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
Technically it's what 'meet the demand' button should do but I'm not sure if it's working as intended. Actually I think it's broken unless I don't know something.
Maybe a bit of both?
The meets demand button meets only the demands AT THE TIME of pushing it. And needs constant rebalances as things change. It's static, not dynamic.
But ALSO, I have noticed when I hit that button it will designate an exorbitant amount of resources sometimes instead of JUST meeting the needs of the city or settlement. No idea why it does that. And Ill have to manually adjust it down at that point.
Unfortunately, Frostpunk has incorporated a little bit of 4X style game play into this entry, and as a result , this is just one of those things that need constant watching.
The moment a whiteout hits I am immediately turning things off. Turning things down. Turning heaters on. Rebalancing from Frostland stuff that got turned off by the whiteout, and Rebalancing my income and outgoing resources.
And then it passes and it's back to business as usual.
But I see how all that time spent in pause mode can be annoying. Unfortunately that's a design decision, not a flaw. It appeals to some people to have that much control over a city. And some people not so much.
They went in favor of more control than less.
say you have a colony, and it has a demand of 50 materials a day. you click "meet demand" and it will supply the colony 50 materials a day. working as intended.
fast forward a couple of months, your colony has grown a bit, and now it needs 50 more materials a day. you click "meet demand" and... wait, now you're delivering 150 materials a day, that's 50 materials too many, what gives?
basically, what's happening is that the button looks at the colony and goes "the colony needs 100 materials a day" and adds 100 materials to the transfer list. this completely ignores what you're already transfering. so if you're already transfering 50 resources a day, it'll add another 100 resources on top of that, for 150 total. so, if you want to use the meet demand button, what you must first do is set the amount transfered to 0 (might have to close out of the trade window afterwards). then click meet demand. now it's suddenly meeting demand like expected.
yes it is dumb, and it will probably get patched as soon as the more major bugs (like fuel sources just shutting off randomly, bricking your run) are done being fixed, but it is possible to work around it, if a bit annoying.
Thank you again, dragon rider, for figuring out what's actually going on with a thing. I thought I was going crazy because I couldn't find a pattern 😅
You've been a wonderful help, even when you have to drop in and correct me 😶 🙌
Thanks for explaining. Looks like in current state it's only useful the very first time and any consecutive use it's simply easier to adjust manually. I'd say it's definitely a bug.
I'd personally love to see that function to keep automatically adjusting as long as you don't go negative on source side (and would be awesome if there was a checkmark to go negative and transfer from stockpile as long as it lasts), right now even if it gets patched, it's not a game changer.