Storage and Logistics

From Desynced Wiki

Basics[edit | edit source]

Storage is the space in which an item is contained. A tile in the environment has 4 storage spaces for items.

Items such as components take up 1 storage space, whereas a resource such as metal ore can be stacked to 20 to fill the same space. Storage slots cannot be shared, for example: you cannot have both 10Metal Ore and 10Crystal Chunks in one storage slot.

Managing storage settings for your units and buildings is an integral part of the game as one will often meet the limitations of storage capacity and either have to expand storage, create restrictions or implied rules such as locking slots in a unit storage to restrict for a specific item.

For storage related components, see: Storage Components

Slot Locking[edit | edit source]

Storage slots can be locked or unlocked with SHIFT + Left Mouse Button or they can be Right Clicked to bring up a context menu where you can lock them among a few other options.

Slot locking is also possible via instructions within Behavior Controllers.

Requests and Transfers[edit | edit source]

Item Requests and Transfers can be generated by a component, by setting the Store register on an entity or the user can manually drag an item from its storage onto another unit.

When a Request is generated, the item at its source and an inventory slot is reserved at the destination. If that resource exists in the request source already, then the request will merge with an existing partial stack of resources with the remainder of the request overflowing into the next available inventory slots if any exist.

An active request does not imply that the source entity has available space - in the event of no available space, no items will be reserved for delivery until free storage space exists.

Item Transporters[edit | edit source]

Portable Transporter and Item Transporter allow a stationary entity such as a building to transfer items between other entities connected to the same logistics network.

A transporter always takes the item into its own inventory before moving it to the destination, and it won't work if it can't.

Drones[edit | edit source]