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You could actually get around the low settler count by adding NPC type hires, that can be paid in the currently useless gold and silver. They can also eat your surplus food, drink your surplus alcohol etc. Imagine filling your towers and gatehouses with guards and archers. These should not add much to the CPU overhead since they do just a few tasks a day (eat, sleep, guard). , You could even add hired or serf-like dedicated farmers, hunters, craftsmen, tavern-keepers or priests etc that do one and one job only. Something to fill out your settlement and making it feel alive without having to manage them.
Absolutely agree. It's especially frustrating when raids happen during your sleep schedule, and then all your settlers have to deal with exhaustion after the battle is over. Having dedicated guards to rotate their shifts and whatnot would make raids a lot more fun (because you could justify having a lot more attackers now.) And a lucky blow killing your one botanist doesn't cause a snowball of pain to your management.
The intended features aren't the problem, though. Currently it's the painfully broken AI that is the problem.
Didn't played rimworld cause it's too expensive for what it is though I watched extensively people playing it so I do have a good understanding of how it works.
And no one said I want instant anything. Have you played or seen rimworld? There is no seeds because the Dev know just how terrible it would be for game balance. The time for farming is not even half of GM and that is discounting the need for seeds. You don't fuel things like torches and such. You could say you very ocasionally refuel a generator but for the most part you use solar, wind or geothermal which have no such needs and those will make sure you have heat and light and such.
Everything I said basically boils down to 2 points.
First is that there is way too much micromanagments and I mean pointless, unfun micromanagement that the Devs themselves agreeded that more QoL needs to be added.
Second is that if you are playing a settlement builder/simulator, you need to be able to do more than farming and hauling. You need time to craft things, you need time to build the buildings that you need and defenses than you need. However the time to do anything other than farming and hauling was already very little. Back when the game was still fun to play I already spent 50% of the time farming and hauling and that is taking into account that 25% of the time was winter and I couldn't farm.
In my second year and I am able to maintain 20 of each plant, 10 seed plants for each flowering plant, 30 berry bushes and 20 of each tree type, except apple trees (because you have to buy them). I have --at least-- a season's worth of stockpile. That's my standard starting field.
Each production type has it's own (albeit rudimentary) building. I have a great hall with a two-story cellar with separate kitchen, fermenting and storage rooms.
And I've built five two-story limestone townhouses.
With all that, I've still had times where settlers have gone idle and I've had to find something for them to do.
The only thing I have to micromanage is making sure settlers have upgraded weapons and that placeable items are using the correct resources when built or moved. Other than that, I just them them do their thing.
I've only noticed a settler refueling a brazier once because I was about to upgrade them their longbow.
"Relocating piles", however, is the bane of my existence. I hate it with the fire of a thousand suns.
I am certainly no master at this game, but I can't fathom why you are having such difficulties with setter management.
If I have 8 people, 1 will be permanently researching, 1 will be doing clothes most of the times because of winter and I need to get rid of the poor clothes debuffs. everyone else is farming, hauling and occasionally doing the odd job of of brick making, cutting trees and maybe making a bow when needed, oh and cooking. That leaves a small portion of time to build which generally is about 25% of of the combined time of spring, summer and autumn as well as most of the winter, I say most cause hauling jobs never lose demand.
Now add to this that winter is basically unplayable (as in, you don't play, you just have everyone hibernate now and play again during spring). You need more fields to compensate for blights, you need fields for seeds and I don't even know if early on you will even be able to have enough seeds to start off but I guess you can make a custom rules and have them available I guess, otherwise, your clothes will take much longer before you can make them since early plants are for seeds and then those seeds need to be planted for seeds until you have enough for a field of seeds and fields for farming. Same for beer because rough wine is terrible and the mood problems are going to quickly escalate. Herbs are less of an issue I guess but they were the smaller field anyway. You need to have trees planted as early as the first spring due to needs of wood for braziers and torches. You need people hauling seeds and wood/sticks for buildings that need it. So you've trippled the hauling needs, you've at least doubled the farming times and got unplayable winter.
It's not a case of me having problems at the game. The game just isn't fun to play at this stage. You can't progress because of how much time is wasted on hauling and farming. You can't play on winter leading you to spend 25% of the game just looking at the screen bored. These are major problems with the game that need fixing. How many people do you think want to spend 1 year trying to build a medium sized building? How many people do you think want to spend 5 years just to place a basic wall with a defense on the gate defending the village? How many people want to spend 10 years compling a single big building project? The answer is not many and certainly not me.
This is not a case of wanting to be able to build everything in a year or 2. It's a case that nothing advances due to all of these problems and all the micro managment issues that are pointless chores that the game should know how to handle or shouldn't force players to handle. Like winter besides being boring it's micromanagment from having to redo the entire schedule for however many people you have and then do it again in spring. Even prior to it it was micromanagment to swap clothes when they should know that they should use winter clothes all year except summer and then add the cap in winter specifically. Needing to constantly turn on and off braziers instead of being able to say when they should or shouldn't be on. Needing to open or close windows manually because again, they don't know that it should be open in summer and closed any other time.
Before a settlement took 4 years to build which is still more than 50 hours of gameplay and that is a long time if you consider that the game still doesn't has a lot to offer. it's missing huge chunks of the tech tree with more weapons, more materials, more decorations. If a village took 3 years to complete in the initial release content, that would have probably been perfect. The only reason why it took 4 years is because of how much farming and hauling takes, making construction projects slow.
So that's the problem that I and I'm sure many other people have. That is why no one is talking about GM the way everyone was talking abour Rimworld when it was in beta and by the same token, why no one with a large audience is putting out content about the game anymore.
This needs to change. The game needs to first and foremost be fun to play.
-My settlers survived winter with no crops, no winter clothes & minimal research. Just picking food from map & smoke meat.
- Some settlers fall unconscious from cold winter, but get rescued & placed in nice warm building with bed.
If i build a spike trap maze base gg
Starting clothing does fine for me for the first two years. I may have to make a piece or two because it'll wear out, but making a full set of fine clothes for all my settlers is secondary. All my settlers are currently running with the ugly clothes modifier and none of them have been in a bad mood.
I'll pick some wild flax if it's near my settlement, but otherwise let the field fill naturally.
Same with barley. I've stopped making alcohol with barley. In a previous playthrough I had a problem with getting wild barley in my second year as it seems the wild animals ate it all before I could get to it. This playthrough I've stockpiled it and may start making beverages with it this year but berry wine has been doing just fine keeping the mood modifier in check. I'll probably take out a hunting party and murder as many animals as I can, tho.
Making a fermenting room is a priority, however.
For mood modifiers, I tend to focus more on creating positive effects as opposed to getting rid of the negatives. Things like religion shrines, having a table in a great hall and keeping them drunk and well fed. They're easy things to do and don't consume the amount of time tailoring takes. I weed out things like the clothing debuff as I'm able.
I don't worry about working in bad weather all that much. Sure, a settler may have to convalesce every once and awhile, but hiding in my house is too counterproductive.
During a cold snap I'll make sure that their time outside is limited if they have to do some chopping, mining or building. but trips between production buildings aren't that far that the cold has a serious effect on them.
I have just started manufacturing stone bricks for my gatehouse and wall so before summer hits I'll be building a structure over my mining area to protect my settlers from the weather. Doing things like that mitigate any negative weather effects.
As for turning on/off braziers and setting windows to on/off, I'm fine with double-clicking them for now, but agree that having a setting for it would be optimal. I can wait for that, however.
One thing that I would like ( beside getting rid of the "relocating piles" action) is a master list to prioritize what to haul. I'd much rather them haul food sitting on the ground than seeds.
As for my starting routine, I randomize until I get this set up:
One that only gardens.
One that will cook and research.
One that multitasks in hunting, construction, mining and to help set up my garden plots.
My initial building is always a 12x20 (ish) box that ends up being the great hall in a castle-type build or a village. Below that is the kitchen and below that is food storage.
In the meantime, I have a wall with merlons constructed to act as a defensive position.
Hopefully, some of that helps. But, if the games' not fun for you right now, maybe it's time to shelve it until it's further along in development.
https://steamcommunity.com/sharedfiles/filedetails/?id=2819956292
Maybe you don't feel like you need to prioritise clothing. For me, as long as I am missing even a single mood requirement, whether it's clothes, drink, religion or whatever, every now and then I will get someone going nuts over it. If I am missing 2, I start having massive outbreaks of people going crazy in the settlement. So I cannot chose to ignore it.
I also didn't use barley the first few attempts when I made colonies in the game. It was a huge mistake. Rough wine is absurdly bad. It only fill half of the alcohol needs bar which means that they are constantly stopping to drink and constantly getting mood penalties because the bar is deplented and they are doing something else or sleeping, yes, because you get angry when you are sleeping and not drunk. On top of that you don't produce much wine compared to how much redcurrents you use. I remember having 90 fields, barely filling my stocks for the winter and come spring the food runs out and everyone is starting to starve and this with around 7 or 8 settlers.
Mood modifiers are a case of the more the better but there is one you can never really get to work properly, not until the developers improve the AI and that has to do with eating. Eating can get up to 3 mood buffs. Ate at a table, ate in the grand hall and ate a good meal. Often your settlers wake up starving, go to wherever the food is and eat there while standing completly disregarding the fact that moving another 20 blocks they would be at a table with full mood buffs. You can reliably get the buff for good food, but it needs cold storage so often you give up sitting down and hall bonus. You can opt to have packaged meals which don't spoil due to temperature inside the hall, but they will take it from the stockpile and eat standing there quite often, ignoring the table which can be literally 1 square away and you are also losing the buff for good food. The best you could maybe do is try to have a great hall inside an underground area with ice which slowly melts due to the torches but keep the room cool in which case you can always stack hall + good food but not always the sitting which is the one that can never be guaranteed in the current AI. But that does means concessions to have people for a while in a cold environment for possibly a while which can be especially bad in winter. All of this to say, mood buffs related to eating are rarely something you can stack up properly to offset other missing buffs in my experience and why I don't relly on them too much.
I don't know how you don't about winter. Not bad weather, specifically the absolute entirety of winter season. If I let my settlers working on winter, at best it will be 4 hours before then pass out in the cold. What is there to do in winter then you ask? Well, for the msot part, construction work which means most of them are outside the majority of the time. There is also some trees to chop, there is bricks to be made though I suppose I could fully enclose that even though it feels like a waste as the stations don't gain a benefict from being inside. But the main point is that it's not a case of an ocasional person passing out in the cold and being convalescing. Even with me setting up 2, 4 hours work schedules with a "warm up" nap in between to try and offset it. It still require intense micromanagment to make sure people are not actually freezing and even then I still end up with 2 or 3 people needing to convalesce for a few days every single day which leasts to a death spiral or at least almost everyone in a bed the entirety of the time.
All of this and more are the things that just make the game not fun. Despite talking a lot about several problems in the detail, it still boils down to 2 things. Lack of QoL which I can accept as it slowly get implements and what I can't accept, a lack of proper balance between the various tasks time requirements. Unfortunately, the Devs haven't shown any real willingness to change this, they seem to be under the impressing that few people complaining = everything being fine while desregarding the loss of core player base and the lack of coverage of the game when innitially it was being highly praised and covered by the big youtubers and streamers.
I do hope that game development does not ceases. No matter how much worse they keep making the game with the kind of decisions that have been making so far. If the game is completed or at least reaches a point of steam workshop integration, there is hope that other people will fix what needs fixing. At least that is my one hope at this point because even if the Devs want to keep adding all of these features that are what drove away a large part of the core player base, they could have at least made many of these changes optional with checkboxes when you start a new game and that would have at least kept the game going a lot stronger.
I'm not against something like seeds and refueling being added, as long as there's a toggle to turn that off when making a new playthrough.
What you're derogatorily calling "want instant this and that" is pushback against needless and clunky complexity. Complexity that's best left to mods. Something Rimworld embraces.
My settlers do go through quite a bit of rough wine, which is why I prioritize having a fermenting room, set to make 60 units as soon as I can. They have a two-hour window between six-hour work periods where they can drink up and stay happy. As you can see in the screenshot above, a 30-plot berry field is able to keep up with wine production and I was able to coast through winter and still have 1700 food going into spring.
I keep two shelving units for meals one floor below my great hall (directly under where the banners are hanging between the stairs) and my settlers never fail to go to the table to eat. That is also where my kitchen is, which takes up 2/3 of the space of the cellar. The large space helps keep temperatures lower while the oven is running. The last 1/3 is the fermenting room separated by a clay wall.
My work day is set up for 6 sleep, 2 anything, 6 work, 2 anything, 6 work, 1 anything, 1 leisure. This is the same schedule for everyone, regardless of when they are set to start sleeping. I have two night owls in this playthrough and they have no problems working at night in winter. Yes, I'll have the occasional convalesce but, after being healed, they are usually right back at it.
The only differences I may make for winter/summer is limiting the amount of mining, construction, cutting, etc. for them to do at one time. With three dedicated workers, I can build one of my two-story townhouses in a day. In bad weather, I will have them construct one floor, let them do something else and then come back to it, the next day if needed. Making sure they have secondary jobs that don't require them to be outside keeps them out of harms way without me needing to manage their activities directly.
And to be honest, outside of when I first plant my crop fields (because I don't have the seeds), I don't even notice seeds all that much. As soon as the plant is harvested and the seed is laying right there, they plant the next crop immediately. The only time sink I have is hauling extras to a stockpile. To minimize that, I built a seed vault next to my crops. With a 1x10 row for each flowering plants, I can replant my entire crop field several times over.
There is however, the (DEVS ARE YOU LISTENING) dreaded "relocating piles" where my settler mining two stories under my great hall will run out to a crop field to move a pack of seeds one square. ...ahem...
I'm not really seeing any significant changes to the way I've played before/after this last update. And given the lack of negative complaints, don't believe many others have, either.
And I certainly don't think adding seeds has increased the complexity of the game to where it has become unmanageable. Considering I have two concurrent saves running, and neither have had problems maintaining a seed population, I could probably argue the other way and ask why add them if they DON"T add complexity?
With that said, I am always for more settings/options in games so, if the devs are willing to add one, then let people turn them off. If they don't, a mod will eventually do it. But, I'm also not going to drag them for not doing so.
you complaing about the stuff that was planed. you say nobody ask for them
but the dev consider those addid like CORE feature of the full game
everything is on the road map on the store page that you probably never read :)
what I have a problem with, is the dev claim they work slow because they want to release POLISHED content. but the content is not polished at all and require multiple hot fix to even work as intended. even after weeks on experiment branches