I've read a few threads on here about resources clogging up the storage, which makes it so that the resources you need can't be placed in storage. The threads are from last month, but from what I have seen in the update patches, the issue has not been addressed yet.
I have a few suggestions on this in case they haven't been thought of.
1. have an option to auto-balance resources. I'm guessing at the numbers here. Building Materials can only take up 50% of storage, Organic Material 20%, Machine Parts 15% and Rare Materials 15%. Each category can then also have it's own percentage limiters. Only takes affect if storage is above a certain amount.
2. have an option to prioritise materials. In the daily update, remove materials from storage to pay upkeep first, then add materials from production in order of priority.
3. after each daily update, record how much production of each material would be lost because there is not enough space to store it. Give an option to throw out materials from your virtual storage. This amount is then replaced with materials from the "lost" production, preferably using the order of priority from option 2. That way, if you find your storage is full and you need components that you know you make an excess of, you can toss out materials you don't need and immediately get the ones you do without having to wait until the next daily update. Alternatively, just give the option to throw out the storage and make players wait until the next daily update (or even better, give them the option to have to wait or get it immediately).
Ideally, all of these options could be implemented, but at the least 2 and 3 would really help and don't seem too hard to set up (I'm guessing - I have a software engineering background, but I'm not familiar with the SS2 code).
I have a few suggestions on this in case they haven't been thought of.
1. have an option to auto-balance resources. I'm guessing at the numbers here. Building Materials can only take up 50% of storage, Organic Material 20%, Machine Parts 15% and Rare Materials 15%. Each category can then also have it's own percentage limiters. Only takes affect if storage is above a certain amount.
2. have an option to prioritise materials. In the daily update, remove materials from storage to pay upkeep first, then add materials from production in order of priority.
3. after each daily update, record how much production of each material would be lost because there is not enough space to store it. Give an option to throw out materials from your virtual storage. This amount is then replaced with materials from the "lost" production, preferably using the order of priority from option 2. That way, if you find your storage is full and you need components that you know you make an excess of, you can toss out materials you don't need and immediately get the ones you do without having to wait until the next daily update. Alternatively, just give the option to throw out the storage and make players wait until the next daily update (or even better, give them the option to have to wait or get it immediately).
Ideally, all of these options could be implemented, but at the least 2 and 3 would really help and don't seem too hard to set up (I'm guessing - I have a software engineering background, but I'm not familiar with the SS2 code).