It is even called "storage".