Issues about Resources stored within the Gate

Issues about Resources stored within the Gate

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DavyDavy

Community Developer
Sep 25, 2019
67
49
Greetings, survivors!

We saw a lot of conversations around issues with the resource storage within the gate, and we are actively looking into how we can solve all the gameplay disruptions you are experiencing.

Unfortunately, implementing a proper fix to the issue is going to take some time, but we will soon implement a hotfix that will increase the Gate storage by ten times. This implementation should mitigate the most critical issues we are seeing reported, such as the impossibility of trade and loss of specialist resources.

We understand that this issue is causing some frustration, and we would like to thank you all for your feedback – it’s already helping us a lot in shaping the future of Surviving the Aftermath!
 

Evanator

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Thanks for your good work.
It would be cool if we could change the priority of the gate to increase the number of carriers who remove items from the gate.
 

Gilgamoth

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Thanks for the update, can we either change this into a Known Issues thread and list the problem with Stuck Colonists or have a seperate Pinned Thread for that issue as well please? It might stop people raising new threads for the same issue :)
 

TinyBuddah

Sergeant
Oct 21, 2019
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3
It would be cool if we could change the priority of the gate to increase the number of carriers who remove items from the gate.
Currently, carriers don't remove items from the gate. They only collect resources from the gate when the resource has been depleted in other storage buildings. That said, there is no limit to how many carriers will collect resources from the gate. it all depends on how many resources are currently depleted in other storage buildings. However, as most have already mentioned, it would be fantastic if we had a greater ability to control the distribution of resources in general.

For the gate, as I stated in another thread, I don't think the gate should store resources at all. When scavengers return they should spawn a salvage item containing the resources they collected. Just designate a shallow area that spans the width of the gate and allow these salvage tiles to spawn in that area. Just like the starting salvage bunker, etc... I suggest salvage because then the player can still decide *when* to collect it.
 

RDCiaphasCain

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Oct 26, 2016
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Hmm is just increasing the storage size of the gate gonna help with the game not recognizing the resources in the gate as valid for trading?
 

HornetGamer

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This is a welcome and honest announcement - you're looking for a relatively straightforward interim step to make the game playable but can't do a more detailed fix right now because it would be quite involved. Entirely understand.

That said, given that part of the issue appears to be related to access to the gate by colonists (and that there seems to be a broader, if harder to pin down, overall issue surrounding the storage and movement of resources), I'm just wondering if increasing gate storage alone might actually make the issue worse? Because then you would have ten times the amount of storage which colonists can't access except under very specific gamey conditions.

Perhaps a supply-side fix within the colony (temporarily multiplying the amount of gatherable resources within the colony i.e. plastic, metal, concrete, berries) perhaps instead of or perhaps in conjunction with a smaller gate multiplier might be a better solution? Because this way, you are making it much less attractive for players to use the world map for food, concrete, planks, plastic, clothing and tools, which appear to be the main problem categories, and you're giving them a realistic alternative though which to test later elements of the game while you work out the longer term fix.
 

Gilgamoth

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Perhaps a supply-side fix within the colony (temporarily multiplying the amount of gatherable resources within the colony i.e. plastic, metal, concrete, berries) perhaps instead of or perhaps in conjunction with a smaller gate multiplier might be a better solution?
From your mouth to Dev's ears :D:D
Gameplay
  • Tools’ durability increased by 33%
  • Deposit Metal amount increased by 25%
  • Pathfinder Statue cost reduced from 15 Concrete and 30 Metal to 10 Concrete and 15 Metal
 

HornetGamer

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From your mouth to Dev's ears :D:D
I think that relates to a separate concern about tools.

Think my suggestion is a tricky one, it undoubtedly works around the issue but if the ratios of resource buffs were too overblown it would make the game too easy.
 

Toxicat

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May I suggest to make the portal storage zone a temporary storage zone ? Meanings as soon items are stored in the portal, colonists have tasks to transfer all objects to a standard storage building ?
 

TinyBuddah

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Oct 21, 2019
77
3
Just played a few hours with the new patch... Runners are still either not using resources from the gate, taking FOREVER to figure out that they can gather resources from the gate, or forgetting that they can collect resources from the gate after they finally figure out that they can.

Example: I built a large solar panel...
I had 8 Components sitting in the gate.
I had 17 available runners and paused every other construction.
Several days passed and not one component was delivered to the building site.
A scavenger returned with even more components. Now my total was 18 components sitting in the gate.
Several days later, all of a sudden 7 components were delivered to the Solar Panel build site!
Then several days passed again with NONE being delivered.
The ONLY resource the building has been waiting for is components.

Could we get some console commands [cheats] in the next patch to help us test some of this stuff more efficiently? For those who'd want to.
+ Add [x] number of [x] resources
+ Debug Mode
That sort of thing?
 

interN3rd

Recruit
Oct 29, 2019
8
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May I suggest to make the portal storage zone a temporary storage zone ? Meanings as soon items are stored in the portal, colonists have tasks to transfer all objects to a standard storage building ?

This. In my opinion, the storage space around the gate doesn't fit into the lore at all. At the moment you can choose to unlock a special technology that allows you to build a safer storage container so your food and goods are protected from fallout, radiation and metor showers. Or you can just put all looted resources, food, tools, clothes on a open field in front of your gate. I think, it would be best if the storage of the gate was transitional and our colonists had to store all goods in proper storages.
 

Kvitulv

Recruit
Nov 6, 2019
5
1
Increasing size of Gate Storage won't fix it in my case...

It seems that they store the boxes beside the gate, not inside. As soon as I place a building over the item boxes, troubles start. Carriers won't pick them up. the longer I play the more field the boxes covers as new items are brought from explorers (like 9x9). I will try a new game not building anything on top of the boxes and see if that will work.

Also storage facilities should have priorities and work circles (just like food storage for instance) to collect stuff from gate. Better yet have it a checklist what you want to store in it just like Rimworld. That game had an excellent storage management.
 

Sante44

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Oct 27, 2019
22
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Seems like the easier solution is requiring the building of a warehouse(storage shed) BEFORE building a gate so that materials can be stored safely and the gate isn't used for storage at all. Increase warehouse storage and voila problem solved. This slows gate building a little bit, but not greatly. So warehouse is a tier 1 building and a gate is a tier 2 building. Items that come in are placed directly in warehouse or food storage.

Of course, my complete ignorance of coding means this solution could be absolutely idiotic and the devs have tried stuff like this already.

Command and Conquer used to have some great tiered building trees back in the day that led to plans for development. Here, it seems since you're the boss, you build what you want, and succeed or fail based on what you've got. Only research limits what can be built.
 

Czert99

Corporal
Mar 13, 2019
49
0
Currently, carriers don't remove items from the gate. They only collect resources from the gate when the resource has been depleted in other storage buildings. That said, there is no limit to how many carriers will collect resources from the gate. it all depends on how many resources are currently depleted in other storage buildings. However, as most have already mentioned, it would be fantastic if we had a greater ability to control the distribution of resources in general.

For the gate, as I stated in another thread, I don't think the gate should store resources at all. When scavengers return they should spawn a salvage item containing the resources they collected. Just designate a shallow area that spans the width of the gate and allow these salvage tiles to spawn in that area. Just like the starting salvage bunker, etc... I suggest salvage because then the player can still decide *when* to collect it.

well, most easy fix for now is that collectors take anything from gate FIRST before looking for other stores. Your idea of "dump zone" is good, but will take some time to implement (and new gane start once implemented).
 

Hiabst

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Do you guys think it would be possible to make a mod?
Like an event that checks if Items are in the gate and then stores them.
 

Hiabst

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Do you guys think it would be possible to make a mod?
Like an event that checks if Items are in the gate and then stores them.
Ok, no won't work
Events can:

  • Give, take or exchange resources
  • Give more colonists (but not take away)
  • Add conditions to incoming or existing colonists (Injury, Radiation Sickness etc.)
  • Affect the colony’s overall Happiness.
 

Siono

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Seems like the easier solution is requiring the building of a warehouse(storage shed) BEFORE building a gate so that materials can be stored safely and the gate isn't used for storage at all. Increase warehouse storage and voila problem solved. This slows gate building a little bit, but not greatly. So warehouse is a tier 1 building and a gate is a tier 2 building. Items that come in are placed directly in warehouse or food storage.

Of course, my complete ignorance of coding means this solution could be absolutely idiotic and the devs have tried stuff like this already.

Command and Conquer used to have some great tiered building trees back in the day that led to plans for development. Here, it seems since you're the boss, you build what you want, and succeed or fail based on what you've got. Only research limits what can be built.

I totally agree. This is almost a game breaking bug as it’s very frustrating and takes away all the strategy and enjoyment from scavenging on the map. It would be better to remove gate storage and transfer resources to an appropriate warehouse until a proper fix can be applied at a later date (even if it means resources are lost if there is no free storage). I certainly won’t play again until this is addressed and increasing the storage size won’t solve the issue.
 

TinyBuddah

Sergeant
Oct 21, 2019
77
3
I totally agree. This is almost a game breaking bug as it’s very frustrating and takes away all the strategy and enjoyment from scavenging on the map. It would be better to remove gate storage and transfer resources to an appropriate warehouse until a proper fix can be applied at a later date (even if it means resources are lost if there is no free storage). I certainly won’t play again until this is addressed and increasing the storage size won’t solve the issue.
Yup... That's all I want for Christmas, a proper solution for the ridiculous gate storage issue. Been waiting since launch. :confused:
 

Siono

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Disappointed to see that this is still not resolved :( Does anybody know if the outpost depots are bugged too? I was thinking that you could build an outpost right next to your town and drop everything off there to avoid it going into storage. I’m not sure if carriers will then correctly transfer items from the depot into storage. Has anybody tried this?

**Update** For those that are interested outposts are broken too. Let’s hope the developers stop focusing on releasing new content and fix the underlying issues with the core gameplay too.
 
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