Why did you removed the stockpile assignment system?
JM4455
Member
Hi,
Before 1.0 we were able to assign tasks to specifi stockpiles, why has it been removed in 1.0?
It was very useful on big maps to create sort of little zones with stockpiles and craft tables to avoid having bricktrons traveling all the map to get a brick...
Before 1.0 we were able to assign tasks to specifi stockpiles, why has it been removed in 1.0?
It was very useful on big maps to create sort of little zones with stockpiles and craft tables to avoid having bricktrons traveling all the map to get a brick...
Comments
Anyway. Bring it back,guys!
When we created the new crafting stations, it exposed several issues in the Bricktrons' behavior for automated resource management (as they do now, thanks for the Free Agents system). Finding items, storing items, etc. These issues stemmed from the fact that all of the game's modules have their own implementation of behavior and when they should be triggered. We decided to solve all these issues in a single sweep by creating general conditions and unique behavior for the storage and resources finding. The issue is that stockpiles, projects, goal, AI entities and crafting stations also each had different systems to exclude certain objects in particular. These systems weren't compatible one with the other and were slowing us down in our work of unifying resources management.
We had a long discussion about it and ended up agreeing that it was a lesser evil to disable the resources management tab since it was very rarely used (only by a few very advanced players), but we're seeing now that it's been noticed and more people than we thought were making use of that resource.
The game's shortcomings when it comes to resources management isn't unknown to us and we're looking into improving that.
Thanks!