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I really would like to be able to provide them to the villagers too though.
Someone suggested to be able to make dyes so you could then give them different looks, that would be a cool idea as well.
To be honest, I can't understand many things you said here. What exactly do you try to achieve?
If you want a certain feature in future update, make suggestion.
Edit: the daily demand are there. It should be easy enough to figure out per person needs.
https://steamcommunity.com/sharedfiles/filedetails/?id=2973500041
Currently I have wife and son, 2 woodsheds, kitchen, sewing hut, resources storage, farm shed, barn, chicken house with 10 chickens, sheep fold with 3 adults and 1 lamb, pig pen with 3 adult pigs and 1 piglet, horse barn with 1 male colt, resource gather shed, blacksmith, food storage, herbalist shed, hunter's shed and large rock fire with half dozen benches, and 200 squares of crop plots. and 3 small orchids of apples, pears, plums and cherries. All my residents have housing at moment with 1 open slot for a male, an\
]';=[p;lkmdeverybody has a job. Some jobs I try to do for myself.
Things I have the most trouble balancing is not having the woodcutters fill up the storage with firewood, logs, sticks, and planks or have to few of those, kitchen does not produce food as fast as residents eat it yet, the fact that pigs and sheep make an incredible amount of manure in this game, what settings to make the barn work even out, what to do with the overload of fertilizer I am producing and how to keep it from clogging the load limit of the barn storage.
Though I have had the game since early access, I have never really got into the areas I have accessed since the new patches and sometimes get a little frustrated that stuff takes so long to get balance out or even figured out, even though I play with a 6 day season. At first I thought I would go nuts during the winter season because of the 6 day cycle, but find actually I have so much to do that maybe I should play on a 10 day cycle! LOL
Being a farm boy most of my youth. some of the things don't particularly make sense to me so it takes a bit for me to figure out your intent. However, Pigs and sheep don't create that much manure in real life, well except in feed lots I suppose, a chicken house full of chickens, on the other hand, even though you allow them free range during the day, will amaze you how quickly they will foul the house when they only use it to eat and roost in!
If I would make suggestions to change the game, I feel the price of things need to be adjusted because for the time period, actual coinage money was usually in short supply and bartering goods and services was a lot more common with the peasantry! Also, let us not forget that during this particular time period, the black death killed so many people all over Europe that labor for anything became very difficult to get, and those peasants, who for so long had been tied to the land owned by the nobles, now found that they could actually demand WAGES for their work, and were less likely to be caught and sent back to their original point of serfage if they ran away because of the huge demand for workers the black death created.
Also, since you already have donkeys in the game, I feel they should be made more accessible in the early game, not as animals to ride, but rather as beast of burden , to carry loads that weigh as much as a normal human male at least, and lead them by walking with a halter and rope. That certainly would not be out of place for the time span of this game.
I am also not a big fan of using percentages in the management screens. Big case in point is the herbalist hut. The items to be gathered there are seasonal, and therefore if you want to keep the work load at 100% at every season, you have to go to the management screen, every season, and delete the percentage of harvest of everything not valid for that season and replace them with values of item that are valid for that season. Why can't you change that list to actual number of items to gather instead so you could put in a amount you would like to see gathered and therefore would not need to change the whole scoreboard when items were out of season, those things would just show up on the list as available or not available that season. Things like berries would of course need two categories, ripe berries and unripe berries, but management of most other things on the list would only need to be adjusted according to what you were trying to produce from time to time from certain harvestable plants. But then, maybe I am using the management screen for the herbalist hut wrong, I am just an old man in real life, what do I know. Maybe the dev's don't know or don't care how many senior citizens play this game, or try to! Then it is what it is, and I never said that i did not get any enjoyment out of the game, otherwise I would not have invested as much time playing it as I have.
Also, I feel like using number of items instead of percentage of work load, makes it easier to keep your storage chests from being overloaded by overproduced or overharvested items. If workers produce the limit of items per your list then they move on to the next item needed or have a free time if they are all caught up.
That really is the only 3 things that I could come up with to change at the moment! Does not mean I dislike the game. It just means I sometimes take a little longer to catch on to what I suppose you intended at some points in the game.
Okay, there is one thing that does drive me crazy. When you kill a bandit, and you search hem, you only access his inventory. Bandits have an annoying habit of falling in such a way that you frequently cannot get your arrows or bolts back since you cannot actually flip him over or move him from where he fell. why can't retrieving your ammunition be the same way as processing game when you search dead bandits?
So, back to the game for me.