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With one juvenile, I would suggest that you plan for not having clay jugs at all your first winter. Clanpeeps can eat ice from lakes and rivers for water; it will make them cold and unhappy, so they will wait until they are actually losing health from dehydration first, but as long as they have a place to warm up and all of their other needs met, they can heal back from the damage while sleeping, and it will provide enough water to keep them alive.
Regarding branches, in this kind of scenario it is best to set up near an area with a lot of trees, and not harvest the branches closest to your home until winter actually starts. Keep the house small so that it is easy to heat and try to stockpile branches from further away before winter starts.
But the game's logic is pretty poorly developed.
On the third attempt, the boy kept running back and forth between the frozen water source and the fire pit.
On one level, he's dehydrated and needs a drink immediately; on the other, he's cold.
So he ran back and forth nonstop, but didn't drink anything. Instead, he turned back just 1m from the source until he died.
Unfortunately, this kind of thing ruins the fun of the game, aside from the challenge.
I rolled a "slow metabolism" trait for the young one this run.
Pretty overpowered, I think the trait helped me survive until midwinter this time.
Food reserves might have worked this time. But wood is a factor, as I said, and as I mentioned, the stupid AI.
so far my tip is...the water is too far away and needs to be closer,,,,
you can also use peat and a peat stove to heat in winter. branches will then only be used for cooking (if the peat stove makes the room warm enough)
Yes, the AI has problems with cases where there are multiple critical needs simultaneously; for the moment, your best bet is to prevent such situations from arising. As Finja mentioned, having the house be very close to a water source helps. It also helps if the house is at a good warm temperature (which for this kind of scenario mainly means keeping it very small), and if you have as warm clothing as you can get (ideally a full set of furs plus a sackcloth shirt and bottoms). But if all else fails, you can micromanage what they are allowed to interact with to try to force them to attend to the most urgent need; for instance, lock the person out of the house so that they have nothing to do but eat ice, then let them back in once they have refilled their hydration.
The peat stove is fantastic for heating in general, but it is not very achievable for the first winter in a juvenile-hermit scenario like the OP is trying.
I mean 10 gather Clay Jobs (4 for 50 for bricks, 4 for 50 tiles and 2 for 100 Clay) + cutting some trees...
But it's a Long Time since i did single juvi...
Rush the kiln if you can. If you can't, you can't.
For a single Juv, set a rabbit trap for food & fur.
Good Luck :)
If you have the game on "the works", it's really pushing it to try for the kiln with a single juvenile. The long work time and low harvest yield options really limit what you can get done.
1. Set the front door (door between outside and inside) to the highest lock level.
2. Set the clan member's lock level to something lower once the person is outside.
The clan member wont's be able to go get warm, so he/she will go do the task. Just remember to fix the lock level so the clan person can get back in to warm up eventually.
This is why I think we need an entire section dedicated to seeds. Your seed world is vitally important. Especially depending on what type of game style you're playing. It'd be really helpful to just have an entire section that has seeds and obviously the modifiers. [/quote]
Yes, seeds are important. They do not need to stay above freezing so they can be kept under a roof without being in the fire warmed "house".
Only humans, animals, and drinking water need to be kept warm.
With only one juvenile doing all of the work, it saves sticks to only heat what needs to be warm.
I meant map seeds. Sorry for not being clear.
But yeah, it would be cool if here, on forums, would be a section for posting map seeds.