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Shadowstrike

Terrestrial Liability #168
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Mar 17, 2001
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I was replacing all my stockpiles with general storages, and I realized that they don't hold lumber, plastic, metal, or concrete, for some reason, but they do hold everything else. It kind of feels weird that I have to keep those materials in the open (and also keep stockpiles) instead of being able to stash them into general storages with everything else.
 
Check the storage settings. Apparently you can set them such that they will or will not hold specific resources based on whether you allow it or not per storage building.

Also read the description of the building. While it has been a while for me due to other ongoing projects, I believe General Storage is meant to hold anything a Stockpile can hold, plus some food.

If your storage settings check out, send in some screenshots. Could have a bug needs reporting, could have a glitch needs resetting.
 
I'm attaching 2 screenshots showing everything that's allowed in the general storage (I had to do 2, because it doesn't all fit on one screen). I can also send in a save game if you'd like. Mostly I noticed this because I was destroying stockpiles and noticing my plastic had nowhere to go.
 

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I did say it had been a while, but it seems to check out.

You'll need to keep a couple stockpiles around, then. No real way around it. I did so anyway back in the day, in event of overflow.
 
I mean if this is working as intended, it's kind of weird that the General Storage can hold everything *except* those four items.
 
It just feels a little odd? Like it seems like the campsite can hold some of everything (but has limited space), the stockpile can hold everything but food, and the warehouse/general storage can hold everything but basic items? Like general storages then supplant the food storages and warehouses, but not the stockpiles.

It just seems like a tidier design would be campsite holds everything, food stockpile only holds food, warehouse only holds advanced non-food items, stockpile only holds basic non-food items. Then, general storage supplants all three (or is removed all together). The distinctions between what each type of storage space holds would then be a lot cleaner.
 
I suppose it can be said that it boils down to playstyle and perhaps our perspectives as well?

I view the General storage (and the Warehouse) as places for "produced" items, and the stockpile as for "raw" items.
But having said that, I do understand where you're coming from and I also wanted to have some storages that can take all items. Build it and just don't need to think about it right? But the constraints allow for quite the challenge and ensures that we need to think about colony layout, production efficiency and all that. Especially when we're expanding to the outer reaches.

General storage not acepting all items was my basis for adding the storage functionality to my Resource Factory mod.
But after some bug reports, and working with devs, I found out that the buildings are designed in such a way as to only allow for a single responsibility. So all my ideas had to be scrapped, and go back to the drawing board.

I also believe in game-design for years now that some QOL features are not implemented, so either it can be added as mods or DLCs (expansion packs, add-ons, whatever terms we used). It is a way to keep players coming back and staying engage with the game. It is when this gets exploited by intentionally doing a shallow design, or leaving out core game features in the base game that irks me to no end.

On one hand I hate that the community is expected to fill the void, but on the other hand I can be assured that there's at least someone out there who'll come up with a nifty mod as a solution for the things players complain about the most.
 
It just feels a little odd? Like it seems like the campsite can hold some of everything (but has limited space), the stockpile can hold everything but food, and the warehouse/general storage can hold everything but basic items? Like general storages then supplant the food storages and warehouses, but not the stockpiles.

It just seems like a tidier design would be campsite holds everything, food stockpile only holds food, warehouse only holds advanced non-food items, stockpile only holds basic non-food items. Then, general storage supplants all three (or is removed all together). The distinctions between what each type of storage space holds would then be a lot cleaner.
I completely agree - it's still not at all clear to me what items can get stored where, even after playing this game since release.
 
Heya!

Joining the conversation here - the storages all have at least a bit different resources that they can store:
- Campsite: As mentioned here, the Campsite can store pretty much all resources. This is to ensure that at any point of the game, you can have a storage building for any resource you might be producing
- Stockpile: The Stockpile can hold only the "raw" resources - Fuel being really the only more advanced product it can hold. So you cannot use a Stockpile to store Meds or Food for example.
- Food Storage: Quite obvious, only holds food related items + the Medicinal Herb.
- Warehouse: The Warehouse is used to store produced items, such as Tools and Meds.
- General Storage: Essentially a mix between the Warehouse and Food Storage with a few additions from the Stockpile (Fiber, Firewood and Junk etc). We did not want to make this building into too big of an advantage and so we decided to disallow the most basic resources from the General Storage. There are several reasons why we ended up at this decision but sadly I cannot explain them here.

I will however pass on your feedback about this being odd, I can totally see where you are coming from with this feedback.

Thanks for the discussion here, and of course, thanks for playing!
 
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Stockpiles and food storage have the work areas, warehouses and General storage do not. Both work areas should be usable after everything has been cleared locally off the ground.

Small tweaks (larger coding I know) that could help would be to have food storage be used for base food ingredients and warehouse/general storage for meals/canned/etc type food. As is, I have exactly one food storage building once all the initial berries are gone and I get access to the general storage.

The stockpile and food storage work areas could be used to designate what buildings drop off resources to that specific storage. Ie, food storage work areas covering farms and ranches would designate the resources go there, rather than a closer one. Or a stockpile next to firewood production has it's work area covering a few sawmills to ensure that wood is being brought close to the next step in the production line.

I still have no idea why anyone would build a warehouse. It's 100% covered by the general storage.
 
necroing but... I think its a bug, If when selecting resources on a General Storage won't show food as an option, go and click on a Food Storage. Then go back to the General Storage and magically the food options are visible...