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Post subject: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 3:50 am |
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Joined: Thu Dec 02, 2010 4:44 am Posts: 71
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I've read here that you all made a design choice which prevents you from having more than one kefling contribute to a single resource pile.
This does work out for the most part in this game, as the ease of moving stockpiles with the builder's help makes it perfectly convenient to just have the resources pile up in the buildings.
But on the desert level, there is no building that stockpiles sand.
This appears to be a gap in your design choice.
My solution: allow keflings to add to stockpiles. I get a 25-piece stockpile from a building, put it on the ground, and then assign a kefling to bring resources to it. Allow it to fill up as much as the user wants, and even allow it to be picked up in whole and moved if desired.
This solution would not interfere with the ability to switch a kefling's job without removing its hat.
Edit: upon further review my solution would still require a building that could generate sand stockpiles. Gah.
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PurpleMushroomz
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 4:15 am |
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Joined: Sat Dec 25, 2010 4:07 pm Posts: 176 Location: Chicago, IL
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Measure wrote: I've read here that you all made a design choice which prevents you from having more than one kefling contribute to a single resource pile. What are you talking about? I have numerous keflings on my desert map mining leaves and sand from the north half of the map and making one pile of each at the top of my bridge. This one kefling per stockpile issue only occurs when you're transporting from pile to pile... however if you have multiple keflings drop resources to the exact same spot before any actual resources are piled there, then you can bypass this limitation. Measure wrote: But on the desert level, there is no building that stockpiles sand. Why would you need to? No pieces require only sand. If you're that hard up for a place to put your sand, try building another Clay maker. Personally, I have the clay maker on the right... the glass maker on the left... and sand on the lower half of the map being directly carried to both of those building.
_________________ New GamerTag : MaxSterling 
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Measure
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 4:23 am |
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Joined: Thu Dec 02, 2010 4:44 am Posts: 71
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No pieces require sand, but multiple buildings need sand all the time, and when I have a shortage of one of the secondaries, glass or clay, it would be a lot easier to correct the shortage if I had a single stockpile of sand to go to.
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PurpleMushroomz
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 4:37 am |
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Joined: Sat Dec 25, 2010 4:07 pm Posts: 176 Location: Chicago, IL
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So set it up so some sand gatherers all send to one central pile.
_________________ New GamerTag : MaxSterling 
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 4:56 am |
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Joined: Thu Dec 02, 2010 4:44 am Posts: 71
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PurpleMushroomz wrote: So set it up so some sand gatherers all send to one central pile. But that's exactly what they've disallowed in this game over the first one. Hence, my post. If you assign a kefling to a pile he just picks up a resource instead of bringing things there.
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PurpleMushroomz
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 5:01 am |
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Joined: Sat Dec 25, 2010 4:07 pm Posts: 176 Location: Chicago, IL
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Ughhh... Pick up a kefling Bring him to a resource Pick up the kefling again Drop him at the pile you want him to bring resources to.
Been working for me just fine on all 3 of my games.
_________________ New GamerTag : MaxSterling 
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Measure
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 5:15 am |
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Joined: Thu Dec 02, 2010 4:44 am Posts: 71
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Just tested it again, not working. They've also said in these forums that it doesn't work anymore. Kefling just stands there doing nothing.
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PurpleMushroomz
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 5:28 am |
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Joined: Sat Dec 25, 2010 4:07 pm Posts: 176 Location: Chicago, IL
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Then use my 2nd option... Set up multiple keflings to drop off in one spot that doesn't have resources already there. Be sure that you set the spot far enough away so that you have time to set all your keflings to go there. The piles will merge into 1 pile as long as you have the keflings set up right.
_________________ New GamerTag : MaxSterling 
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Measure
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 6:00 am |
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Joined: Thu Dec 02, 2010 4:44 am Posts: 71
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PurpleMushroomz wrote: Then use my 2nd option... Set up multiple keflings to drop off in one spot that doesn't have resources already there. Be sure that you set the spot far enough away so that you have time to set all your keflings to go there. The piles will merge into 1 pile as long as you have the keflings set up right. Yeah, and that's what I've done, but it is less than ideal, as you don't start with many keflings, and as I ad more I have to try and clear the pile again with perfect timing to keep it up... or live with multiple piles.
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PurpleMushroomz
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 6:17 am |
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Joined: Sat Dec 25, 2010 4:07 pm Posts: 176 Location: Chicago, IL
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Don't understand why you're having such issues. I have 6 keflings taking leaves from the trees in the northeast and they're all dropping them off in one pile just above the bridge. I had two sand collectors doing the same thing for the sand piles north of the bridge. I know for a fact that most keflings were set-up with a pre-existing pile already there.
_________________ New GamerTag : MaxSterling 
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stay
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 9:23 am |
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Joined: Wed Sep 15, 2004 11:25 pm Posts: 1781
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Having played with this issue quite a bit during development, I can definitely understand what you're talking about, Measure. It's possible to get two keflings delivering to one pile, but it's a bit of work, and hard to get many doing it. I'm not sure why PurpleMushroomz is not having the same trouble. He's just better at the game than I am, I guess.  But anyway... I'm surprised that the clay mixer and glass maker don't have sand stockpiles. They really don't? (I don't have the game handy to check). That seems like an oversight - one that would be easy to fix. And I agree that it's something that's more critical in the Desert kingdom than other places - it's very difficult to get the throughput on clay and glass that I usually want. But, more importantly: Why do you need one pile? Transporters will pick up from multiple piles just as easily as they will from one pile. This is a major reason why we considered it reasonable to sacrifice the single-pile thing (in favor of not requiring hat removal, as discussed in another thread). If you're using transporters, delivering sand to several near-each-other piles should function almost the same. If you're not using transporters, I can see it being a pain to have to collect from multiple piles (since your avatar's carrying capacity is so big). That bugs me occasionally, but not much, especially since I don't like doing menial labor and only do it as a last resort - I prefer to have the keflings do as much work as they can for me (the harvesting and the transporting), especially given how desirable upgrades are.
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Measure
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 3:33 pm |
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Joined: Thu Dec 02, 2010 4:44 am Posts: 71
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I'm not saying I can't get through the level. It's just annoying that when I want to make a batch of glass or clay quickly, there is no place I can go to pick up a bunch of sand, and certainly no place I can go to get some stockpiles... so the builders are no help moving sand around, though they do help with moving other resources around when I need them to.
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PurpleMushroomz
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 4:11 pm |
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Joined: Sat Dec 25, 2010 4:07 pm Posts: 176 Location: Chicago, IL
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Say you need more glass, can't you just build a pile of clay, punch it to turn it into sand, and pick up the sand to take to the glass builder?
_________________ New GamerTag : MaxSterling 
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Measure
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 4:19 pm |
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Joined: Thu Dec 02, 2010 4:44 am Posts: 71
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PurpleMushroomz wrote: Say you need more glass, can't you just build a pile of clay, punch it to turn it into sand, and pick up the sand to take to the glass builder? A lot more steps than "Queue up 7 stockpiles of sand, let builders help you move it all over to the glass builder" process that I can use with every other resource. Acutally, I don't know if you can break down a entire pile like that.
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PurpleMushroomz
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Post subject: Re: Nowhere to store sand in the desert level? Posted: Thu Jan 06, 2011 4:33 pm |
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Joined: Sat Dec 25, 2010 4:07 pm Posts: 176 Location: Chicago, IL
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stay wrote: I'm surprised that the clay mixer and glass maker don't have sand stockpiles. They really don't? (I don't have the game handy to check). That seems like an oversight - one that would be easy to fix. And I agree that it's something that's more critical in the Desert kingdom than other places - it's very difficult to get the throughput on clay and glass that I usually want. I'm finding that each build building has only the basic resources needed to build it's pieces. Sand is not a basic piece used to build anything. Also, each building has a maximum of 4 basic resources. Each building already has 4 basic resources without sand. stay wrote: Why do you need one pile? Transporters will pick up from multiple piles just as easily as they will from one pile. This is a major reason why we considered it reasonable to sacrifice the single-pile thing (in favor of not requiring hat removal, as discussed in another thread). I actually think it's quite hilarious that you guys thought this way... and I'll tell you why. If you have too many resources on the map, what does the game automatically do for you? It condenses all the resources into larger piles. So you guys sacrificed the single pile thing, only to have the game automatically do that for you when you have too many resources out. Seems kinda counterproductive if you ask me. My guess is, that at some point having too many small piles of resources hinders game performance. If that's the case, then it only seems reasonable to allow players to be able to condense the piles on their own... not that I have that issue. 
_________________ New GamerTag : MaxSterling 
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