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Component-specific Resource Storage Containers

Tharatan

Member
City Planner (S3)
Messages
95
As the title says, I would suggest that component-specific resource storage containers be added. When playing through with either Categories or (especially) with Components as the level of difficulty, it is possible to run into a situation where the settlement network is full on components of types A, B, and C, but no components of type D are available. With the storage full, the plots have nowhere to put newly-produced type D items, so the production appears to be lost.

To put it a different way, you run into a situation that looks something like this:

Settlement Storage: 5,000 / 5,000
Building Materials: 3500
Organic Materials: 1250
Machine Parts: 0
Rare Materials: 250

Adding more overall storage is only a short-term solution, because in the example above your production of Building Materials, Organics and Rares will overwhelm anything you add over time while leaving your Machine Parts blocked out again.

Adding Resource Storage Containers specific to components and/or categories would allow the player to ensure that a particular amount is reserved just for that item, insulated from any storage bottlenecks caused by buildup of other things in the network.

In the example above, the player could add a container dedicated to Machine Parts, so that these would continue to be produced/used while the other three categories remained full.

This would be a particular boon in component-level games, where production from plots is extremely hard to balance with consumption - in the attached image, the building materials category has become bloated with excess supplies of everything except Steel, which now seems to be blocked from producing due to lack of storage space. This leads to cascade failures of the settlement economies.
 

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murarst

Member
Messages
124
Excess production is discarded when the update cycle of the settlement occurs. I'm thinking maybe the situation you describe can be remedied by prioritising the storage of the least plenty component over the more plenty components. This way in your example, when storage capacity becomes available steel would be stored first and glass(?) last making sure resources at 0 are replenished first and only plentyful resources are discarded. No need changing game mechanics to different storage containers.
What do you think?
 

Tharatan

Member
City Planner (S3)
Messages
95
Excess production is discarded when the update cycle of the settlement occurs. I'm thinking maybe the situation you describe can be remedied by prioritising the storage of the least plenty component over the more plenty components. This way in your example, when storage capacity becomes available steel would be stored first and glass(?) last making sure resources at 0 are replenished first and only plentyful resources are discarded. No need changing game mechanics to different storage containers.
What do you think?
That could be another way to handle it, yes - though that puts the onus of balance onto the scripts, rather than giving the player at least the illusion of being in control of what is happening. I suppose the question becomes which is easier to implement with the resources available to the SS2 team: buildable objects that only store one type of virtual component, or alterations to the industrial production/storage script.

I have no idea whether or not these containers would be something that could be introduced by a separate mod or not, but if so it could be another avenue to get it done.
 

yaugieLC

Well-Known Member
Community Rockstar
Messages
2,085
@yaugieLC does it make sense to file this as a (minor) bug as potentially this can lead to failing resource system when storage space is full?
I don't know that I'd call it a "bug" at all, just an unintended side effect of how the system works. There's at least a couple of OTHER bugs going on to do with the Virtual Resources and/or Maintenance Costs though; once those get sorted out, and the confirmed-to-be-coming "balance pass" of the numbers gets done too, it might be worth another look.
 

MsBathory

Member
Messages
77
I'd prefer a way to partially purge (in a "purge anything over amount X" way) overflowing categories/components rather than continue adding storage capacity, be it overall storage of individual categories/components. Or maybe a way to halt production of certain components so, for example, you don't drown in glass and concrete when all you really need is aluminum and adhesive.
 
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