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This is why gatherers in particular are such a pain to deal with (especially without a way to empty a percentage quickly or put one to a certain value quickly with an input field or something like that).
And I guess you've got to min/max the farmers to put them to work in the off seasons in the barn. Yeah, I was hoping for less work, not more checklists at season change.
They don't finish one type right away (because there is quite a bit of each) so all of them are being worked on through the whole year.
I try to avoid barn workers doing things that could lead to seeds not being available for planting like flour and animal feed so it works out pretty well.
Of course you might have to adjust depending on the balance you get from your fields but since they get faster as they gain levels you usually don't have to bother with them to much.
It's only the gatherers where it really matters, because they are the only ones other than farmers that do different things depending on the season (and farmers don't work off a percentage).
I'm a little surprised they broke the Barn into two types of workers. Seems like it would flow much smoother to just make Farmers, who do Barn Work when the Fields are done that season.
They don't have percentages, they don't receive any bonus from their levels, they can work in several fields as long as they are within a reasonable distance of the barn and they have to physically do their job (including walking and work animations), all of that is different from the other jobs your villagers can do.
It would still be treated as two diff jobs. Like if I switched a Blacksmith to a Crafter. Just have a trigger check that when Field work is not possible, Farmers switch to Barn work. There is obviously code for them to look to see what needs done so they don't all do the same thing.
As for the farm workers, i too would like to see my field workers doing something during winter beside stand around, but i'm really not sure how that could be coded without totally changing how barns work. The problem with the trigger check NCE suggested is that they would need to run that check almost constantly to make sure we hadn't just added a new field, changed what we wanted planted, etc. It's probably doable, but it might create other issues.
What if you only wanted a portion of the workers asigned to the barn to work the fields (because more is not necessarily better depending on how you set your fields) while leaving the others to do the barn work as usual?
Also, what would happen if you added a new field after they switched for the season, should the barn be constantly checking or only during season changes and once all field workers are idle without missing fertilizer or seeds?
It's often pretty easy to figure out how it "could/should" work to satisfy our specific case but there are nearly always going to be issues for different people if things changed the way you want it to, and that's the hard part that the devs have to figure out.
How to make it flexible enough to give the tools to people that want specific setup while trying to make it as easy as possible to set up in the general cases.
Not that there is anything wrong with making suggestions based on how you want things to work of course.
I'm just saying that instead of Water Cooler mode, they switch to Barn Workers until a Farmer job triggers them back to the fields. Otherwise the Manager in me is cringing at all the micro I would need to do to be efficient. At the moment the solution is to just throw extra bodies at it or do it all myself. Which feels like exactly what the game is not designed to push.
It feels weird to be playing a production type game that lacks so many controls we are used to in 2021. Not being able to set a max # of items to have in stock. Needing to change a workers duties based on the season. I really need to tell a worker not to spend 20% of his time not picking berries in the winter? It should just go down the list to the next available job.
And yeah - Not demanding. just discussing my opinion :)
Add a priority, meaning you can sort them from most important to less important, if there is more than 1 item under the threshold they start producing the one that has the highest priority first then start on the second once the first is over the threshold.
Maybe even add a yes/no checkbox to say if all workers should work on the same item to have it faster or if they should split if there are more than 1 items missing.
This is mainly for grains since they work as seeds and food ingredients (for both animals and humans).
As a result you can't safely leave your villagers to do stuff with them without regularly checking, especially since they will use more and more as they level up.
The amount could even be automatically calculated based on the fields that are set for growing those, meaning that those that want to min-max by changing what fields grow each season would still need to be aware of the seeds.
I agree this would be nice. As it is, I put a portion of grain into another storage the barn workers won't touch after every harvest, and put it back in the barn during planting season, which is a bit cumbersome.