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Harvested foods go to Food, even if they aren't edible (like un-thrashed grains)
Noting that previously not all of this was working, so you did have to run around.
Hmmm.. well, I don't think it is a bug..just unclear. I thought the chests in respective "work-station" should keep mainly necessary tools? At least it works for loggers and hunters/gatherers.
I made a test and put "Rot" in the Resource Storage but got "no resources" for my wife farmer making fertilizer, until I put it back in Food Storage where it was created.
Seeds/grain I have just kept in the barn chest since I did that work myself earlier, So, now when my wife is running the farming, should I put those in the Food Storage?
I guess it will be a bit of "trial&error" here to get it right and see what I really don't have to run around and deliver
https://steamcommunity.com/sharedfiles/filedetails/?id=2432324554
Seeds, food and all farm direct harvests get in the food storage. Rot too, because it comes from food.
Flax, straw, isolations, manure, fertilizer and animal food in ressource storage.
All other things like, tools, building/working matierials, empty bottles and plates in ressource storage. And your workers take their tools first out from work storage, if it empty from ressource storage.
I don't understand why so many players assume that game developers are idiots who can't think straight.
Wouldn't it be really bad game design if your NPCs and all the automated buildings put their stuff where no one can find it when they need it?
Actually, there's no need at all to run around and put all the resources god-knows-where.
Just look at where your NPCs store resources and products during their work routine and do exactly the same, because all NPC workers put all their products exactly where others go and get them when they need them.
A few examples:
Lumberjacks put all their goods in the resource storage. Hunters do the same, except for meat, which counts as a food resource and logically goes directly to the food store.
Farmers put grain (whether threshed or not doesn't matter) in the food storage (Flax is the only exception because it's handled as a crafting resource so the flax plants are stored in the resource storage building, but after threshing the flax seeds go to the food storage where the farmers take it if they want to plant new fields in spring).
When farmers want to thresh the grain, they take the grain plants out of the food storage (isn't that great?) and after threshing they put the grain seeds back into the food storage while putting the straw into the resource storage. They do this because threshed grain is a resource for the tavern (and barn) and straw is a resource for crafting and building purposes.
Fertilizer belongs to the resource storage, same as manure, seeds, meat, vegetables, simply everything edible belongs to the food storage (by the way, rotten food is also kept in the food storage, where the system transports it automatically if food is rotten in any other chest).
The blacksmith gets sticks, logs, stones and anything else he needs from the resource storage and puts tools and weapons after he produced them in the resource storage as well.
Now for the best part - you won't believe this: all the workers, whenever they need new tools, get them from the resource storage, which is exactly where the blacksmith put them so they can find them. Well, they only do that, of course, if you don't fiddle with the stuff and put it somewhere else where no one would ever look for it.
So, plain and simple, look where the NPCs put resources, tools, food and everything else and just do the same. It works perfectly fine, there are no bugs, and there is no need at all to run around trying to "help" your workers and put things in the wrong boxes. This is how you create "bugs" and confusion.
Ok, thanks,. It seems more clear now
Only thing that does not work is the meat for the Innkeper/tavern. She does not seem to pickup meat from the Food Storage?
Make sure that you choose the correct recipe for the production in taverns. There is for example two recipes for roasted meat, one needs raw meat, the other needs salted meat. This is the same for all recipes that ask for meat, there is always two similar recipes for everything, one of these needs raw meat the other one needs salted meat. If you assign the wrong recipe to the innkeeper he/she of course can't do their job.
Wow! so simple!
I did not say that the Dev's are idiots! I just said I am confused over the "material flow.
But your explanation I will remember now. Am glad I expanded my RS to level II now. 2000 kg capacity.
Does it apply to hunters as well? I mean their hunting tools are to be in the Resource Storage?
Correct. All tools for all kind of workers (except from farmers, they don't need any tools (yet)) are kept in the resource storage. No exception for hunters. But remember that these only need knifes, nothing else.
About storage capacity:
you should try to balance prodution along the needs of the village. A little overproduction doesn't hurt because you need to earn some money for taxes and new recipes, but you should think about what kind of stuff should be produced more than needed to make some good money and what kind of stuff isn't worth the effort. Remember, everything your workers get from woods and hunting needs tools so the more you let them produce the more amount of tools they will demand - that doesn't end well.... ;)
Houses box and individual building box (chest), takes priority over the Resource Storage and the Food Storage.
Resource Storage is where you/NPC generally store like @subwaybananas mention, tools, tableware (bowl, plate, cup, etc..), decoration. Flax, Flax Stalk, Hop.
Food Storage is where you/NPC store food, grain, seed, Rot, salt, flour, un thresh grain/seed such as Poppy, Rye, Wheat, Oat. Meat, Fish Meat, cooked meal.
I think by this point, most people would know already.
Basically, you can store tools in individual building box or the RS box, or the FS box.
However, some people prefer to store the tools in the RS for easy access all in one storage.
While another got too much stuff that they may not have enough space to store tools, which the player may need to store in the individual box. Again, depends on how each person plays it. Either way, it works.
The innkeeper will take food from FS and RS.
FS will take the food of course. While tableware such as bowl and plate from the RS, if the recipe needs it. Alternative, store it in the Tavern box, do know Tavern box takes priority over FS and RS. So, if you see the Innkeeper does not touch the meat in the FS, check if the meat is enough in quantity or not. Check if the recipe is assigned from the Tavern building management or not. Check if maybe you have store the meat in the Tavern box previously, who knows, people can forget. There are lots of things going on in the game and too much info as well. So it is understandable if not everyone manages to remember a few things happening. Especially when continuing the game the next day or in a few days.
It's a game, after all, not such important things for things like eating or drinking, we have our stomach to remind us for that ;) luckily. Just an example.
You can check that under the Tools section in my guide.
Overproduction is good actually, meaning you don't need to rush and can make other purposes, such as sell or recycle such as if too much food, you can just turn it into Rot, then make Fertilizer, and if too much fertilizer, turn it into Coin by selling it.
Nothing wrong with having too much money, less headache to think that we don't have enough money for the next year or so, so you as the player can be less to think about, or stress and can maybe just go sightseeing and enjoy the scenery once in a while.
Also, the higher the level of NPC worker skill, the faster they will produce, hence why the production is faster, and of course, they will eat tools a lot faster since the production gets pumps up.
Ok, now I understand it better :D
I have tried to balance production after needs too, depending on building projects etc. but I think I have an overproduction of food.
Thank's for your advice
Yes, I will take alook there
The Rot is good too and Fertilizer always good to have.
My logger has skill level 10 and used up the iron axes quickly. Now, I have "rotated" my workforce a bit, so they will level up on more skills than the primary. I think it is good to do that even if their morale drops a bit?