ragnar wrote:Lets take a example. I have 20 barrels. In group A with 10 barrels I want to have stone. In group B also with 10 barrels I want to have only wood.
To do that I would need to click on one barrel in group A and set it to stone and than click button to copy ti to all other barrels and lock the barrel. And also go to other 9 barrels in group A and for every one of them click lock button. After that I go to barrel in group B and select wood and click the button for copy.
In other words, I still need to go right click every barrel in group A and lock it for it to work, and so i can have two different things in different barrel groups right?
From what I understand, that's how it works - although there might have been a "lock all" option, I can't remember well... it looks like the system is geared to having the "disable all items by default" turned off, and then using the "share settings" function to unlock a given material across all barrels at once. That's great if all your barrels are in one place... not so great if you have your workshops separated and each one has barrels for its resources (e.g. your masonry is at one end of town with barrels for stone, while the carpentry is at the other end with barrels for wood and bones). Or in other words, it works well for small towns with one "workshop building" but not well for larger towns with different districts.
Personally, I think the system needs an "assign by area" option; not just a global setting. It could be that there's a second button beside "share to all" which has "share to group", and when you click that it gives you a selection cursor and any barrels you select will inherit that setting.
While I can see the logic behind the system as it stands, IMO mass-storage is like mass-anything-else: probably not the best way to do things in Towns. Or in other words, the system looks like it's designed to store large amounts of items at once... when the more effective/efficient strategy is to break up that hauling into segments so the hauling townies (and the game engine) aren't overworked. It's one area where the player can make some decisions and get things running more smoothly; the system should make that as easy as possible rather than making it easier to leave the storage decisions up to the townies.
What's that you're eating? A nice, juicy apple? You weren't supposed to eat that you fool, you were supposed to make it into a pie! - last words recorded words of Francis D'Avre before he went looking for snowcherries, but found a hungry Yeti instead.