Quote from: ai_enabled on July 09, 2020, 04:08:21 AM
Hello!
Thank you for your feedback! These improvements are suggested from time to time and we're thinking about it.
The biggest problem preventing us from even experimenting with these ideas is that the game is multiplayerΓÇöunlike a singleplayer game, all the data need to be synchronized over the network. So providing the information (and keeping it up to date) about the content of all the chests and crafting stations in the player's base is a challenge.
While network bandwidth is not a concern for many countries in the world, some countries have a very limited (and expensive) network capacity and we need to keep that in mind (e.g. we're renting only 5 Mbps servers in mainland China and South America, and they are extremely expensive with every extra Mbps to cost 10 USD/month).
Let's see how it goes with the upcoming update (A27) where we've added new features such as structures relocation (https://trello.com/c/n7GPfLNB/79-structure-relocation) or redesigned crafting stations to make them more compact (https://discordapp.com/channels/344332261510086658/496663010551660554/730386141341024256).
Regards!
Really fast answer.
But i have a question.
Now we have 10 chests in the base.
Base 1. Chest 1. Slot 1: stone 200, Slot 2: stone 200, etc
Base 1. Chest 2. Slot 1: Iron ore 200, Slot 2: iron ore 200, etc
Base 1. Chest 3.... etc.
So you have to send to the network: 10 chests * ~24 slots per chest * item_id * item_quantity
Having shared inventory for the base you have to do smth like:
Base 1. Slot 1: stone 2000, Slot 2: iron ore 1988, etc.
And send: num_of_unique_items * item_id * item_quantity
So for me it looks like minimizing the use of network...