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Here is how to send a save file, thanks!
https://steamcommunity.com/app/1700870/discussions/3/3413181204147029794/
Also the log files may be useful in this case.
On the first save I mentioned in the stable version, I'm currently in year 3 I think, and should have both the wooden and iron spades, or at least moved onto the iron one. In the second save, on the testing branch, I only have the wooden ones. I have been able to harvest peat with both wooden and iron spades, but it's always been a bit weird about the priority.
Just now before I saved and exited, I had peat harvesting on the highest priority (with the exclamation mark) and one clanfolk with harvesting as their top priority skill. I even enable strict priorities on them to hopefully help them select the right task. Even then, they seemed to want to do every other task type, even those much lower in their skill priority. I did get them to eventually select the peat harvesting task by blocking the skills for the tasks they selected one by one, but it's a bit of a pain to do that and then reconfigure and unblock their skills after every time.
This definitely does not sound like my experience with peat harvesting. I have had no problem with getting people to do it just by marking the area for harvest at default priority, as long as there were a couple of individuals with harvesting as a high skill priority.
Are you sure you had enough peat spades? The type should not matter at all, but if you are using the wooden ones, be aware that when they break they generate logs, which your people can pick up and use for other purposes (construction, making planks, etc), thus preventing you from making replacements in a timely manner if you are also short on logs.
Try with just priority 10 (and get rid of all those red exclamation points asap.) The why of this has been posted in forums several times...
That sounds like a solid possibility and something very likely to happen as you run low on logs, since they wouldn't be able to make more shovels then even if it was automated to have a set amount.
However, the clanfolk I mentioned in the save on the testing branch did eventually pick up one of the wooden shovels to start harvesting. I went back into the save just now to verify, and they are indeed harvesting peat now. But to get that to happen, it took blocking several of their skills, even some of their lowest priority ones, even thought they were on strict priorities with the peat as the highest priority harvesting task and the clanfok with harvesting as their highest priority skill.
I'll give that a try next time I play, thank you for your advice. I'll also try to find the forums discussing the exclamation mark priority issue, so I can read up on it and understand how it works more.
Hmmm. What were they doing instead?
One thing that can be confusing if you don't know how it works: for any harvesting/gathering task, if the person does not have hauling completely disabled, they will harvest as much of the thing as they can carry, then pick up what they harvested and haul it to storage. After it is put away, they will go back and harvest another load. If you catch them in the wrong part of the cycle, it can look like they are doing a hauling task, when it is actually programmed as part of the overall harvest job.
1) I don't think it's the exclamation priority task causing the issue here (unless there's something else to this not discussed in the forums). From what I have been able to tell, the known reason this would cause an issue is because another clanfolk form further away could pick up the task and take ages to get to it or, depending on the conditions (such as getting too cold), not reach the site. This seems to be what miauukisu has posted in other forums:
In the save on the testing branch I mentioned, I only have four clanfolk, all in the same area. At the same time, none of those other three picked up the harvesting peat task either. They were all occupied with other work like mining, building, or gathering mushrooms and branches. Two even lied down for a nap while I was working with the one. Unless there is something I'm not understanding about this, I don't think this was causing the issue.
2) As to the point you raised Philtre, I checked back in on the save to see which skills I ended up having to block before the clanfolk selected the peat harvesting. I grabbed a screenshot, sadly can't share it here, but I'll relay what I found. I normally play with one task blocked per clanfolk, whichever is their least liked task, farming in this case.
The skills I had to block to get them to select the peat harvest were mining (third lowest skill), woodcutting (fourth lowest skill), crafting (fifth lowest skill), clothes (ninth lowest skill), and gathering (tenth lowest skill) out of 16 total skill priorities.
You make a valid point about the harvesting/gathering/hauling tasks, but I don't think that was causing the issue, at least not with all of the skills I had to block. This could be what happened with the gathering task, since I think that was the task they were doing originally. However, after strict priorities are enable on them and gathering is blocked, shouldn't they move onto the top priority harvesting task if that is their top skill priority rather than switch to mining or wood cutting when those are listed so low in their skill priority.
From the skills blocked, it also seems like hauling didn't seem to be giving me an issue at the time. I'm not sure what to think of it at this point, but I appreciate your input on this issue.
Hmm. Perhaps send in the save to the developer, with a message referencing this thread for context (there is a pinned thread with directions for sending a save).
You Said you used ! On the collect peat Tasks.
Sleeping during Work time is a No Go. Even more so If there are !-tasks active on the map.
For two of your clanfolk to Go to sleep while emergency Tasks (!-tasks) are active they need to be close to collapsing.
Which leaves me thinking they are totally totally overworked. (Emergency Tasks (!-tasks) mean as Long as they are active No clanfolk will Care for any need until it get's so critcal "they will die" If they don't Care for it -> they get overworked with very Low stats.)
Where those other tasks emergency Tasks as Well?
If yes that's explains it.
Emergency Tasks ignore ANY priorities Set anywhere. (So its irrelevant where on the Skill list the connected Skill is located)
And i think it also ignores strict priorities.
Its any emergency. So it will be done as soon as possible.
If you have many different !-tasks this can lead to the described behavior. As they will ignore more and more Tasks to do the !-tasks in a random order. This can lead to the Player emergency-boosting more and more Tasks making the Situation worse.
So...
Where those other tasks emergency boosted as Well?
This seems very possible. Generally, I try to stick to only boosting tasks that may auto-generate (such as crafting for tools as they break, cooking, etc.) to emergency with the idea that as soon as that task is generated/needed it will be done. In this case it is getting dangerously close to the first winter and there is still so much that needs to be done, leading me to put several different tasks like gathering mushrooms and branches, quarrying stone for a well, etc. at an emergency priority.
I think I'll reset, try to avoid the scramble, and see if that fixes the issue or it still persists.
That's interesting to know though that emergency priority ignores clanfolk skill priority and strict priorities, and instead is selected at random from the available emergency jobs. I would have thought clanfolk skill priorities would still play a role in this since the higher the skill priority, generally speaking, the higher the skill level since they usually do those jobs more often and are more experienced in them. Thank you very much for this insight.
Emergency priority is designed for time-sensitive tasks, of the "this has to happen right now or it doesn't get done at all" variety. It totally bypasses normal task assignments because it assumes the only criteria is getting that one task done as soon as possible.
So emergency boosting a task is less efficient than letting the task manager deal with it. If you have multiple different jobs on emergency priority at once, it becomes _very_ inefficient. It is NOT a way of getting more work out of your people; using it chronically or on many tasks just makes them overworked and exhausted, so they get even less done. Keep in mind that work speed is directly tied to mood: the best way to get a lot done is to keep your people happy and comfortable so they will be maximally productive.
TL:DR: don't use emergency boost on repetitive tasks or big jobs. It will create more problems than it fixes.
As those make it difficult for you and for the skill menu ingame to calculate in what Order Task will be done.
It might be better to Set the items that will generate those Tasks to a high prio. (8-10)
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Since Finja is too modest, I will promote her video instead. It is quite clear and informative. :)