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I wonder if it may be simpler to implement this if you were to instead get "efficiency" upgrades to the smaller warehouses, so that the equivalent space could hold the same amount of items if filled with smaller warehouses. It would be more intuitive from a UI perspective, but if you were thinking of any kind of "load balancing" it would probably have to happen manually.
Anyway I like this idea, would be neat to see someone dig into it who knows more about the game engine and what would make the most sense from both a gameplay and modding perspective.
The thinking is that the current model gives players explicit authority over storage capacity (the amount you get is determined by the warehouses you build), so that any given product's overproduction can only stall itself and not other systems - e.g. when gears fill up, they just stop making gears, it doesn't shut out planks. Or, when carrots are ready they don't stall bread production because the warehouse filled up.
So i think the idea is that rather than just create a large warehouse that your try to manage inventory within, you create a megastructure of multiple warehouses and the store type selected for those determines your capacity, the only other limiting factor being accessibility. This idea is simple at it's base level, which means it's both easy to understand and it's up to players to determine how much complexity they create on top of it.
I wonder if it would be possible to add a method so that when you put warehouses on top of each other, that you could then have multiple types of items(within similar grouping, ie food or material) but keep only one entrance. it would be multiple warehouses, but instead of building out (taking land) or up(needing extra pathing and stairs) as it currently is.
i like this idea a lot. It would be like the emberpelts housing. so long as there is one accessible entrance, you can just keep stacking.
I haven't been playing long enough to get around to the emberpelt mod. looks interesting. a tad sad from reading the description that their "hatred of water" didn't lead them to making steam engines by trying to burn away the water. at least nothing was mentioned of steam engines in the description I saw.
just had an idea! if going in a direction that leads to more elemental beavers, the "air" version can have balloons as the gravity power storage. it goes up instead of down. their map hazard could be sandstorms. water pumps could be vapor collectors. I think I might be getting "inspiration" from a video I watched from "real civil engineer". something about building a tower in a desert. my train of thought is multi-track drifting.