Tribe: Primitive Builder

Tribe: Primitive Builder

View Stats:
I don't understand.
Alright, so a toolmaker needs food, resources and storage and can only pick up AND drop off goods from one storage spot. Am I supposed to build a fisher, a cook, a resource gatherer, a woodcutter AND a storage shed for every single tool maker or am I supposed to be hand delivering all the resources to every hut?

Edit: Roogun saved the day for me (thanks to Leonidas too for the tip about carriers)
Last edited by Dale's Dead Bug; Oct 14, 2023 @ 1:19pm
Originally posted by roogun:
the starting storage is just to be there to let the player learn the game mechanism and to get started. With the research "storage hut" you get 5 carriers, so can support 15 huts. This lets you completely automize your starting production:
5 gatheres + 3 woodcutters + 1 cook + 1 fisher + 4 toolmakers = 14 huts. You can add the shaman, too, but that's optional in my opinion.
the starter storage can be turned off (= 0 carrier) completely. You don'T need it anymore
< >
Showing 1-5 of 5 comments
Gkaruk Oct 14, 2023 @ 6:01am 
Took me a while in the demo to work this out.

My example is I have 2 camps, starter village and one just past the tree/bamboo in the open field area.

EXAMPLE...

1st Camp
Create a Store call it 1st Camp Store
Setup a Speaker Maker Tools Hut to send Spears to 1st Camp Store
Create a Marketplace and called it 1st Marketplace

2nd Camp
Create a Store call it 2nd Camp Store
Setup a Axe Maker (tools Hut) to send tools to 2nd Camp Store
Create a Marketplace and called it 2nd Marketplace

Got into the Marketplace menu tab
Set resources at 1st Marketplace to dispatch (Spears in this example) with destination as 2nd Marketplace
Set resources at 2nd Marketplace to dispatch (Axes in this example) with destination as 1st Marketplace
The author of this thread has indicated that this post answers the original topic.
roogun Oct 14, 2023 @ 6:17am 
the starting storage is just to be there to let the player learn the game mechanism and to get started. With the research "storage hut" you get 5 carriers, so can support 15 huts. This lets you completely automize your starting production:
5 gatheres + 3 woodcutters + 1 cook + 1 fisher + 4 toolmakers = 14 huts. You can add the shaman, too, but that's optional in my opinion.
the starter storage can be turned off (= 0 carrier) completely. You don'T need it anymore
Dale's Dead Bug Oct 14, 2023 @ 8:28am 
Originally posted by roogun:
the starting storage is just to be there to let the player learn the game mechanism and to get started. With the research "storage hut" you get 5 carriers, so can support 15 huts. This lets you completely automize your starting production:
5 gatheres + 3 woodcutters + 1 cook + 1 fisher + 4 toolmakers = 14 huts. You can add the shaman, too, but that's optional in my opinion.
the starter storage can be turned off (= 0 carrier) completely. You don'T need it anymore

Ah I see. I was getting some unexplained error every time I added more than 3 buildings to a storage hut. No info was provided when I moused over the storage hut’s red name so I just assumed that was the limit.

Are the goods all being transported by the carriers in real-time or is it simulated? Like does the distance from storage actually matter or does it work more like medieval dynasty where everything gets produced at a set percentage regardless of how long it takes the carriers to walk there?
mateusz  [developer] Oct 14, 2023 @ 9:17am 
Originally posted by Polycount:
Originally posted by roogun:
the starting storage is just to be there to let the player learn the game mechanism and to get started. With the research "storage hut" you get 5 carriers, so can support 15 huts. This lets you completely automize your starting production:
5 gatheres + 3 woodcutters + 1 cook + 1 fisher + 4 toolmakers = 14 huts. You can add the shaman, too, but that's optional in my opinion.
the starter storage can be turned off (= 0 carrier) completely. You don'T need it anymore

Ah I see. I was getting some unexplained error every time I added more than 3 buildings to a storage hut. No info was provided when I moused over the storage hut’s red name so I just assumed that was the limit.

Are the goods all being transported by the carriers in real-time or is it simulated? Like does the distance from storage actually matter or does it work more like medieval dynasty where everything gets produced at a set percentage regardless of how long it takes the carriers to walk there?

Hi, I wrote back here: https://steamcommunity.com/profiles/76561198014905724/recommended/1059900/#developer_response

Maybe it will help too.

You can also write on our discord: https://discord.gg/wu2DzpBkff

either to me or to "banan6293" "leonidas9152" on Discord.

We will answer your questions, we will help you.
Leonidas Oct 14, 2023 @ 11:48am 
Originally posted by Polycount:
Ah I see. I was getting some unexplained error every time I added more than 3 buildings to a storage hut. No info was provided when I moused over the storage hut’s red name so I just assumed that was the limit.
When the text for the Storage Hut is displayed in red, it indicates that you should go to the 'Storage' tab and look for a storage facility (marked with a red hand) that is not functioning correctly. Typically, this means you should assign more carriers to the Storage Hut.

Originally posted by Polycount:
Are the goods all being transported by the carriers in real-time or is it simulated? Like does the distance from storage actually matter or does it work more like medieval dynasty where everything gets produced at a set percentage regardless of how long it takes the carriers to walk there?

Automatically, all buildings have access to each other and to the storage hut, which is ensured by the carriers.
Last edited by Leonidas; Oct 14, 2023 @ 11:48am
< >
Showing 1-5 of 5 comments
Per page: 1530 50