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Sand: A Superfluous Game

An open world, base-building, adventure survival game with quirky humor and Llamas!​ · By Voided Pixels Studio

Trade Suggestion

A topic by HunterSilver created May 08, 2019 Views: 201 Replies: 2
Viewing posts 1 to 3
(+1)

Hello, please include logistic controls to trade stalls. For example, if I only want 100 seeds on hand for my farm, I can set a 'Sell Trade Stall' to automatically collect and sell all seeds gathered in excess of 100.

This can be an upgraded trade stall that requires rare resources and power and that would be fine. I found myself manually putting thousands of veggies, wood, water,  meat, and seeds on the market at a time. Even holding down 'e' to rapidly add them took up a significant portion of my game day. Anything that can alleviate this would be great, thank you.

Developer(+1)

I was going to add a trade/hauling robot for that. The updated trade booth idea might work too. In fact that is probably what I'll work on next. I'll try your idea and see if it work better then what I had planned with the robot. 

I need to add an 'add all' key to the booths for sure! 

I am also thinking of capping the total amount in each booth to a certain amount. Say 1000. So if you wanted to sell more you'd have to build another booth. Not sure if that is what I want to do though.

Awesome, I'm glad you were looking into this and all of that sounds great.

I'm not sure how an upward cap per stall would play out, but from my experience with v2.9 each stall has an insignificant cost to produce and land requirement to where having to build 6 or 7 of them for each resource I'm overproducing wouldn't impose any meaningful cost on me as a player at any relevant point. I think there needs to be something meaningfully imposed on the player to entice or dissuade them from building more stalls before requiring more stalls becomes a thing. For example if more stalls increased the severity and frequency of bandit raids, as a player I would naturally begin to cut back on production and stockpiling (Because honestly it's more stockpiling than profit if you're producing more than 300 of a resource a day) to line up with what my defenses could handle.