Farthest Frontier

Farthest Frontier

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How does food logistics work?
For example I have several larger bodies of water nearer to the edges of the map which I intend to fish with. And well, obviously I want to smoke them too to keep them longer.
So what should I do? Raw materials are easy because wagons, but how do I move food from far away to my city center?
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Showing 1-15 of 22 comments
Your fisher folk will run back to town with it same as they do when nearer town.

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.
Last edited by MedeaFleecestealer; Jan 8, 2023 @ 7:04am
RaptorSolutions Jan 8, 2023 @ 7:57am 
But who runs it? Laborers? Or the fishermen/smokers?
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?
Gorlos Jan 8, 2023 @ 7:58am 
Build wagon dudes and warehouses. And that temp house to the fishers at the work.
Last edited by Gorlos; Jan 8, 2023 @ 8:00am
RaptorSolutions Jan 8, 2023 @ 8:04am 
Originally posted by Gorlos:
Build wagon dudes and warehouses. And that temp house to the fishers at the work.
What? Afaik wagons do not transport food.
adobo Jan 8, 2023 @ 8:11am 
Honestly, Markets should have more people in it. I'm debating having more overlapping markets instead of trying to maximize the market circle.
Originally posted by majikero:
Honestly, Markets should have more people in it. I'm debating having more overlapping markets instead of trying to maximize the market circle.

They will in v0.8.1 when it is playtested and then released.
RaptorSolutions Jan 8, 2023 @ 8:16am 
Originally posted by majikero:
Honestly, Markets should have more people in it. I'm debating having more overlapping markets instead of trying to maximize the market circle.
Is that an issue? It seems as long as I have food in the root cellars people do get fed. It's when they get stuck in the production buildings that I start to have issues. Although tbh the entire thing seems opaque enough that I'm uncertain whether I'm just plain not producing enough or what. With that said, food being stuck in the smokers is also a real problem.
MustangMR Jan 8, 2023 @ 8:38am 
Originally posted by majikero:
Honestly, Markets should have more people in it. I'm debating having more overlapping markets instead of trying to maximize the market circle.
Overlapping probably won't help other than cover some of the buildings that might get missed because they're laid out on squares but the coverage is circular. As far as I can tell, the homes only get the benefit of one market no matter how many you put near then, so spread them out as best to get the most coverage of your homes for desirability benefit.
RaptorSolutions Jan 8, 2023 @ 8:45am 
Originally posted by MustangMR:
Originally posted by majikero:
Honestly, Markets should have more people in it. I'm debating having more overlapping markets instead of trying to maximize the market circle.
Overlapping probably won't help other than cover some of the buildings that might get missed because they're laid out on squares but the coverage is circular. As far as I can tell, the homes only get the benefit of one market no matter how many you put near then, so spread them out as best to get the most coverage of your homes for desirability benefit.
But seriously though, what is this market issue you two are alluding to? It seems to work fine for me. But things are opaque enough I might just be missing something.
Boomer Voncannon Jan 8, 2023 @ 8:49am 
Originally posted by MedeaFleecestealer:
Your fisher folk will run back to town with it same as they do when nearer town.

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.

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.
RaptorSolutions Jan 8, 2023 @ 8:59am 
Originally posted by Boomer Voncannon:
Originally posted by MedeaFleecestealer:
Your fisher folk will run back to town with it same as they do when nearer town.

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.

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.
Well, building more smokers is easy yeah. And they only take one dude too so it's not like it's labor intensive.
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.
adobo Jan 8, 2023 @ 9:01am 
Originally posted by RaptorSolutions:
But seriously though, what is this market issue you two are alluding to? It seems to work fine for me. But things are opaque enough I might just be missing something.
The Markets are always empty of goods even if I have overflowing storage. I figure that 2 isn't good enough to keep it stocked. Especially with water. I'm tired of the center of town burning down every other year.
RaptorSolutions Jan 8, 2023 @ 9:08am 
Originally posted by majikero:
Originally posted by RaptorSolutions:
But seriously though, what is this market issue you two are alluding to? It seems to work fine for me. But things are opaque enough I might just be missing something.
The Markets are always empty of goods even if I have overflowing storage. I figure that 2 isn't good enough to keep it stocked. Especially with water. I'm tired of the center of town burning down every other year.
But is that an actual issue or just extremely smooth just-in-time supplying? Because I noticed the same, except I don't see any particular issue in distribution to my houses. By that I mean if my houses are starving it's not because the root cellars are overflowing. Might be some food in the producers themselves but not enough to seem like a major issue.
Also do you have enough laborers? I think only laborers can put out fires apparently...
Boomer Voncannon Jan 8, 2023 @ 10:46am 
Originally posted by RaptorSolutions:
Originally posted by Boomer Voncannon:

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.
Well, building more smokers is easy yeah. And they only take one dude too so it's not like it's labor intensive.
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.

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.
RaptorSolutions Jan 8, 2023 @ 10:54am 
Originally posted by Boomer Voncannon:
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.
But I can filter it so it only accepts raw fish to handle any overflow. Otherwise my fishers or something would start dumping fish in the village or something stupid. Maybe?
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Date Posted: Jan 8, 2023 @ 7:01am
Posts: 22