Going Medieval

Going Medieval

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Palladin888 Sep 17, 2023 @ 12:26pm
Harvesting and cutting
Is there any kind of metric that governs these. Is there any reason a character runs from one end of the map to the other when there are perfectly good things to get right next to them. It is so inefficient to have a character running around randomly to harvest
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Showing 1-8 of 8 comments
Philtre Sep 17, 2023 @ 2:33pm 
Pretty sure they do tasks (within the same job type) in the order they were added to the queue. The devs know this is inefficient but it requires substantial reworking of the task system to change.
Last edited by Philtre; Sep 17, 2023 @ 2:33pm
Palladin888 Sep 18, 2023 @ 5:39pm 
it would be great if there was a configurable max distance for any given job type. I am also thinking there should be a separate category for trees as they get in the way of planting crops.
Merdur Sep 19, 2023 @ 1:28am 
The devs could just add a priority list or button that you can put on items/builds to force them. One of the biggest issues i have is with building stairs in the ground, you require waiting for potentially a long time for them to clear the ground of debris before building.
BENZ_PALADIN Sep 19, 2023 @ 4:20am 
I'm trying to collect all the problems and sharing my techniques,I hope these might be useful for developer and other players as well.
For Mining&Building:
(I do temporary small town isolation technique)
There are many times that I build temporary sleeping house and small silo + Kiln with minimum entertainment as temporary small town,The isolate town often near some special resources like stone/clay mine and building site, Where I can lock the door with a group of builders and miners. Since their mood aren't affect the quality of products unlike some job ex. tailor,blacksmith ,carpentry so.... there is no need to let them eat in great hall just a small chapel + delivery food,alcohol once per 2-3 days(by PET).[Here is why,I don't like religion changing or social interaction much,This so much annoy me]

(But what I suggest still ineffective,once the settlers' EXP reach cap per day,They should do 2nd Job,There are klin and small work station for disintegration in the temporary town as well but still ineffective for me as the room is awful)

Originally posted by Palladin888:
it would be great if there was a configurable max distance for any given job type. I am also thinking there should be a separate category for trees as they get in the way of planting crops.

I'm not agree much about limiting the distance for settlers.If the system was abstract It's may confuse and hard to find bugs. So let the developer assign settlers' name in the workstation might be fixed.

For Agriculture:
Originally posted by Palladin888:
Is there any kind of metric that governs these. Is there any reason a character runs from one end of the map to the other when there are perfectly good things to get right next to them. It is so inefficient to have a character running around randomly to harvest

Plant:
However It's better for doing agriculture near underground of permanent store room to keep your material as fresh as possible. I won't let my settlers to be foragers much,It's lost so much time by walking except at the beginning of the game where you have no barley/herb seed.Once you unlock caravan/agriculture, there is no need to go foraging.Many problems are solved.
***However the only problem of caravan is, I still can't find any dirt for neither buying/selling in other colonies when we need/lack of them (ex.for fixing holes)***
Clay deposit & Stone deposit are unlike rocky soil which will spawn dirt after digging so we need a lot of dirt to fix them!!

Animal:
Don't let harvestable animal as PET, Ex let the cow,hen in pen as domestic but OX,Ass,deer as pet.Otherwise your settlers will run every where to harvest and haul the product!!
***I have found some problems,I need only experts animal husbandry to do training but don't like them to do harvesting or roping (These tasks should be for trainee )!!***

Craft: isn't necessary
***The other problems are about their secondary job (once their construction/mining EXP reach the cap per day)I build small workstations for them once they reach the cap but I found these problems. I think many Job types should be in their "category" instead of "craft"!!!***

Ex.Producing Large statue ,Wall Relief and many jobs [Brick&Pigment making] shouldn't be in Craft type but in material&working skill of settlers (Construction&Carpentry&Intellegent).
These are hard to manage Ex. sometime high level construction people will go to make a pigment instead of crafting stone statues or making clay/stone bricks!!

There are 2 builders of mine one is artist and one is doctor, even with 2 workstation, Many time the doctor is going to make a Pigment instead of making clay bricks or produce medicine!!
Last edited by BENZ_PALADIN; Sep 19, 2023 @ 11:08am
SpiritFire Sep 19, 2023 @ 6:46am 
Originally posted by Palladin888:
it would be great if there was a configurable max distance for any given job type. I am also thinking there should be a separate category for trees as they get in the way of planting crops.

i put wood flooring down around stuff i didnt want trees.
Last edited by SpiritFire; Sep 19, 2023 @ 6:47am
Palladin888 Sep 19, 2023 @ 6:51am 
I think hauling should have an items list like work stations to allow me to gather just the materials I want per settler.
BENZ_PALADIN Sep 19, 2023 @ 6:54am 
Originally posted by SpiritFire:

i put wood flooring down around stuff i didnt want trees.
Great idea!!:steamthumbsup:
Last edited by BENZ_PALADIN; Sep 19, 2023 @ 7:23am
Palladin888 Sep 21, 2023 @ 1:26pm 
so now I have a small army of about 7 goats running around collecting things. At least that is working pretty good atm.


Does armor affect bow skill.
Last edited by Palladin888; Sep 21, 2023 @ 1:53pm
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Date Posted: Sep 17, 2023 @ 12:26pm
Posts: 8