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=== Basics === | |||
Storage is the space in which an item is contained. | Storage is the space in which an item is contained. | ||
A tile in the environment has 4 storage spaces for items. | A tile in the environment has 4 storage spaces for items. | ||
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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 or create restrictions or implied rules such as limiting slots in a unit storage to always allow for a specific resource type. | 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 or create restrictions or implied rules such as limiting slots in a unit storage to always allow for a specific resource type. | ||
=== Slot Locking === | |||
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. | 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. | ||
Item Requests and Transfers can be generated by the user | === Requests and Transfers === | ||
When a Request occurs, an inventory slot is reserved | 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 occurs, the item at its origin and an inventory slot is reserved at the destination. If that resource exists in the request origin already, then the request will merge with an existing partial stack of resources and the remainder of the request will overflow into the next available slot if one exists. An active request does not imply that the origin entity has available space - in the event of no available space, no items will be reserved for delivery until free storage space exists. | |||
<nowiki>TO DO: Page needs categorisation, formatting, more user input, images and clear examples</nowiki> | <nowiki>TO DO: Page needs categorisation, formatting, more user input, images and clear examples</nowiki> |
Revision as of 01:51, 15 August 2023
Basics
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 cannot stack and therefore 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 10 Metal Ore and 10 Crystal 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 or create restrictions or implied rules such as limiting slots in a unit storage to always allow for a specific resource type.
Slot Locking
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.
Requests and Transfers
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 occurs, the item at its origin and an inventory slot is reserved at the destination. If that resource exists in the request origin already, then the request will merge with an existing partial stack of resources and the remainder of the request will overflow into the next available slot if one exists. An active request does not imply that the origin entity has available space - in the event of no available space, no items will be reserved for delivery until free storage space exists.
TO DO: Page needs categorisation, formatting, more user input, images and clear examples