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5 - remove and rebuild is the same as moving a building since remove grants you 100% resources back. However, its pretty annoying that big resources (logs, long sticks and stones) are counted as obstacles for building, so if you junt want to move a building a lil bit to the side you will have to take all resources back by hand to clear the area.
8 - Blooming and Smiting are historically and in practice two different things, AFAIK. But the accidentally pressing T and ruining the smiting piece is really a PAIN
11 - yes, I miss a sorting button.
15 - dozens of storages?! i have one storage per village on day 90. Are we playing the same game?
17 - setting priorities is your job, not the villager
18 - walls give no safety, and towers only give safety if they are manned.
19 - about dehydration and starving - agreed. its hard to keep track.
20 - never had this problem with add-ons.
24 - I believe the game was not meant to be casual.
28 - Agreed, i kept on forgetting where stuff was because i could only had one marker
neutral 5 - about priority, villagers take what they need at the moment for any tasks. then, if a villager is a resource gatherer they will take something from the ground (E.g. woodcutter grabbing a stick that you dropped). lastly, if a villager works on a storage that has modules with empty space, they will grab and storage everything that is on the ground.
6 - IMHO winter is pretty easy, when we compare to cold and winter from games like the long dark
- walk speed is an interesting one. The island isnt THAT big and this also has massive combat implications as you can just walk dodge every enemy now and never need to dodge again. It also lowers makes you a far more effective resource gatherer. IMO if you want scouting then increase the duration and fly speed of the raven form. THAT would be far more balanced than the major cheat you currently have enabled.
- If you go through the first winter freezing without clothes, that's your fault. Its a new game, you're learning the ropes, I did too and made the same mistake. But there is zero reason to go through the first winter freezing. Back to back Bear + blood moon is already on the devs radar to be fixed so they don't happen same day. But the winter, that's on you. Its alot like the first winter in Rimworld. When you're new it wrecks you. Once you know what you're doing you enter the first winter fully clothed.
- No they should not make it easier to demolish buildings. People will just start complaining its too easy to accidently demolish buildings lol. You should not be demolishing very often intentionally. This is by far the lesser evil.
- Tool storage is fine. Place your warehouse properly and the run won't be long for anyone. It's not like they need to replace tools that often. A single tool lasts for a good while. Especially when you get to iron. The main thing tool storage needs is easier to use filters and some sort of sorting.
- Light sources (standing torches, stone lanterns) are refueled and lit by builders, and only at night. They do so consistently. If you're having issues with them not being lit nightly consider making your builders go to sleep an hour later and getting up an hour later. I didn't have to do that for mine though.
- You don't need dozens of storages. You need 1 warehouse if well organized. 2 if you're me lol. I made a 3rd one just for hardwood near my workshop to cut down on travel time but that's because of my poor city planning lol. Do for a city of 35 people 4 working warehouses should be enough and well planned you could get away with 2.
- Pretty sure the market is meant for steady sustainable movement of specific goods and not entire relocations lol.
- You can set priorities of workers via the task management on the building and storages as well as set what can be stored where and what to prioritize in that storage. It needs more QOL featues to make it easier/faster. But its there. As far as idle workers and job distribution: that's your job. A colony management game where you don't manage the colony isn't much of colony management game.
- Schedule assignment has saved presets and you only need to set schedules once per villager. I wouldn't mind being able to change the default setting (if you can't already) but NO to automating night shifters. That's your job as colony management and with the saved preset its easy. I also don't always want night shifters on night shift. Late game yes, early game having workers offset is often highly detrimental to productivity.
- People feeling unsafe takes a bit of reading and experimentation to understand but its actually pretty straightforwards if you fully explore building descriptions and tabs and generally commit to learning a new game. If that's not for you, honestly week 1 early access is a bad choice of timing to play a game. tl;dr verison: only manned buildings and patrols provide defense (plus puppers as a special case). An empty tower protects nobody. A wall in the middle of a field protects nobody. You need soldiers. Create a barracks or archery building. Assign a colonist. An area around the manned barracks/archery building is considered defended (logical). Create patrol flags near areas you want to be considered defended. Set up a task at your barracks/archery building to visit each patrol point. Everything patrolled is considered defended. Towers only defend buildings near them if manned.
- Wooden tools are cheap and last for a decent while but yes regularly need to be replaced. This is not a problem. Want longer lasting tools, go make iron tools. If wooden tools lasted alot longer half the benefit of iron tools disappears.
- Your sled having set item slots is for balancing, so you can't just run out and bring back 75 iron ore in one trip with the sled lol. If it was freeform its overall storage space would need to be much smaller. If you want to carry more, that's what the Cart is for. They are there to help with transporting large quantities of items, not trivialize it.
Most of the rest i agree with, the other poster covered, or you just need more time in the game before you realize "aha, so that's how I make that soup" lol. Trust me, some of those answers are RIGHT THERE :D.
I DO think however that repairs costs should be low at low damage levels but scale up quickly. Right now the problem isn't the total amount of repairs for a moderately or heavily damaged structure, its that a single arrow can be like "you need a log, a rope, and a long stick to repair this". So give us lower repair costs at lower damage but scale to meet current repair costs at like 70% health. That way really light damage is just maintenance mostly but heavier damage starts costing resources quickly.
You literally don't have to do basically anything. Your villagers handle 95% of things unless you have a poorly managed colony. I've only repaired or supplied something being repaired or rebuilt like maybe a dozen things in over 100 in game days.
Thanks for the feedback on my feedback. I will read along and may come back to some points. Thanks!
Oh, and I remember one more thing I forgot to mention: May I please open gates while holding the cart? ❤
3 - OMG I have never found that! Thank you so much! :D
5 - Well, yes, I am aware of that. But this way they could use the exact same material without the need to pack them away and haul anew. If they just would kinda link those processes, I would appreciate it.
15 - Well, yes I am a hoarder. I have a whole storage (3-tiled) just for woods for example. One reason is as well the flooding with rotten stuff, which always fills my storage of small materials, so there is no room left for ropes or ambers. I really don't want to sort it out all by hand, just so the villagers sort stuff back in. That's why I really wish for a trashcan or filters for storages.
24 - Yeah, I think so. But why not serve several types of gamers instead of just hardcore gamers? I really enjoy the game, nonetheless I am quite overwhelmed with all the major tasks I have to do and lose track 90% of time. It's like a rabbithole at some time.
6 - Well, I found it quite hard. You couldn't move away from fire for too long. I wasn't good prepared as I was still in the middle of understanding the game and yeah - it didn't go well. And I was still faaar away from sewing clothes anyway. :D I am a quite slow progress-player.
Macht das der Kochdude automatisch oder muss ich das erst "Vorkochen"? Meiner kocht nämlich aus Prinzip nur Fleischsuppe, Beerenmarmelade und noch was mit Beeren.
Okay, I added numbers to your paragraphs to answer in a more directed way. :D
1 - Yeah, it sure would be more balanced, I totally agree! For now it's all I have :D
2 - As mentioned before, I am a slow progresser, in all the world I wasn't so far into progress to only think about crafting clothes. :D Even with the first linen clothes weren't really protective after all.
3 - Well, at least hitting ok per enter would be one thing or make a special hotkey with longpress, it's all I want.
4 - I don't know, but my tools break so fast, it's like they need a new thing way too fast. As soon as I had the carpenter, I crafted a knife for him to do his work, walked around a bit, came back and the tool was gone. He didn't work his ass of in that time. Don't know if he lost it or if it broke. Didn't found it one way or another. In addition: you first have to GET iron tools! As mentioned in my post, it's really hard to find iron, if you have not found a mine. Even then it takes some time until you can provide everybody with iron tools.
5 - That's a good hint, maybe I should alter the workschedules for them. Thanks! Didn't think of that.
6 - congrats if you can manage to only have 3 storages. As written above, I am kind of a hoarder and am flooded with useless stuff. Since I have no chance to get rid of stuff, you may think I live in a junkyard. :D
7 - Yeah, thought so, too. But as soon as you want to split things between storages, you have to plan a different tour. That's just wasted time.
8 - Yeah, I know about that. I meant that more in a more common way like "if you're not busy, haul things or help X with Bla", if you get what I mean.
9 - Yeah I know that, I already work with that. It's just that I have no real oversight over my people the way it is now and it's always a greater task to set all people.
10 - Yeah, I already thought of that, worked on that but still there are high percentage of buildings which are not protected and people still complain. I always struggle with that. :/
11 - I have the feeling that they break so damn fast. I made my farmer tools and he destroyed one while working ONE field.
12 - Yeah, maybe. But the game already IS really hard for me (I am no strategist and a really chaotic person, so many things just slipped away from me). Making it just harder seems like a good idea for people who enjoy being beaten by a game. I really like the mechanics, but that doesn't mean that I like to be beaten. :D
Thanks for your feedback! I learn new things every time I play and learned a lot in this thread!
I DO think however that repairs costs should be low at low damage levels but scale up quickly. Right now the problem isn't the total amount of repairs for a moderately or heavily damaged structure, its that a single arrow can be like "you need a log, a rope, and a long stick to repair this". So give us lower repair costs at lower damage but scale to meet current repair costs at like 70% health. That way really light damage is just maintenance mostly but heavier damage starts costing resources quickly. [/quote]
Good point! I wouldn't mind a bit better scaled repair costs. Plus: repairing tools would be grand!
In addition: yes, your village does the job, but often it takes ages or they are on free time or whatever. Sometimes it's easier and faster to just do it yourself. :D
3 - You might at least be able to save a click by hitting Q to go straight to the tasks area of many things. I don't think it makes verything faster, but it definitely makes it faster to deconstruct nested items. (IE storages in your warehouse) if you walk up to that item and hit Q. End of the day I don't think there is a wrong choice per se, just which headache the dev wants to deal with haha. People wanting it easier vs people accidently deconning their stuff despite a confirmation box :D.
4 - Carpenter uses an iron draw knife and that should be good for like 20+ beams or shaped wood made easily IIRC. If that didn't happen a villager prolly grabbed it. If its not in the inventory of the carpenter it'd prolly be helpful to find out who grabbed it and then let the dev know as that's likely a bug. Normal knives are used by things like cooks and hunters and etc.
11 - The only way I can think a farmer destroyed a wooden hoe working a single max sized 4x4 field in a single day is if they were a fresh level 1 farming noob and the field was also overgrown with weeds thus doubling the work. I've watched their tool consumption before as well as manually done the farming myself. Shouldn't be breaking THAT fast without some sort of bug or oversight. As their skill level rises they get much more efficient and with the correctly traited people assigned they start at an ok skill level and then also get a large exp bonus to gaining skill faster. Skill levels make a massive difference and the higher your worker's skill levels get not only the faster they complete their tasks but the less durability damage each task does to their tool.
12 - its your first week, you'll get better at it. Rimworld used to kick the absolute dogcrap out of me, today I'm pretty good at it. It just took time and experience to learn the ropes and get used to the important things to keep track of and keep on top of. And lots of failure to learn hard lessons :D. There are room for both types of games though. Games that you'll pick up with the expectations of not losing and just having a cozy chill time as well as games that you pick up expecting to have to learn and practice a bit to do well at. Both are good. But each game can only really be one. Sliders and difficulty settings help (and im sure Aska will get those eventually), but a game balanced by those is never ever the same quality as one designed for that targeted difficulty level by default.
13- IIRC iron tools don't need to be fully recrafted and the metal part can be reused, so you only need to replace the wooden part. That's what I've heard anyways. I hit metal way late in my game due tot he location of the cave so my first wave of iron tools haven't broken yet. I still need to confirm. The metal heads and bits go into the broken metal pieces storage though. I'm sure of that.
Still like all the feedback and lets hope the dev addresses as much as possible. Here's hoping you have a great time out there :).