Mind Over Magic

Mind Over Magic

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UltiBand 7 ENE a las 11:31
Cook drops food on the floor and this is weird
Staff assigned to cook just drop the bowl on the floor when they're done instead of instantly putting it on the shelf nearby. Would be nice if cooking job cycle had built-in Store command just like in, for example, Rimworld. At least when the cook has some levels in Air and a shelf in the same Kitchen nearby.

I know this would significantly reduce the Gremlin's chance to spawn, but I'd prefer not to micro every single bowl every time my teacher randomly decides to cook, even though it would remove some threat from the game. I'm tired of constantly checking my kitchen and manually clicking on every bowl to store it.

Same with crafting wands.
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Strygald 7 ENE a las 12:05 
you could set haul as very high priority and cook as high priority, only thing is that you'd have to go around changing the access permissions on other storage objects to stop your chef(s) from trying to put things in everything else instead of cooking.
Azor 7 ENE a las 14:55 
look up quilt in the research tab and have one staff craft quilted carriers. Once you get them going, your students and staff won't have to store anything. Until then, I set my founder's hauling priority to Emergency. No micromanagement necessary.
Última edición por Azor; 7 ENE a las 14:57
UltiBand 7 ENE a las 19:05 
Publicado originalmente por Strygald:
you could set haul as very high priority and cook as high priority, only thing is that you'd have to go around changing the access permissions on other storage objects to stop your chef(s) from trying to put things in everything else instead of cooking.
Yeah this sounds like a solution. I know about storage permissions, but the problem is - there's too many stuff on the map. I don't need my cook to store enywhing else except food. I'd prefer to have an option like "carry crafted items to... / drop crafred items on floor". Same with founder - too many items on the ground. For example, having an option to set priority for each individual room on how important it is to remove items from the floor would fix it.

Publicado originalmente por Azor:
look up quilt in the research tab and have one staff craft quilted carriers. Once you get them going, your students and staff won't have to store anything. Until then, I set my founder's hauling priority to Emergency. No micromanagement necessary.
I absolutely understand that quilted helpers will fix this problem, BUT. Until then you have to manually resolve this. Early-to-mid game it is more like playing Lobotomy Corp, which I personally don't like in this game. I'd feel quilted carrying items from distant parts of the map as an upgrade, yeah. They can carry items from crafting benches to other parts of the castle so your people don't have to waste their time walking back and forth. But kitchen storage is there, it's, like, 1 real-time second. Obviously I want the closest person to put the food in the storage ASAP, why wouldn't this be possible for him to do that and for me to make them do that? This could be automated, impacting the game more positively than negatively, imo.

And my biggest problem with this behaviour: it doesn't seem natural in any possible way, it kinda breaks my immersion when I see my staff is that "dumb". I like Oozes spawning when room is filthy, I like Gremlins spawning when room is messy, but I don't like how staff isn't able to do such not easy, but trivial things. Cleaning the kitchen is not necessary part of a cooking process irl, but putting plates somewhere instead of the floor is an obvious conclusion to it,
Última edición por UltiBand; 7 ENE a las 19:13
UltiBand 8 ENE a las 0:46 
Yeah, quilted remove the player attention problem completely and are REALLY cheap.
But until then it looks... Unnatural when the cook refuses to spend 1 sec storing the food and somebody has to come from another part of the castle to get the job done.
Última edición por UltiBand; 8 ENE a las 0:47
Azor 8 ENE a las 12:05 
Publicado originalmente por UltiBand:
For example, having an option to set priority for each individual room on how important it is to remove items from the floor would fix it.
I like this idea.

remember you can send feedback in-game by pressing F8 and through their discord (invite is on the main menu) too
Última edición por Azor; 8 ENE a las 12:07
ExMachina14 8 ENE a las 12:28 
Publicado originalmente por UltiBand:
Would be nice if cooking job cycle had built-in Store command

I agree 100%.

There are ways to cope with cooks putting food on the floor, but this game would be a better game if the cooks put their cooked food away immediately after cooking it.
Última edición por ExMachina14; 8 ENE a las 12:29
Gerion 8 ENE a las 15:10 
well, you ususally build meal store in dining room, arent? So i dont think that we need store meals in Kitchen. Also, any crafting station drops crafted results on floor, why only cooking confuse you? Also2, my main chef must cook T3 food for 12 Staffs and 10 Students for 2 times of eating every day. He must not do any tasks other than cook, beacuse he does not have any time for other tasks.
Última edición por Gerion; 8 ENE a las 15:13
UltiBand 10 ENE a las 2:37 
Publicado originalmente por Gerion:
He must not do any tasks other than cook, beacuse he does not have any time for other tasks.
This is not a problem in Rimworld, for example, since storing costs ~20 times less time than cooking. You may not know other games' crafting systems, but with such huge automatisation potential as in MoM it's kinda odd that we don't have an "store crafting result in... best storage / closest storage / drop on floor" options. With these three, you can implement many interesting logistics solutions. And you're talking about late-to-endgame cooking only, which is not objective at all. You should never forget about early game since big part of playerbase return to the game every now and then to start building a school from scratch.

The plates on the floor, no matter what you do, break the immersion, after all.
Última edición por UltiBand; 10 ENE a las 2:38
n3mes1s 11 ENE a las 10:42 
You guys dont get it. Its done that way so you have to for example, research helpers. Thats one of the main reasons they exist, for god's sake. People want to automatize absolutely everything, sigh.
ExMachina14 11 ENE a las 12:39 
Publicado originalmente por n3mes1s:
You guys dont get it. Its done that way so you have to for example, research helpers.

"You guys don't get it. The game is intentionally asinine in order to force you to ___."

Okay.
UltiBand 11 ENE a las 13:08 
Publicado originalmente por n3mes1s:
You guys dont get it. Its done that way so you have to for example, research helpers. Thats one of the main reasons they exist, for god's sake. People want to automatize absolutely everything, sigh.

Quilted helpers are invaluable anyway, you don't need one more reason to have them. Don't understand your "sigh", because, like, quilted actually DO automate this process, this is literally what they're made for - to automate everything. Your dissatisfaction contradicts your own words, so I guess it's something else you're unhappy about.

I myself like to defend some strange mechanics and interactions in games that people are unhappy with, but here this thing is rather an eyesore. Since the topic was created, I have played quite a few hours and now I see that there is no problem with the difficulty and player's attention here because of the quilted helpers. But plates on the floor, imo, look rea-a-ally weird. Storing management options would be pretty useful in the game anyway, so...
Última edición por UltiBand; 11 ENE a las 13:19
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