Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
u can but dont. use the material storage building
Thats actually not correct. Villagers do use stuff from their workstations as well as placing products in the workstation but that only if the resource storage is full.
For products priority is the other way round, first putting into storage when thats filled, workshop chest.
Where its actually pretty usefull is for grain and the farm-shed when you have somebody set to use the grain to make fluor or food.
You can put a good portion after each harvest into the farm-shed chest so its save from the cooks and millers and the farmers have their seed.
Hi, please allow me to explain.
1- "The villagers do little or nothing. They don't hunt or fish, there is always a lack of meat"
If your talking about the "Hunting Lodge" workers, they have "spaced random" animation. Meaning, it doesn't matter what they do "visually" since what matters is the "progression" in your management menu. You will notice that the progression will keep moving forward even if they AFK or clean the house or just stand around.
Why you mask? Because the animation to make them hunt animals ( deer, Moose, Bears, rabbit, etc ) would be impossible to recreate in real time since it would requires them to run forever... "not miss their shot" with their bow or spears... etc etc. By the time they actually kill 1 animal.. you would get barely nothing at the end of the day.
Instead, what the devs did, is they added few random animation ( they will eventually hunt with a bow and arrows ) but they may simply shoot 1 animal with one arrow, then come back home. Then won't run after it.
Why?
Because it wouldn't be possible to have run around all day missing their shots... to then come back and cook your meat.. then find feathers... then find fur by killing rabbits... all in the same vicinity? impossible. They cannot be everywhere at the same time.
Which is why, you will only see "random" animation for "Hunting Lodge". But what really matters is the progression of the task.
For Fisherman
2- " NPC don't fix Houses." If you have Builder's Hut, then you can assign an NPC to fix broken houses. But you have to "manually" assign them to the house you want them to fix. It's not automatic. Also only houses below 50% broken can be fixed. So if your building are above 50% damaged, your NPC won't do anything even if you have the tools for them.
You can also do it yourself with a hammer. Equip your Hammer, right click then pick "repair". Again only houses below 50% damaged can be fixed. anything above cannot be fixed.
3- Sowing and harvesting are different since the animation does not requires them to go too far nor forcing them run hunting eluding animals. Which is why, you see them doing their field work in real time.
4- "He who cuts down trees is lazy, he does nothing!!"
Woodshed - Cutting trees is like hunting Lodge. The animation doesn't matter. What matter is the "work progression" in your management menu. If the progression is moving forward, what they do "visually" does not matter. You still get the end product at the end of the day.
Why? Because if you assign them to cut trees ( logs ) and find stick, make planks and firewoods all at the same time, a real time visual animation would be impossible to accomplish in the amount of time they work per day.
Hope this clarify everything.
Cheers ^^
To be fair, the way the game does hunting, production and others makes no sense
In every other game, you place a gathering building, the people assigned to it gather nearby resources. Which makes sense
In this game, they will do nothing unless told to gather a specific resource, at which point they will start.
But the thing is this system makes NO SENSE, you can put a woodcutter no where near wood and get the same result as in a forest, you can set hunters to get leather and fur but for some reason they will never bring back the associated meat, I can only imagine a lot of rotting skinless carcasses baking in the back.
Along with the the host of other problems that the "intensity" based production system works it really is completely counter-intuitive and un-immersive. It's this games biggest problem.
In winter for example I half the percentages in the hunters hut and the fishers hut. Makes more sense to me since there'll be less animals around.
I like that I'm not forced to build in specific locations to be able to get materials, or to put my houses next to those locations for travel time. But I can still do so if I chose for immersion.
I like putting the tools the workers need in their workstation storage. Helps me keep track of tool numbers needed by the villagers. All the tools made by the smithy, that go into main storage are there for sale. This prevents villagers running out of tools, while I'm far away from the village. They will take from the main storage first, but the workstation storage is there as backup.