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Inventory and hauling improvements

PostPosted: Sun Sep 08, 2013 9:01 pm
by bobucles
1) For some reason, placing containers will remove a stockpile zone. This is very annoying and defeats the value of containers.

2) Whenever a container is placed on a stockpile, it should inherit all the behaviors of the stockpile (including when the stockpile is altered). Containers that are incompatible with the stockpile should have a red X as being improperly placed (the cargo settings also change to all-X so the container gets emptied and removed ASAP).

That should save about 3 months of inventory management. ;)

3) A hauling command. Selected items are placed in a stockpile (if available) and are placed in front of the hauling queue (a special priority queue, perhaps?). Furniture can be uprooted this way. Items without a proper storage are ignored.

4) A demolish command. Selected walls/roads/etc. are visited by a townie, hauled to a burner, and are destroyed. Basically replaces having to right click "destroy" every single piece of a building.

Re: Inventory and hauling improvements

PostPosted: Mon Sep 09, 2013 7:41 am
by beta
1 is not completely true by the way, if you create a stockpile, then create a container using the left panel instead of using the right panel to place it, then it will be placed on the stockpile without removing that spot from the stockpile zone.

But I agree, they should inherit stockpiles behaviours.

Re: Inventory and hauling improvements

PostPosted: Mon Sep 09, 2013 10:25 am
by YetiChow
To clarify that point a little bit: containers which are "placed" are locked onto a tile; they're in their 'permanent position' - this is for barrels created with the right-hand menu. Barrels created from the left-hand menu aren't "locked", they get stored in the stockpile like a loose item or resource. They just happen to be able to store other items in them.

At this stage, the barrels are treated like resources and not storage containers when they're 'unlocked' - they'll still store stuff, but if they get moved then they actually get 'deleted' and replaced at the end-point. This will get rid of anything in them, so it's always a good idea to place barrels over stockpiles if you want to use the area as permanent storage space - otherwise, if you build any new barrels from the right-menu, the townies will use the existing unlocked barrels by preference (thus deleting anything stored in them). Barrels are great for condensing storage, but for temporary storage it's better to just use a stockpile. There's an added benefit to that as well: once the the stockpile is full, you can delete it without deleting the items - perfect if you want to move a specific item to a specific place (e.g. the Nux crown to the middle of the town, or a weapon to a hero's room) without "locking it away" in the storage.

Re: Inventory and hauling improvements

PostPosted: Mon Sep 09, 2013 1:47 pm
by bobucles
I haven't seen townies pick up any barrels after they've been placed. If the cargo is being destroyed, that's a pretty serious bug!

Generally, I find that managing more than a dozen or so storage containers becomes a nightmare. Emptying them is a chore, changing their preferences is a chore, it's really a lot of trouble all around. I thought having a dedicated storage closet would be cool, but it's making a lot of problems.

Re: Inventory and hauling improvements

PostPosted: Tue Sep 10, 2013 8:50 am
by YetiChow
bobucles wrote:I haven't seen townies pick up any barrels after they've been placed. If the cargo is being destroyed, that's a pretty serious bug!

Generally, I find that managing more than a dozen or so storage containers becomes a nightmare. Emptying them is a chore, changing their preferences is a chore, it's really a lot of trouble all around. I thought having a dedicated storage closet would be cool, but it's making a lot of problems.


Again, it comes down to HOW they're placed - if you order them placed yourself, then they stay there and there's no danger of losing their stored items. It's only the ones made via auto-production which are "unlocked", these are the kinds of ones which get stored in stockpiles (you don't have to build barrels over stockpiles if you're placing them yourself); and it's only these ones which have the risk of losing stored items.

As far as your other points, I completely agree - I just wanted to clarify the point about "locked down" vs. "moveable" or "unlocked" barrels, because it's an important distinction. It would be impossible for the "locked down" barrels to inherit stockpile settings at this point, because the stockpile cell would be deleted when the barrel is placed; however the Devs are already working on major refactoring of storge so it's not ruled out for the future. In fact, it's something the Devs have already said they want to do, it's just going to take some of their amazing inventiveness so I wouldn't plan anything around waiting for it.

Re: Inventory and hauling improvements

PostPosted: Tue Sep 10, 2013 10:08 am
by caprontos
I am pretty sure that hauling/placing unlocked barrels will not delete it's contents.. But barrels on stockpiles don't do anything useful.. There main use is you can make it a moveable stockpile of barrels which isn't as useful as it sounds..

I think barrels only lose their contents if you change it in an action (which you can't with out modding. and it is because you delete the barrel and replace it with a new one).

Re: Inventory and hauling improvements

PostPosted: Wed Sep 18, 2013 11:54 pm
by Sathurn
Actually I just did a test.

Built a barrel using the Left hand auto build menu.

It was place in my stockpile, With three mud, I then disabled barrels in the stockpile and enabled it in another. The barrel and 3 mud were moved in on trip by the hauler.

Re: Inventory and hauling improvements

PostPosted: Thu Sep 19, 2013 1:13 am
by Sathurn
Don't know if I should edit or double post. But,

What is need is barrel stockpile, which allows you to enable/disable full/empty barrels. Fill up a barrel in your bakery. Once full (and therefore no-longer allowed) move it down into the dungeon 10 food one trip (2 when you count the trip up). where when it is empty (and therefore nolonger allowed in the dungeon stockpile) its brought back up.