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Production / consumption per minute tab

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Nick Petrov

It is really hard to keep in mind how many production/consumption building you need. Please, add the tab to see how many items are produced / used

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Aron Pietron

Status changed to: Done

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tzw0perat0r

when hovering over food/fuel supply, it should show how much its expanding and how much ur taking in per minute, as well as what race is using what for easier management :)


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Aron Pietron

Merged with: Income vs spending

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Aron Pietron

Merged with: Counter of Resources in Production Buildings

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Currently, resources that are in production buildings inputs / outputs do not show in the warehouse or other counters. That is fine.

However, it would be good to access that information somewhere. For example, if I have 0 planks and I mouse over the Plank Count, there is a plank tooltip. This tooltip could list the plank count but also list the count of items in inputs outputs

eg the tooltip instead of
"0" could say
"Storage / Input / Output
0 / 20 / 0"

New players frequently get confused by all their resources going missing, and realising that a lot of resources are stuck on an input / output could really help with understandability.


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Aron Pietron

A

Having a recap of production value and consumption value of selected ressources. For example, be able to know how many wood is produced and how many is consummed. Quite often i dont realize the consumption and the ressource reach 0.


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Aron Pietron

Merged with: Show drain cause for every resource

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When I hover over a resource on the top, I want to see the things that are causing it to decrease. For example, in a game now and can't find what's draining my meat which I need for an order.


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Aron Pietron

Merged with: Consumption Overlay

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I'd like to request an overlay that shows what resources are consumed in buildings, similar to the Recipes Overlay, which shows what resources are produced. I have some difficulty optimizing production chains on higher difficulties where a lot of things are going on at the same time and I think this would be a great help to do so.


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Aron Pietron

Merged with: More detailed list of usage.

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Some guy with a wrench

I love the list of what buildings can craft what items. I wish we also had a way or side menu of what building are using.

e.g. How many buildings are using fabrics and how much do they need per turn.


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CloudProductions “Sean Morrish”

A tab that allows you to see how many of each resource is currently being produced, and at what rate.
So when I get Cornerstone option to get 1 wheat per 60seconds, or 3 fiber per 60 seconds, I can check and see if I'm already getting one, or both, and which is faster.
Would also show current bonuses to production, and speeds.


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Aron Pietron

Merged with: Resource production, and speed tracker.

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James Atteberry

It would be extremely helpful to have a page that lists all buildings that produce and/or consume resources, and have a summary of the production/consumption of each resource by each building. Ideally, possible production/consumption (but not currently happening) would be displayed as grayed out and/or an icon, but still listed.


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Aron Pietron

Merged with: Building summary and resource usage page

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Aron Pietron

Status changed to: In progress

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Un cachalot

I guess the consumption screen is somehow meant for that.


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Edit: it would actually be wonderful to have increases as well as decreases listed here!


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Fred Zeleny

I'd like some way to review the resources created in my settlement over time, either at the end of the settlement's run, or possibly even during play. This way, I can learn how effective certain buildings were, what worked well, or maybe just where all my food went.

I don't imagine this data would be saved after I leave a settlement, but I think it would be a useful tool for me to review the supply chains I built, and help me improve my strategies for future settlements.


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Aron Pietron

Merged with: Review Resource Production

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Christopher Allen

I feel this would be useful for keeping track of ingredients vs. products, and provide an intuitive visual way to see what resources need increased production


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Aron Pietron

Merged with: Add graphs to see amount of each resource over time

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Tab to see where resources are being used


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Aron Pietron

Merged with: Resource where used

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Aron Pietron

Merged with: Overview production goods

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Bernd Limmer

There should be an overview of all the goods, and especialy in WHICH Building and for WHAT Product they are needed. Sometimes I ran out of wood for example and then I try to remember in which producton process it is needed. Instead of clicking all the possible buildings, it would be such a relief if I could click on wood and could see all the reasons it is currently needed for.


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Дмитрий Щемель

I want to monitor where my resources are consumed because it can be hard to find out why my mushrooms are keep going while its need for quest.


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Aron Pietron

Merged with: Consumption monitor

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Aron Pietron

Merged with: Show production and consumption of goods

A

There's a consumption tab which is nice, but it would be great to have a graph for each item to see where it is being generated from, and who is consuming them so it's easier to manage the streams


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Aron Pietron

Merged with: Production Summary Screen

A

There should be a screen you can pull up that shows you all of the items you are producing or could produce at once. It is hard to keep track by having to click on every individual building.


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Aron Pietron

Merged with: Resource Gathering Vs Consumption Rate

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Allan

Can you please add a way to see how frequent a resource is coming in vs how much is being used.
Example:
Wood Gained 5/min
Wood Used 4/min
Sometimes its a bit difficult towards the more later game buildings to know if a resource is being used up elsewhere or not.


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Koks

Yeah, there should be some way to check in/out of the various resources and products ; it should possibly be tracked what building is using it and how much of it.
For example last game i was kinda bamboozled by the fact i couldn't understand where my wood planks actually ended up.
Seems like i had left open the option to create 'bulding provisions' on the Makeshift Post and that was the problem.. but i kinda had a hard time figuring it out among all other buildings.
Honestly i have just 10h on the game atm and it's nothing a decent use of the recipe screen can't handle ; still, it could help.. also stats are cool; on bigger maps with lots of buildings which use the same resources it could definitely help though.


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Will Spitzer

Yes. I have to click around to all my various buildings to figure out why I never have enough of some resource. It's usually some inefficient recipe I was using for early game that I never upgraded/turned off.


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Евген

Similar to the mechanics from Frostpunk
I completely agree


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Jason

Even to just see a list of recently created items would be useful, like a queue that was completed. It would be nice to see a list of items that aren't being made as well. So if, for example, you got a building to make Coats but forgot to start production on Coats, you could see that somewhere.


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Jason

RECENTLY CONSUMED: Root, Berries, ...
RECENTLY PRODUCED: Plank, Plank, ...
NOT BEING PRODUCED: Coat, Biscuit, ...


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Jannik Larsen

Look under the Recipes tab, you can toggle it to individual items and look at it like that.


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Mike Huisman

Look at your Recipes Panel... there is a slider to look at Ingredients instead of Product


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AM

Would also be nice to have a way to know WHAT is using a certain resource you're trying to grow. Like what do I still have being produced that's using my grain, when I'm trying to have that ONLY go to flour production.


A

Love the game, but a giant thorn in my side is the obtuse consumption rates of consumables.

Since workforce and building materials are a scarce resource, it would be very nice to have a window that tells you that rain coats are going at 5/min.

The wonky ratios between intermediaries and end product are fine I guess. I can live with that. Just please let me know how many biscuits are eaten every minute.


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Aron Pietron

Merged with: Way to view consumption rate of consumables

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Robert Hughesq

Some view to list the buildings that are currently consuming goods. so if you're "out of wood" you can see who is using it?


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Aron Pietron

Merged with: Non-Food Consumption

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Aron Pietron

Merged with: Details on productions and consumption per minute

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Khoa Nguyễn Quốc

Let you see the overall production and consumption per minute. So I can follow if my guys can make enough foods/clothes for the whole colony.


A

There should be a menu which shows what buildings are producing and consuming each good, at a glance. Potentially rate of production/consumption over time could be helpful to include.


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Aron Pietron

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Aron Pietron

A

I'd love to see a global output/consumption of resources tab displaying (for example) how much fabric I'm producing a minute and how many coats are being consumed a minute - that way I can see if I need more fabric or if my current supply chain is ticking along nicely.


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Aron Pietron

A

Click wood to see what buildings are using it, would be easier to see what is eating all the wood if its the hearth or some refining buildings.
Clicking wood would show a chart where for example the hearth would be using 30 wood per hour or whatever and then next on the list would be smokehouse using 15 and then lumber mill using 10.... and so on and on


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Joshua Quantz

This. I want to click on the resource or product up at the top of the screen and from there I want to see what is using those resources. If this is too hard, having that information in the warehouse would work.


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Cornelius S

QOL basics in my view.


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Aron Pietron

Merged with: Overview of which ingredient / staple food is currently used where and consumption statistics

A

It should be possible to see in a menu in which building / recipe a certain resource is currently used. So it can be avoided that a resource is consumed excessively.
An income / consumption statistic would also be very helpful to deversify his consumption as much as possible.


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Ziltch Mørk

This plz, would make it easier so I dont have to remember everything all the time. Even a separate tab on Consumed/year would help. Or craft times in buildings.


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Aron Pietron

Merged with: Resource Production Dashboard

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Andrew Farley

Love the game!!

In game, I constantly find myself looking for a dashboard of the current production and consumption of both raw and craftable resources. It would be amazing to have a dashboard that shows this as well as the buildings producing these. Could be added as an upgrade like the dashboard for enabling/disabling consumption of preferred food. Maybe this already exists and I haven't advanced far enough? Thanks!


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Gus Thomas

Super torn between loving this idea, and also realizing that this is a skill issue.


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Gus Thomas

Amazing feature? Yes. Would it make the game easier? Significantly.


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Fred Zeleny

It's a Usability issue. Getting this info would allow people to have more information into where problems are happening, but wouldn't make them more powerful or make the challenges lower. So not a skill issue, but a tool that would make it easier for players to learn and improve their skill.


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Jeremy Snyder

Don't get me wrong, the UI isn't bad, but it's difficult to figure out who is doing what exactly. I would request a menu that allows you to overview all the production of your buildings and to be able to control it from there so that you can compare what is being done where and when and have better overall control over it. As it stands right now I have to sort through every building individually and it's very difficult and tedious to track.


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Aron Pietron

Merged with: Better Inventory Tracking

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Aron Pietron

Merged with: Analytics Graph

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Aron Pietron

Merged with: Analytics Graph

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KU Chapel

Add a analytics chart to track all resource flow and net positive/negative.


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Aron Pietron

Merged with: Flowchart of Ingredients

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Undeadknight11

I often get totally confused when ingredients aren't going to where I expect, especially late-game, when I'm doing an important Glade event that will wreak havoc soon. Ex: Event needs 15 tools, I have 5 mins to create and move them over so I boost or establish production, only to find out that they've disappeared? Or at least I have no clue where they've gone.

A new UI (pain in the butt I know) that shows the flow of where crafted items and ingredients are feeding into would be great. At the moment it's just "hope you remember to turn things off", which isn't fun per se.


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Jeremy Snyder

Also, adding a filter to it so that say I want to track how my plank production is being distributed and having the ability to optimize it from there.


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Aron Pietron

Merged with: Resource use tracker

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when i have a resource im trying to build up for something but its getting used by something and i dont know what it is its a pain to source out, perhaps a tab that tells me what everything using each resource is.


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srahhh

Just came here to suggest this! I would love a toggleable UI keybind for resource consumption, the same way ALT works for output/B for natural resources.


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Simon Dannelöw

I was thinking maybe see the consumers when hovering a resource


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Aron Pietron

Merged with: Consumption of resources

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Londonjk@hotmail.com

It would be very useful to be able to see what is being used where. It is very awkward to go through each building and see if the item you need is being used as a consumable.


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Aron Pietron

A

希望能有个地方看到物资收入期望


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Aron Pietron

Merged with: Production tab

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A widget that centralizes what resources / goods I am producing and number of villagers on each.


A

I'd be happy with a list of resources and how many villagers I have on each. This isn't an RTS, and even those games sometimes lack that feature (except for Total Annihilation spin offs). List of resources/goods with how many vills on each is fine.


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Aron Pietron

Merged with: Resource production and consumption rate menu

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James Wagner

Inspired by the menu found in Factorio, this overview would show the average rate of production and consumption of crafting materials and consumables per minute. This would allow for optimization of the economy and help in diagnosing issues like "why do I not have enough flower to make biscuits", making clear if the issue requires greater grain production or needs more mills to grind grain


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Brent OBrien

This is a really nontrivial issue... Woodcutting, as an example, requires the woodcutter to walk to a tree, cut it, then walk back, and for every 10+ trips, depending on how much storage you have, for woodcutters to then carry the wood to the town hall, depending on how much carrying capacity they have (which means you have breakpoints, where 6 might be carried, then 4 carried to finish off the 10 capacity, or even 5 if 1 more arrives from another woodcutter). To display an accurate production per minute, the calculation would need to take into consideration all of those current distances, worker movespeeds, including roads, and how that changes over time as trees are felled and the distances change.

PLUS, workers take breaks. They go to their house/the hearth and eat food and consume services. This is insane to predict/calculate per worker, when each worker rolls what they want to consume/where they want to go?

And all of these things are effected by modifiers. Faster movement on roads, slower movement in rain without housing, etc. etc. etc.

The best that could be reasonably done, is probably the +/- you have produced in the last X time, or a graph showing your stock over time, NOT a forward prediction of production. Production is NOT comparable to factorio, where buildings are just a machine that produces X parts per minute, nor frostpunk, where the people moving around are just visual candy while the building produces exactly 120 coal per minute that magics itself into the stockpile or whatever building consumes it.

That or some very vague approximation that would probably anger people when they realize it isn't accurate.

Consumption rates should be a bit more consistent though, and would be nice.

But this is still a complex calculation, that shouldn't have effort applied to it until all other game systems are basically finalized. Every balance change has the capacity to nuke this effort.


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Dan Harel

You're really overthinking it. Resources per minute should just be how many resources you produced in the last 60 seconds


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Redlinefox

Pairing this idea with a graph might give a good idea to the user how much they are producing every minute. Neat idea.


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Gus Thomas

Dan, this would often result in "0" for quite a few recipes in the game. At the very least, you'd need to take a moving average.


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Krysto

Yes, I would absolutely love to see an expected consumption rate per minute given my current village. It is really hard to judge how frequently my village is eating and consuming service items and thus really difficult to judge how much food/goods production I should have in order to meet those demands,


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Andrew Simpson

The resources at the top of the screen just show green/red arrows that indicate you're producing or losing those resources, and it's not really enough information.

Late into a run when you're juggling a handful of different buildings, I want to be able to know what is using all my wood, and clicking through all the buildings on my settlement to see which ones have wood consuming recipes is a bit of a pain. Being able to click on the wood icon to bring up an info window of the buildings that use it, and then clicking that building to automatically pan the camera to it would be nice.


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Aron Pietron

Merged with: Click the resource to display what buildings are producing/using it

A

For each resource, it would be nice to see all current consuming/producing sources for players to trace instead of memorizing all building and buff effects or manually clicking all buildings to see what is causing a shortage.


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Aron Pietron

Merged with: More Advanced Resource Tooltip

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Lars Svensson

Solution: Give us the ability (much like the recipes view) to browse ongoing production by resource. To answer questions like: "What is consuming/can consume wood?", "Am I using meat or scrimps-thingies for my fancy food?", "Where did my wood go? Did I forget to switch the tool shop from wood to planks again?"

Problem: Though out ever game find myself looking to cut consumption of resources and optimize usage where supply is scarce. To do this I have to try to remember what buildings have a recipe that might consume the resource I want to save, and and open up the wheel on each of these buildings to see if it's selected for usage.


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Aron Pietron

Merged with: Resource view

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Lars Svensson

Found this too late, wrote my own suggestions so feel free to delete: feedback.eremitegames.com/b/suggestions-feature-requests/resource-view/

Here is the text from the duplicate suggestion:

Solution: Give us the ability (much like the recipes view) to browse ongoing production by resource. To answer questions like: "What is consuming/can consume wood?", "Am I using meat or scrimps-thingies for my fancy food?", "Where did my wood go? Did I forget to switch the tool shop from wood to planks again?"

Problem: Though out ever game find myself looking to cut consumption of resources and optimize usage where supply is scarce. To do this I have to try to remember what buildings have a recipe that might consume the resource I want to save, and and open up the wheel on each of these buildings to see if it's selected for usage.


A

You can see all uses of a material in the recipe panel too. The dropdown next to the search box is a toggle to switch to ingredient view and then you can control by the specific ingredient you want. Hope this helps, the visibility of it is pretty low.


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Lars Svensson

Found duplicate of this and will comment there. Delete this one


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Fabian Åhrberg

This is on the top of my list. On Steam I wrote:
Definitely this. Could even be a couple of upgrades a few steps up the tree.Would be very nice to easily see supply and demand chains to better tweak them for optimal efficiency.
Include production time and walking overhead as well. And why not highlight bottle necks.


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Jonathan Wheelock

You have to be keeping your workers fairly static for this value to be meaningful. Variations such as shifting to other recipes in the same building, delivery scheduling, and production crits take a long time to average out.


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Chase W

I was just thinking of this today! It would be great :)


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Aron Pietron

Merged with: A menu showing what's consuming each ressource

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Sometimes I see some of my resources are being used by something, but I don't even know what. I have to review each of my building to find it out.


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Michael Collins

You can currently search in the recipe tab by ingredients to see if/where e.g. “berries” are enabled.

Also, please see feedback.eremitegames.com/b/suggestions-feature-requests/production-consumption-per-minute-tab/


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Aron Pietron

Merged with: More resource stats

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easynam

Currently resources show current and average amounts. It would be nice to also be able to see stats like the amount of the resource produced, consumed, and processed (used in recipes) in the last minute. These would make it easier to understand how each resource is being used.


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Aron Pietron

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Gautier Blandin

Add a panel where we can easily see a recap of resource consumption in the settlement (food per min for the villagers, how much base material the industry consumes, what building consumes what material, etc...)
For example, as of now, it's very easy to start producing some material we only need a small or medium amount of, forget about it, and waste a lot of materials because we don't remember it.


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Sparra

Something like this I think would be perfect for when the player clicks on the warehouse buildings! Right now there's very little reason for a player to click on them, as while it shows all the resources the town has, it kinda has them all jumbled together and without the green/red borders that the resources at the top of the screen have.

Even simply organizing the resources by their types and having them all displayed in the warehouse window (as opposed to having to click through all the tabs at the top of the screen) would be a big improvement for helping to get an overall view of your town's economy.


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A

It would be great to be able to filter/organize the warehouses in different ways. Ie. filter just base materials, organize by count, organize by consumption per minute.


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Michael Collins

There's this suggestion which sounds similar to your request? feedback.eremitegames.com/b/suggestions-feature-requests/production-consumption-per-minute-tab/


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Emw

+++ just want to know how many cranes income i have in cycleyearmin whatever - make impossible planing


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easynam

oh, seems this is close to an existing suggestion, i didnt do a good enough job searching i guess feedback.eremitegames.com/b/suggestions-feature-requests/production-consumption-per-minute-tab/


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Luke | Eremite

Merged with: Average Production/Consumption

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Cpeel97

Sometimes it’s hard to tell if I’m producing enough food, or how much more wood I need to be getting. An average production or consumption per minute instead of just “average” could be nice.


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Bernardo Tonasse

That's the single most wanted feature missing from this game for me


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Michael Collins

Frostpunk has an "economy" report, where it lists each of the resources - where they are produced, how much they are consumed, etc. They are grouped into useful categories (food, building mats, fuel, etc.)

However, Frostpunk has a much more simple resource list compared to ATS, so presenting this data would be a bit more challenging.


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Factorio has the best graphs for this imo, no matter the absurd quantity of stuff produced and consumed, it's very easy to sort by category, filter for specific resources/items, you can toogle/untoogle lines on the graph.. and even check the graph for theast 5s/minute/10 minutes/hour/since the beginning.. it's AMAZING


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Nick Petrov

Exactly this.