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
If that's the case, then 1) is that functionality being taken away from the mill, and 2) how would silos work in that case? I ask because so far I've been playing with the update using my existing save, and my hay stores are full at the moment. While it makes logical sense, it is a bit troubling that efficient feed production for ranching might now gated by diving progression.
Correct, the mill now makes different kinds of flour.
The ability to create hay is locked behind diving, but you should have absolutely no trouble getting more hay than you'll ever need just cutting down grass around town. Don't forget, you can also buy hay, and if you let your animals out to graze every day you don't even need hay. So you really only need it for bad weather days, and just foraging gives you plenty.
Between this and the altar changes, I may have to create a new save after all, just to see how progression is affected.