On production sacks and resource transporting

Thoughts on the further development of Haven & Hearth? Feel free to opine!

On production sacks and resource transporting

Postby RenatusCartesius » Fri Feb 20, 2026 2:50 am

I think, in the current implementation production sacks are not really something useful - it is simply alternative to a wheelbarrow, which is in fact i think - takes longer and more "valuable" resource to build in the first days of the world, since cloth takes quite longer to make and could be used in more ways than leather, which you start producing day 1.
Not sure how you could improve sacks, however

Add object clots to mine elevator? My first thought was to pack a stockpile of ore and put it in elevator, but you obviously can not since it have no object slots. Yea elevator already have a giant inventory and with stackable ores - you can already put shitload of it in it, but if we larp with sacks - bring it to a propper larp at least.
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Re: On production sacks and resource transporting

Postby azrid » Fri Feb 20, 2026 12:37 pm

You just lack imagination.
You can sell full stockpiles of things now on the market.
I would say that's a huge benefit of having the sack.
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Re: On production sacks and resource transporting

Postby Dawidio123 » Fri Feb 20, 2026 12:52 pm

azrid wrote:You just lack imagination.
You can sell full stockpiles of things now on the market.
I would say that's a huge benefit of having the sack.

You could sell a wheelbarrow full of the stockpile no? I might be wrong on that and you aren't able to place a bill of possession on it. Or just a container full of the thing promised. The sack only guarantees the type of item not what ql is inside it so i don't think it's much of a diff.
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Re: On production sacks and resource transporting

Postby azrid » Fri Feb 20, 2026 1:16 pm

Dawidio123 wrote:
azrid wrote:You just lack imagination.
You can sell full stockpiles of things now on the market.
I would say that's a huge benefit of having the sack.

You could sell a wheelbarrow full of the stockpile no? I might be wrong on that and you aren't able to place a bill of possession on it. Or just a container full of the thing promised. The sack only guarantees the type of item not what ql is inside it so i don't think it's much of a diff.

You can't sell things like blocks or boards in a big chest.
Wheelbarrows are more expensive and time consuming and annoying to make.
I can craft 30 produce sacks into my inventory and bring them over to my different stockpiles I want to sell rather than having to cart wheelbarrows around 6 at a time.
The ability to see what stockpile is inside is another great thing you already mentioned.
I don't want to second guess myself whats in that wheelbarrow that I'm about to sell.

Another similar situation to this is the addition of glass keys and then later bill of possessions.
You could already sell objects with a hitbox since world 9 using a palisade/fence+slave key on gate with pclaim or field cairn.
Then we got glass keys to make this process less tedious.
Then we got bill of possession to make it even more user friendly.
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Re: On production sacks and resource transporting

Postby Dawidio123 » Fri Feb 20, 2026 1:41 pm

azrid wrote:...

I'm not saying there aren't useful edgecases for it, i'm saying it's still worse than almost any container for everything except blocks, boards, and uhhh maybe soil/snow and wheelbarrows could basically do the exact same thing other than the fact you need to bring them wherever, but you still need a cart there in most cases to bring that stuff back even in sacks (arguably you can just have a chest with sacks vs a wagon/knarr filled with wheelbarrows so you can choose on the fly but i digress). Like i get it, they're slightly more convenient than a wheelbarrow in certain cases but i think not for the most part, not really if you want to move more than 1 at a time (and in that case just get gear with pockets tbh, that's the real qol).
The issue with stockpiles and all the stockpile-adjacent mechanics is they're mostly just fucking pathetic compared to even a crate, not to mention a real container. Wym a sack of onions is only 35 onions?
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Re: On production sacks and resource transporting

Postby gravesmerch » Fri Feb 20, 2026 2:17 pm

- remove glue from recipe
- make it equip in belt, now you can "lift up" pile
- ctrl+click ground to empty sack and recreate pile at location
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Re: On production sacks and resource transporting

Postby springyb » Fri Feb 20, 2026 2:23 pm

Mass wheelbarrow as shipping containers was bigdumb so just off design they're nice to have. I've found them useful enough aside.

Dawidio123 wrote: Wym a sack of onions is only 35 onions?


All this inventory creep and I can still only hold 9 pumpkins at a time.
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Re: On production sacks and resource transporting

Postby azrid » Fri Feb 20, 2026 5:58 pm

Dawidio123 wrote:
azrid wrote:...

I'm not saying there aren't useful edgecases for it, i'm saying it's still worse than almost any container for everything except blocks, boards, and uhhh maybe soil/snow and wheelbarrows could basically do the exact same thing other than the fact you need to bring them wherever, but you still need a cart there in most cases to bring that stuff back even in sacks (arguably you can just have a chest with sacks vs a wagon/knarr filled with wheelbarrows so you can choose on the fly but i digress). Like i get it, they're slightly more convenient than a wheelbarrow in certain cases but i think not for the most part, not really if you want to move more than 1 at a time (and in that case just get gear with pockets tbh, that's the real qol).
The issue with stockpiles and all the stockpile-adjacent mechanics is they're mostly just fucking pathetic compared to even a crate, not to mention a real container. Wym a sack of onions is only 35 onions?

The point is this gives us a slightly different functionality to an already existing system.
I doubt glass keys get much use these days but its nice to have for when you need that specific function.

I also tried to help OP see that there is a use for these sacks.
Its not very apparent to the normal haven gamer and most people will never use this other than for cosmetic reasons.
I'm sure you'll see the sacks show up at one of the 3 public markets ;)

The most valid and useful change I read for these sacks is letting us store things in it that traditionally don't have stockpiles.
A sack of meat would be pretty good.

Also you ask why not just use containers.
Sacks are just a nice way of organizing stockpiles that you intend to move around without having to let them sit in wheelbarrows that will show no visual cues about whats inside them(same goes for containers).
And having empty sacks around takes a lot less space than having empty containers or wheelbarrows.
You also reduce the size of some stockpile hitboxes with a sack.
4 board stockpiles in the footprint of one is a win in my book.
Plus you get to craft and build out of the sacks.

Dawidio123 wrote:Wym a sack of onions is only 35 onions?

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Re: On production sacks and resource transporting

Postby Jorg » Sat Feb 21, 2026 2:06 am

RenatusCartesius wrote:I think, in the current implementation production sacks are not really something useful - it is simply alternative to a wheelbarrow, which is in fact i think - takes longer and more "valuable" resource to build in the first days of the world, since cloth takes quite longer to make and could be used in more ways than leather, which you start producing day 1.
Not sure how you could improve sacks, however

Add object clots to mine elevator? My first thought was to pack a stockpile of ore and put it in elevator, but you obviously can not since it have no object slots. Yea elevator already have a giant inventory and with stackable ores - you can already put shitload of it in it, but if we larp with sacks - bring it to a propper larp at least.

Cloth is so easy to mass produce(select area, plant, select area, harvest, right click loom, craft all, versus making a bunch of racks and tubs and catching a bunch of critters) and really isn't that much more useful - after you have enough for sails and clothes the uses for cloth starts dwindling. An early game character can bring some sacks, axe, saw, and create a six sack wagon most anywhere they've gone to gather resources(sand, clay, dirt, snow), and it's easier to craft a bunch of sacks from one cupboard than a bunch of wheelbarrows from boards(and I don't have to keep rolling empty wheelbarrows around with empty sacks)

If your fields aren't big enough to make sacks cheap just make bigger fields
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Re: On production sacks and resource transporting

Postby serVar161 » Mon Feb 23, 2026 4:24 pm

I think the point of this post was to add the ability to transport ore in bags in the mine elevator.

The fact that a bag can only hold 35 onions, but 32 planks or 85 logs, not to mention dirt, is a game convention—they essentially take up one cell. Except for planks. Perhaps they'll change the list of what can be stored in them in the future. Currently, a bag is an alternative to a wheelbarrow, allowing you to create beautiful warehouses and quickly move single stacks of items from afar (it takes longer with a cart than with a bag).

Regarding the proposal to move ore into bags in the elevator, I think it would be difficult to combine the two systems—slots and items. Overall, the elevator inventory holds 2.5 bags of ore, which is roughly the same volume as a box. So, it's a matter of convenience. I think it's more convenient to sort the items in the elevator slots and send them up. There are advantages to moving ore in bags, but they're minor.
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