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the PLANT and HARVEST icons are both active, so they will plant on empty spots and harvest grown plants.
I think they utilise the space more when you deactivate the harvest and really make them plant on the empty spots.
otherwise they will have too much work to do with harvesting and do not utilise the space.
farms are a bit buggy still.
so is the rest of the game. a bit too buggy for me, personally.
it may also happen that the climate changes and they do not harvest the plants when you swap the listing.
and those farmers rather starve than to take out a dead plant thats not on the list.
you do best to harvest the fields manually. and let the farmers only plant stuff.
If I know that I'm about to walk into a cold snap or heat wave, I will turn off planting any plants (including herbs and mushrooms) that are about to go into the red zone so that they don't waste time or water on them. Harvesting stays on so that they can pick up whichever ones are salvageable.
The amount of plots used depends on how fast water is brought to the farm and how fast the plants are growing. In a slow(yellow) or no(gray) growing biome, the plots will fill up. In a normal(green) growing biome, the plants will cycle through faster and fewer plots may be occupied. In a red biome they will slowy decay and disappear. Having water right next to the field is essential to speed things up.
I almost never feel the need to tell workers to harvest dying or dormant plants, and I consider the extra unused plots as part of the process. Those plots will probably be used later.
If growth is stalled out in a gray zone for the previous crop, farmers will plant the current crop in the unused spaces and the gray crop might start growing again when you switch biomes, giving it a head start. (If you harvest grey zone plants before they're ready, you're just wasting water and labor.) Red zone plants often disappear before all the unused farm space is full. If you somehow get stuck with no space harvest only a few at a time until it evens out, or put down more plots if there's room.
- too many farms plot, only need about 30 -40
- not necessary, but no roads leading to the farms
https://steamcommunity.com/sharedfiles/filedetails/?id=2864721028
2nd play through after learning a bit. Layouts could be better but they work.
That's a new game, but the water tank is bottom left next to the pantry, left of the kitchen. There's 3 Air Wells under that. Again, beginning of game.
1. Put your houses as far away from everything as possible, they never use them for anything. They're just for bonuses.
2. Place your water stuff down first.
3. Place your pantries next to your farms/berries first, then elsewhere.
4. Place your farms as close as possible to a water extractor, the npc's have to walk to them and the pantries all the time.
5. Place your storage next to producers (planks, stone slabs, mushroom farms, poo farm, anything that makes non-food things).
6. Place Onbu things next to each other - mushrooms, herbs, healer, feeder, trebuchet, horn, and a pantry (NPC's have to eat before they go to work...)
7. Make biofuel as soon as you can and place a decontaminator in the middle of your town.
harvesters and decontaminators operate in a first in - first out method. If a plant pops up on the upper left and then on the lower right, they will cross the entire map to get both of them even if a third one pops up right next to the first one while they're standing next to it.
*MIND BLOWN*
no seriously i didn't think you could do that
Yes i remember from the prologue where the best and most effective way was to turn of the harvest on the farmer from time to time and on this way the farmer is able to focus on seeding and when the plant was ready they definitely need help from the harvester/worker in the worker hut which again speed up the herb production drastically and the food production.
You probably need to spread out the worker hut because they only help the nearest farm where we was not able to choose which farme they gonna help but the developer may have fixed that issue.
By the way i also find out each food species need 1 kitchen to max out the efficiency.
Is running 1 kitchen but changing food type depending on what you can harvest (weather) the same efficiency?
The best way is to have 1 kitchen on each food type and as i remember the game also had a bug where 1 food type who disappear when we swap food to another food type in the same kitchen.
i have a pop of 250 with 2 kitchens for each food type all fully staffed. and 2 10x10 farms for each food type. i have about 800+ of every food, raw and processed.
pro tip: use laxative before onbu goes to sleep in sleeping spots in jungle biome.
As this is an older thread and some things should have been improved, I'm not sure what you exactly mean with "pathing issues to the first building", sorry for the confusion.
Are you playing the tutorial and are some things not explained properly enough?
Farming works different from other games, so it might not be intuitive for player which come from other games and expect the same behavor (Timberborn for example).
You need to build a farm, then you place down plots, which farmers then plow and plant the crops. Depending on various effect like temperature and humidity, crops grow faster or slower, and this has an effect on how many crops can be planted. Multiply this by how many workers you employ at the building, and you get a very flexible and variable output of the farm and how many plots are in use. That's why you can decide for yourself where and how many plots you actually want.
Please let me know if I can explain some mechanics better.
Cheers,
Markus
The problem i got long time ago was that my farmer didn`t catch up with my farm even when my farm was not so big , what i did was to use one of the other building and go into the building menu and force them to help the farmer from time to time.
My food storage was not so far from all of my farm and my kitchen was close to my food storage, when that said i did not noticed any pathing issue.