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Also, the small drying rack is a waste of time and resources, go for the big one at start.
@OP select a character and right-click on the hides to HAUL HIDES
I built a large one, and the problem with it is that it is so big that if you allow drying of those tobacco leaves, they all go in there, and you have none left for tea if you don't pay attention.
So having small ones for leaves might be a good idea? Or is there a way to set the max amount dried for the different wares?
Btw, I think the big drier was bugged in my previous game (restarted again), as when I built it, over 100 red meat went in, and when the drying was complete, I got 1(!) dried meat.
When you discover hides by butchering an animal, the option to put them in drying racks should automatically unlock.
Getting your survivors to move something into a Drying Rack requires a high Delivery priority, and setting the Drying Rack to accept hides.
lmao i cant even get meat into the rack, how do i prioritize that do i have to micro manage that?, its just beginner stuff which should be automatic prioritized ..
I didn't know they could pick off items that were in the drying process. That sounds plausible, thanks
There is only one real leather source per map Ulfen/dromedar, as most people won't build dogleather farms.
Nevertheless, it remains both less time and resource intensive if you just use synththread or go veggie leather.
The only thing that makes it seem otherwise is that you need a crafter for one, while the other just drys on a rack.
Technically you can hunt for hours yeah, but that's not the goal of each scenario. In the trading scenario for example, time is a VERY limited resource, since you only have 3 people.
Having random survivors means that what you say is "less time and resource intensive" actually is not the case, depending on the skill sets and traits of who you have on the team.
Your points do not change the fact that leather isn't exactly rare, nor all that hard or time consuming to get. Just because you 'choose' not to get it, doesn't change that.
I do agree that with a balance of skill sets on your team, it's the least sensible textile though.
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Then please tell me the use of ranching in the game when you aren't supposed to get leather that way to begin with.
By your argument it can't be meat because you can get more from hunting too. Which leaves manure for your farms or for fuel, which you can later turn into synthetic armor.
It's a similar issue with Graincob vs Grain grass. The amount of additional time spent is so minuscule that the lower tear doesn't pay off at all, especially given that more wealth also equals more and stronger enemies.
And leather in particular is twice as bad as the game offers you a 1:1 alternative that also takes less resources than both ranching and hunting.
The next tier for leather is literally twice as strong and easier to get. So literally why use the weaker alternative if you actually can use synthetic armor?