Infection Free Zone

Infection Free Zone

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Drew Apr 17, 2024 @ 8:17am
Workers walking too far
I have this problem where my colony gets to 500 or so and then my workers walk all day to get resources like wood...

-i noticed that building a warehouse closer to the job site would reduce walk time (once they gathered wood), but I am looking for a solution to the 7 hour walk at the beginning of the day.
-I tried building houses closer to the job site but the workers that work the site dont use them, they get used by others who walk all the way back to main HQ... ??? Do you have any ideas guys? or do the DEVS need to implement a LIVE NEAR WORK system for workers?
Originally posted by Rider:
You may build an extra HQ closer to work area. It should help.
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Showing 1-15 of 21 comments
darknight766 Apr 17, 2024 @ 8:37am 
I was having the same problem last night. I was playing around with a bugged save where no swarms spawned,military didn't spawn either. I stopped playing at day 134 after creating 2 large bases and population of about 6 or 700. The problem you're talking about is what I thought would happen.
Tikigod Apr 17, 2024 @ 8:40am 
Originally posted by Drew:
I have this problem where my colony gets to 500 or so and then my workers walk all day to get resources like wood...

-i noticed that building a warehouse closer to the job site would reduce walk time (once they gathered wood), but I am looking for a solution to the 7 hour walk at the beginning of the day.
-I tried building houses closer to the job site but the workers that work the site dont use them, they get used by others who walk all the way back to main HQ... ??? Do you have any ideas guys? or do the DEVS need to implement a LIVE NEAR WORK system for workers?

Pretty much the last point.

Currently people will move into a specific shelter and that'll be it, they don't seem to relocate to the nearest shelter at the end of the day cycle, but rather lock themselves to a certain shelter unless you do something like deactivate/remove the existing shelters to force them to assign themselves to a new shelter.
But even then you can't be sure that workers that relocate will all be working jobs near the new shelters so you'll just be swapping one morning hike with another.
BlackD Apr 17, 2024 @ 8:49am 
Fully understand your case but i think the main problem is how fast time passes not really the distance. First game i started was in the village i grew up in and for a distance you would walk irl 30 mins, ingame it would take a squad nealry 4 hours. If time passing would be slowed down workes would have less problems gathering ressources
Last edited by BlackD; Apr 17, 2024 @ 8:49am
Zam! Apr 17, 2024 @ 9:56am 
Adapt the tiniest building near the gather area to a warehouse. Since the storage is shared between warehouses, you can just use it as a proxy drop-off point for your gatherers and as builder supply.
darknight766 Apr 17, 2024 @ 10:18am 
Originally posted by Zam!:
Adapt the tiniest building near the gather area to a warehouse. Since the storage is shared between warehouses, you can just use it as a proxy drop-off point for your gatherers and as builder supply.
That works depending on how far your gather/deconstruction is from your base. At the current state of the game long term survival is dependent on how much wood you can scavenge.
PewPr Apr 17, 2024 @ 10:22am 
Originally posted by Zam!:
Adapt the tiniest building near the gather area to a warehouse. Since the storage is shared between warehouses, you can just use it as a proxy drop-off point for your gatherers and as builder supply.

Ooh, this is an interesting thought... Workers will still spend half the day getting there, but that's another half-day of better efficiency! What if you also put down a shelter w/a guard squad nearby. Would those workers only focus on wood?
darknight766 Apr 17, 2024 @ 10:28am 
Originally posted by PewPr:
Originally posted by Zam!:
Adapt the tiniest building near the gather area to a warehouse. Since the storage is shared between warehouses, you can just use it as a proxy drop-off point for your gatherers and as builder supply.

Ooh, this is an interesting thought... Workers will still spend half the day getting there, but that's another half-day of better efficiency! What if you also put down a shelter w/a guard squad nearby. Would those workers only focus on wood?
Short answer is no, they don't choose shelter with consideration of where they work. I hope they change that in the future. Also late game swarms will demolish whatever is in there path, unless it is seriously well defended. That only works early and maybe mid game. In the early days start your gathering and deconstructions further away from your base.
PewPr Apr 17, 2024 @ 10:30am 
To which I declare... Blargh.
Eagle_of_Fire Apr 17, 2024 @ 10:40am 
Originally posted by BlackD:
Fully understand your case but i think the main problem is how fast time passes not really the distance. First game i started was in the village i grew up in and for a distance you would walk irl 30 mins, ingame it would take a squad nealry 4 hours. If time passing would be slowed down workes would have less problems gathering ressources
Maybe the devs could consider an option to "slow down" time that passes (or increase efficiency or speed of workers) the higher the population get. After all it only make sense that the bigger a community get, the safer the surrounding area also get.
PewPr Apr 17, 2024 @ 10:41am 
Right. And regrow trees after a period of time
Maxter1o2 Apr 17, 2024 @ 10:49am 
build satellite warehouses by large worksite then when done break em down.
Last edited by Maxter1o2; Apr 17, 2024 @ 10:49am
Tikigod Apr 17, 2024 @ 2:01pm 
The OP literally already acknowledged the whole building a storage near the work locations to speed that part of it up.

So just a lot of repeating what was already outlined, and not actually addressing the point being raised..... *shrugs*
leftbehind Apr 17, 2024 @ 2:10pm 
I've started running in to this issue too. The ability to create smaller resource gathering camps away from the main base would be very useful in mid-late game.

Maybe a special "outpost" building (sort of HQ for remote bases) could help the game understand that houses and other things in its area should collect resources locally. It would be super cool if you could then create trade route with the outposts - eg. have a truck delivering resources and people between the HQ and outposts.

I'm not sure how defence would work because it can already be tricky in mid-late game as the swarms get bigger and bigger. Would an outpost be able to survive, particularly in the first few days while defences are constructed?

Another alternative is being able to just trade with nearby towns/cities. Currently we can do expedition to the outer non-buildable tiles, but maybe if some of those had their own IFZs we could trade with them instead?
A developer of this app has indicated that this post answers the original topic.
Rider  [developer] Apr 22, 2024 @ 2:25am 
You may build an extra HQ closer to work area. It should help.
Qobra Apr 22, 2024 @ 5:42pm 
Building a HQ, Shelter, House, Warehouse at an outpost away from main base do NOT help with the problem of walking workers trying to reach a job.

When you add people to a job the game selects random workers instead of picking workers living NEAR the job. So you get workers who lives at job A going to job B and workers living at job B going to job A.

Best solution i see is what is already implemented around warehouse and HQ's where workers drop off and collect from those building. Same should apply to houses/shelters, they return to nearest house/shelter. I'm getting nothing done on my map because workers are walking all day between my main base and 2 outposts.
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Date Posted: Apr 17, 2024 @ 8:17am
Posts: 21