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Or to eat?
No... I had about 25 steaks that I transferred and I only have 5 villagers. Actually this was the 2nd time it disappeared as I tried to transfer 5 steaks before this. It just doesn't make it into the box in the food storage. Other things transfer in just fine. though I think the transfer process is very clunky.
You might have a villages working on a recipe that needs meat.
This happens even if at night and technically no villager is working at that hour, the game just queues the resources.
In my first save, I had the bug with iron ore.
I tried restarting a new save to see if that would change anything, but nope.
When I put a worker in the workshop and set up multiple recipes (I don't know which one is causing the bug), my resources keep disappearing, but nothing gets crafted.
I have the same issue at the hunter's lodge (I didn't have this problem in the first save, by the way).
If I set up crafting for arrows and put feathers in the general storage, the feathers keep disappearing.
To quickly check if the bug is present, go to storage and move resources (take an item in the storage page and move it to another slot in the next row, still in the storage page).
As soon as you move your resources, if the number of any item decreases, then you have the bug.
In my first save, I lost 600+ iron.
Is it 'normal' to craft the forge, set up the recipe, farm 600 iron the next day, and lose it all?
I don't think so.
And by the way, at the end of the day, nothing requiring iron was produced.
For me, it’s more like this:
The game has a recipe with multiple items (let’s take arrows for example).
If one of the components is missing (let's imagine you have 0 stone in storage, 200 sticks, and 200 feathers), the game puts the recipe into 'wait for resources' mode and removes the available resources from storage. Then, it checks again to see if all the required resources are present.
But instead of checking if all resources are available before taking them out, the game removes all the available resources required for the recipe first and then checks if it's complete.
So, every time the storage is refreshed by adding or moving items, the verification for the recipe in 'wait for resources' is triggered, taking out the available resources, but the recipe remains in 'wait for resources' because the stone is still missing.
That's why i can see, every time the storage is actualised, the stick and feather decrase by a number equivalent to the number required for craft the arrow.
I don't know how exactly the verification is coded, but it should be something like:
If one resource is missing from a recipe at the end of the day, put the recipe in 'wait for resources'.
When the storage is updated :
If all resources are present, take out the resources and remove the recipe from the 'wait for resources' list.
If not all resources are present, do nothing.
But right now, it seems like this:
If one resource is missing from a recipe at the end of the day, put the recipe in 'wait for resources'.
When the storage is updated :
Check if the resource is available and take it out. Then check again if any resource is still missing. If yes, do nothing. If not, remove the recipe from 'wait for resources'.
The developers probably want something more dynamic than my simple solution. However, this issue can still be solved by adding a status to each resource in the 'wait mode'.
For example, let's take arrows again.
If you need 15 stones, 15 sticks, and 15 feathers, and you have 0 stones but more than enough sticks and feathers, the game can remove the sticks and feathers while setting their status to "taken" (using 0/1 or true/false flags). Then, a simple verification can prevent the resources already taken from being removed again.
For missing resources:
Calculate the missing resources as: resources needed - resources taken.
If resources missing = 0, set the status to 1 (or true).
When the status of all resources is 1, the recipe can be removed from 'wait for resources'.
You would also need a function to calculate resources needed and probably a buffer for the resources already taken, ensuring it doesn't exceed the required amount.
This method can be more dynamic and avoids unnecessary depletion of available resources.
I am guessing there is not fix for this?
If you have a worker on straw this will happen as it takes 100 grass to fill the straw maker. When the straw is done the worker will take anymore grass immediately to make straw. To fix this I don't have straw workers, I just do it myself... I fill with grass then take the straw and immediately fill with grass again and leave if to make straw... them I can use it whenever I need to just filling with grass every time I take straw. I have a straw maker in every village and I don't have any workers on it.
Hope that makes sense and is helpful.
Yes! thank you so much!