Consumable Management

The place to request or suggest new ideas and features.
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mowntandoo
Posts: 8
Joined: Sat Apr 09, 2016 6:42 pm

Wed Apr 13, 2016 4:06 pm

Using Boolean logic to manage consumables (especially for multiple consumables in crafting) would be great. I think it would fix a lot of the issues with food as well but would require a revamp (or significant modification) to the hauling system. A simple example would be:

IF Food < 2 THEN Gather Food
IF Food > 5 THEN Drop Off Food

This is essential for crafting with two or more consumables because units tend to fill their inventory with one consumable, leaving no room for the other. If we set a max for each consumable for each unit, it will prevent their inventory from overflowing. If this is set for buildings, it could also make auto-hauling more efficient because units will not go to something the moment it has one resource in it. Units could wait until the building has X amount of resources before collecting so it moves more resources per trip. Thoughts?

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