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Or you could put smokehouses by the fishing spots and they should take the raw fish and smoke it. But then they'd be running back to town with it.
And I guess it's too much to hope that I can just build root cellars out there and my grocers from the market place travels over to pick them out?
They will in v0.8.1 when it is playtested and then released.
Wouldn't it at that point be the smokers running back to town with it though instead of the fishermen?
if so i'd advise this route since smokers tend to have abundant free time if they aren't supporting half a dozen fishermen/hunters, and shifting the transport burden on them keeps your fishermen fishing a greater percentage of the time.
Thanks for the tip.
Do I need root cellars there though? Like I assume if the smokers are full then my fishermen would dumbly run back to town. So I should have root cellars which only accept raw fish as a buffer right? Also that does mean that in theory I could then build a small village out there since the only thing I would need to supply is firewood since everything else, like food and water can be sourced locally. And if the shelters don't upgrade they won't demand luxuries.
Also do you have enough laborers? I think only laborers can put out fires apparently...
kind of depends on the situation and what you want to accomplish. if you want the smoked fish produced by the smoker to help feed the main town, then i wouldn't setup a root cellar near the fishermen, as the likely result might be smoked fish stuffed exclusively in that cellar. in essence, from what i've seen so far, smokehouse workers tend to spend over 40% of their time transporting goods even when they are maxed on production. Root cellars you want near the people who will need their food.
One tool useful for sussing all this out is the graph for each building with workers that shows what percentage of their time they spend doing each thing. if you aren't using it already, it can help you get a handle on how efficient or inefficient your work flow layout is.