

If it set to insource it is prioritized when items are collected. When it is set to outsource it will be brought to other storages. If you click on a storage the whole itemlist comes up and if you click on an itemtype you can switch it to "outsource", "insource", "blocked". I would like to suggest the settler2-approach. I'm really hoping this is an issue that gets fixed during beta here.

I try to go in and play, but I'm on larger maps now.and it's just a turn off as to how the game runs inventory. To me, not being able to view and control inventory is almost a game breaker. It's my #1 gripe, along with lack of inventory data. Or perhaps it could be the other way around.if an item is selected, it's barred from being stored at that location.Īs it stands now, the flow and movement of goods is extremely chaotic and confusing. If it isn't, then the box isn't allowed to hold that item. If an item is selected, then it's allowed to go into the box. I wish there was a system that allowed storage boxes themselves to allow or disallow certain goods to hold. Yeah, I'm finding the couriers doing a funky job as well. Courier aren´t helping either to get a meaningful production chain. So that we can store more of one kind, for example one big storage is only for wood and stone, so that there won`t be any food but 50 wood 50 stone etc. Some kinda Resource list where we can mark stuff and unmark staff to store there would be great. I have the same problem that my storages get flooded with stuff thats not needed in this region.
#Valhalla hills tips update
Perhaps the extra space (dedicated) could be an update to a building. ✫ Aionion has Valhalla Hills 16 hours ago I'd guess it's already on the roadmap, but can't hurt to beg for - dedicated storage. This is all well and good, but the randomness of the collection makes it really hard to create meaningful chains. _Large_ storage however, just grabs 10 of anything, and hence is more like hub storages. Subsequently discovered that I could use _small_ storage to store 20-25+(?), but only if I don't have anything else in range. Just recently discovered that the buildings don't produce more than 5 of each type. I've been playing for 10 hours now, and have large maps. The game really really need dedicated storage!

I'll just slap the comments from my wrong-forum-posted thread here as requested by devs. While I understand its nice to have a central hub to store a good portion of materials as a whole I feel as if it just slows production and adds an extra step in an already growing production line. The baker should solely by going to get the flour from the mill and so forth. The mill workers should solely be going to the farmer to get his wheat. I feel as if the various production units in the game should store what they need and what they produce. If I wanted to go get stone, I would go to the quarry. To be completely honest, in a real world scenario, while yes a warehouse (Basically a storage chest) can store a bunch of materials, most of the time that is just commodities. No mill is only going to keep a handful of wheat and then need to go get more, it would store all of the wheat on site so that it can keep up production, especially if its constantly needed to make food. It would make sense to me if certain materials are stored where they are needed. I feel as if some parts of the storage chest are pointless. One example of this is that most of my wheat goes straight to the storage chest first, rather than the mill. One of the first things that I noticed in the game was that the raw materials almost always went to the storage chests first instead of the respective production sites.
