Farthest Frontier

Farthest Frontier

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skill issue May 27, 2023 @ 1:41pm
warning tooltips about lack of labor workers
i checked settings there is no chance to disable it

i have 200 wood, 200 stone, 3 labor camps. i dont need more than 3 labor worker. which mainly moving stuff.

but half screen warning driving me insane

also about workers. it would be nice to divide wood/stone workers and transport/repairing workers. if i have enough wood but not enough travel optimization, so transport workers moving supply and food to production,
Last edited by skill issue; May 27, 2023 @ 1:47pm
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Showing 1-12 of 12 comments
Cotaks May 27, 2023 @ 3:18pm 
the lack of labors notice is because you are under staffed in a global way. You got a pool of labors and workers, workers get's pulled out of the labor pool. if the labor pool color turn red this means you don't have enough laborers to do basic stuff. So you need more people in your town.
Schekelberg73 May 27, 2023 @ 5:52pm 
You have laborer for every building like resources, services, foods, military and goods. Then you have laborers and builders, those arent working in any of those 5 areas i mentioned. They forage berries for example or chop wood and gather stone if you marked those. Or they build and repair buildings. You need those to get the work done effiecently, they move resources for example aswell.
You are missing those. With my town currently at 1k villager, engine limit, i need at least 130 free laborers and roughly 20-30 builders just to repair all my buildings, the bigger town the more you need. Those laborer dont work in the work camp for wood and stone like you probably think.
Check the laborer site and then top right corner. There you can see the general amount of worker unassigned. Depending on the size of the work, but it should always be at 10-15% of your population. If you got more then you can safely build more buildings without having the trouble to lose effiency.
Top left corner you can see the builder. There you can assign more to build faster. This is something you need to micromanage because sometimes getting something built faster is really important. Sometimes its different and a slower repair or building rate is not as important as gathering some ressources fast. Really depends. The bigger the town the more builder you need to repair everything.
skill issue May 27, 2023 @ 9:41pm 
i mean i have 3-5 workers. and i am cheking what are they doing - they are out of work. sometimes they move staff. but half time their status is writen as need work to do.

for context i have around 120 people. so im decreasing their amount, so they have staff to move around without cutting trees
Last edited by skill issue; May 27, 2023 @ 9:42pm
Cotaks May 27, 2023 @ 10:24pm 
laborers = hauling stuff, chopping wood cutting stone etc.
workers = building stuff and repairing stuff.

Workers stand idle, are waiting for laborers to deliver goods.
Workers who don't have anything to do gets returned into the labor pool.

so if you have 10 laborers and set workers to 5 and then you build stuff 5 laborers gets converted to worker meaning you only have 5 laborers left until the workers are done with their job then you have 10 laborers again.

So at that point when you have 5 laborers game checks if you have enough for default tasks, if it detect that you need lets say 6 but you only have 5, it will give the warning. So you can ignore it or reduce the amount of workers.
skill issue May 27, 2023 @ 10:28pm 
sry i meant laborers

if i have laborer camps covering wood and stone.
i dont need the laborers doing much except for repair and moving stuff and i think for my colony of 120 people (half of them children) 1-3 laborers is enough.

if i have some random tree that in a way of construction then yes cut it, but telling me that i need more laborers and then they out of work and i need to chop them trees, which i dont need at the moment, but the workforce is wasted and i need people in other fields.

this is what i meant
Last edited by skill issue; May 27, 2023 @ 10:40pm
skill issue May 27, 2023 @ 10:51pm 
all im saying divide in two profession. cut woods and stone the first and transport repair worker second profession.

if some trees in a way of construction i wll add more to the wood stone worker or some dudes from laborer camp will come if i had zero laborer worker

mb im the only one who thinks its good idea:)

but i think game needs a separate transport profession
Last edited by skill issue; May 27, 2023 @ 10:52pm
MedeaFleecestealer May 27, 2023 @ 11:42pm 
Originally posted by cerokyn:
all im saying divide in two profession. cut woods and stone the first and transport repair worker second profession.

if some trees in a way of construction i wll add more to the wood stone worker or some dudes from laborer camp will come if i had zero laborer worker

mb im the only one who thinks its good idea:)

but i think game needs a separate transport profession

They are already divided. Work camp workers cut trees/harvest stone while your wagon shop workers transport those items from the work camps and also stuff from your mines/pits.

Labourers are your general pool of villagers (nothing to do with your work camps) who do stuff like prepare crop fields by clearing out trees, stones, bushes, etc, before the farmers start work on them. And yes, you need a reasonable number of these because your builders are taken from the labour pool as needed so if you want to build a fence for example and prioritise the work then the number of builders you need to make that happen quickly needs to be increased and they are taken from your labourers.

The warning you are getting is for your general labourers, nothing to do with the workers at your work camps.
skill issue May 27, 2023 @ 11:56pm 
Originally posted by MedeaFleecestealer:
Originally posted by cerokyn:
all im saying divide in two profession. cut woods and stone the first and transport repair worker second profession.

if some trees in a way of construction i wll add more to the wood stone worker or some dudes from laborer camp will come if i had zero laborer worker

mb im the only one who thinks its good idea:)

but i think game needs a separate transport profession

They are already divided. Work camp workers cut trees/harvest stone while your wagon shop workers transport those items from the work camps and also stuff from your mines/pits.

Labourers are your general pool of villagers (nothing to do with your work camps) who do stuff like prepare crop fields by clearing out trees, stones, bushes, etc, before the farmers start work on them. And yes, you need a reasonable number of these because your builders are taken from the labour pool as needed so if you want to build a fence for example and prioritise the work then the number of builders you need to make that happen quickly needs to be increased and they are taken from your labourers.

The warning you are getting is for your general labourers, nothing to do with the workers at your work camps.

yeah i know that its not from labor camps.

but i dont have any big construction going. and when i need i pull up the builders count.

ok thanks guys. i will watch and learn what they doing. mb im wrong.

but if i dont have any construction going atm and dont need trees and stones, do i really need like 10 workers out of 120 people if 30-40% children. when i watch them when they 5 their status is looking for work to do. so i need add work to cut them trees, so workforse is not wasted

for context. i bought a lot of cheap wood and stones for double discounted prices. so their its why i dont need that much stone and wood.

prefer to invest in production and trading. because i have not so much worforce. just minmaxing workers
Last edited by skill issue; May 28, 2023 @ 12:00am
Schekelberg73 May 28, 2023 @ 6:38am 
Originally posted by cerokyn:
Originally posted by MedeaFleecestealer:

They are already divided. Work camp workers cut trees/harvest stone while your wagon shop workers transport those items from the work camps and also stuff from your mines/pits.

Labourers are your general pool of villagers (nothing to do with your work camps) who do stuff like prepare crop fields by clearing out trees, stones, bushes, etc, before the farmers start work on them. And yes, you need a reasonable number of these because your builders are taken from the labour pool as needed so if you want to build a fence for example and prioritise the work then the number of builders you need to make that happen quickly needs to be increased and they are taken from your labourers.

The warning you are getting is for your general labourers, nothing to do with the workers at your work camps.

yeah i know that its not from labor camps.

but i dont have any big construction going. and when i need i pull up the builders count.

ok thanks guys. i will watch and learn what they doing. mb im wrong.

but if i dont have any construction going atm and dont need trees and stones, do i really need like 10 workers out of 120 people if 30-40% children. when i watch them when they 5 their status is looking for work to do. so i need add work to cut them trees, so workforse is not wasted

for context. i bought a lot of cheap wood and stones for double discounted prices. so their its why i dont need that much stone and wood.

prefer to invest in production and trading. because i have not so much worforce. just minmaxing workers

You can set limits to goods etc. If the upper limit is reached they stop working, leave the building and go into the free pool. Early game for example you dont need more than 10 shoes, clotches, leather jacket etc. It is an easy way to control the laborer pool and build more buildings. Downside. If you happen to run low on all goods, you might not have enough people at all for the basic stuff.
And those limits dont apply to stone and trees you marked. Those wil get cut down even though limit is reached 4 times for example.
skill issue May 28, 2023 @ 8:44am 
Originally posted by Schekelberg73:
Originally posted by cerokyn:

yeah i know that its not from labor camps.

but i dont have any big construction going. and when i need i pull up the builders count.

ok thanks guys. i will watch and learn what they doing. mb im wrong.

but if i dont have any construction going atm and dont need trees and stones, do i really need like 10 workers out of 120 people if 30-40% children. when i watch them when they 5 their status is looking for work to do. so i need add work to cut them trees, so workforse is not wasted

for context. i bought a lot of cheap wood and stones for double discounted prices. so their its why i dont need that much stone and wood.

prefer to invest in production and trading. because i have not so much worforce. just minmaxing workers

You can set limits to goods etc. If the upper limit is reached they stop working, leave the building and go into the free pool. Early game for example you dont need more than 10 shoes, clotches, leather jacket etc. It is an easy way to control the laborer pool and build more buildings. Downside. If you happen to run low on all goods, you might not have enough people at all for the basic stuff.
And those limits dont apply to stone and trees you marked. Those wil get cut down even though limit is reached 4 times for example.

i need wood for future and i have camps for that. i also need free space. if i set limit camps will stop.

this discussion grown so big. i think we should wrap it up. i understand that how its done its very useful and decent working system.

i thinks its just my minor situation when im for a moment have a decent stable village, where no need construction and production is going well, and i disable all labour workers slots to maximize production.

i need only 1 to move stuff around city. and game is thinking thats its wrong. i get it. the game its about constantly evolving. when u stop building and improving u done. but im was in this stage for just couple of years.

and there were those constant notifications. MORE LABOR WORKERS MORE.
Last edited by skill issue; May 28, 2023 @ 8:46am
Schekelberg73 May 28, 2023 @ 11:59am 
Originally posted by cerokyn:
Originally posted by Schekelberg73:

You can set limits to goods etc. If the upper limit is reached they stop working, leave the building and go into the free pool. Early game for example you dont need more than 10 shoes, clotches, leather jacket etc. It is an easy way to control the laborer pool and build more buildings. Downside. If you happen to run low on all goods, you might not have enough people at all for the basic stuff.
And those limits dont apply to stone and trees you marked. Those wil get cut down even though limit is reached 4 times for example.

i need wood for future and i have camps for that. i also need free space. if i set limit camps will stop.

this discussion grown so big. i think we should wrap it up. i understand that how its done its very useful and decent working system.

i thinks its just my minor situation when im for a moment have a decent stable village, where no need construction and production is going well, and i disable all labour workers slots to maximize production.

i need only 1 to move stuff around city. and game is thinking thats its wrong. i get it. the game its about constantly evolving. when u stop building and improving u done. but im was in this stage for just couple of years.

and there were those constant notifications. MORE LABOR WORKERS MORE.

Yes, when the Limits are reached, it will Stop, however If it goes below the lower Limit it will start again.
For example firewoodhut. If your town is small, 1 with 1 worker is more than enough and will probably Produce more than You can use. You will end Up with 1k firewood or more If you dont micromanage it and Switch between turning on and off. Full storage space and nothing Else can be stored.
If it reaches the upper limit the Game will Stop him from working, assign him to the laborer Pool, where He can do Something else. No micromanagement at all. Before i knew This, it was quite a lot of micromanagement. Turning This buildimg Off, later on again. And If i forgot it to turn on again, i ended Up having not enough firewood and too many people died to cold weather. Or i forgot to turn it Off and ended up with loads of firewood and no storage.
It's even more important for goods that can decay. Like medicine. I am currently on a map with No med roots at all and i need to import then. It just produced and produced and produced. Used 10 medicine, 90 decayed and we're unusable, wasted gold. Realistically You dont need more than 10 at all. They get used and replenished by fresh ones. And get used before they decay.
Limits is really Something You should consider. Really helpfull tool.
skill issue May 28, 2023 @ 1:58pm 
ye. i will do more limits. true im dont use them much
im trying minmaxing and watching resources, but this game its all about optimization and automation u right
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Date Posted: May 27, 2023 @ 1:41pm
Posts: 12