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Defektiv 2016 年 9 月 29 日 上午 10:17
Food nerf hurts hunger mechanic
I almost enjoyed the hunger mechanic before. You had to research things, build things and maintain them with labor, but could keep up feeding your people if you kept crafting and keeping the cycles running. Now its just a pain in the ass to put it bluntly and its the first time I've disabled hunger in the game. 10 greenfruit for a hydro farm output, 50 for a normal farm with good fertility and each cube take 5 greenfruit and 5 bread. The sell value nerf on food I didn't really care much about but hunger and food in the game is becoming a chore that's not fun to deal with at all.
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正在显示第 1 - 15 条,共 23 条留言
Shidan 2016 年 9 月 29 日 上午 10:21 
Out of curiosity, did you adjust the "Hunger Time" slider? A lot of people mistake which direction is easier vs which one is harder.

0.25 means you will STARVE 4x faster, while 8 means it will take 8x longer.
teravisor 2016 年 9 月 29 日 上午 10:28 
引用自 Defektiv
each cube take 5 greenfruit and 5 bread
What? That doesn't seem to be so in my game... Maybe cooking skill affects that?
最后由 teravisor 编辑于; 2016 年 9 月 29 日 上午 10:29
Defektiv 2016 年 9 月 29 日 上午 11:21 
引用自 Shidan
Out of curiosity, did you adjust the "Hunger Time" slider? A lot of people mistake which direction is easier vs which one is harder.

0.25 means you will STARVE 4x faster, while 8 means it will take 8x longer.

No I did not, I was basing it off the vanilla settings. I probably should have stated that but I'm basing the feedback on vanilla as the standard. It's not impossible to keep the food stocks up, but the larger the population the harder it is. This makes sense in theory but turns into a maintenance task that is noticeably more distracting from the core game than it was before. I like how hunger works in the game and influences stats and appearance. I just don't like consuming that much of the play experience just maintaining a single bar in the character stats. In my opinion, and its just my opinion, the material costs and yields were fine before, especially considering you use the crops for multiple things in an established base. The storage cap nerf hurt it a bit but it still worked. Consumption rates could have been increased a bit instead of nerfing the crafting side of it more, as I could keep a whole squad fed for an entire trip up north with a couple stacks of food in a bag. But the extreme pinch on resource requirements in addition to the storage caps just makes the whole mechanic frustrating to deal with now.
最后由 Defektiv 编辑于; 2016 年 9 月 29 日 上午 11:22
Defektiv 2016 年 9 月 29 日 下午 1:00 
引用自 teravisor
引用自 Defektiv
each cube take 5 greenfruit and 5 bread
What? That doesn't seem to be so in my game... Maybe cooking skill affects that?

Maybe its skill based, I don't know that for sure. My two cooks are 87 and 88 in Cooking and it is actually taking 8 greenfruit per foodcube now.
Shidan 2016 年 9 月 29 日 下午 1:02 
The recipe for Foodcubes is 8 Greetfruit and 1 Bread. As far as I know it's not skill based either. Skill might make the cooking go faster, but it shouldn't change the recipe.
Defektiv 2016 年 9 月 29 日 下午 2:03 
Maybe its the added resource strain from needing to brew in addition to everything else as an income source. My greenfruit supply just evaporates on me faster than my 75%/100% farms will crank out. I don't even understand the purpose of the hydroponic farms. You can't fit many of them in a building, they cost power and only output 10 per cycle.
最后由 Defektiv 编辑于; 2016 年 9 月 29 日 下午 2:03
Shidan 2016 年 9 月 29 日 下午 2:13 
They're for areas where the crop cannot grow. If you're in an area fertile for that type of crop, you should almost always plant outside.
Defektiv 2016 年 9 月 29 日 下午 4:59 
I mean with a crop output of 10 and production costs what they are, you'd need a ton of them to get anything done, at least 5 to make up for a single normal farm. By the time I unlocked them and built my first one, I already had a working food chain set up and the only thing I could think was, "these would have been useful in the early part of the game."
Shidan 2016 年 9 月 29 日 下午 5:05 
They're not really meant for extensive production chains. They're for access to resources that are not readily available. So if you need a source of a particular resource to craft specific things, such as hemp for medkits, you can have one. But it will be significantly limited compared to settling in the region it grows in.
Defektiv 2016 年 9 月 29 日 下午 5:17 
I guess it would work better for that if you had to build multiple bases and trade routes. If they decide to enforce a more strict resource allocation for the map that demands multiple bases, I hope we get mechanics in place to automate trader movement between two bases first. I couldn't imagine having to keep moving products manually between bases right now to keep chains running.
Bumbleton 2016 年 9 月 29 日 下午 5:50 
I like to use the hydroponics to grow rice in the middle of a bleedin desert, so I may start my Sake-based empire.
Goweigus 2016 年 9 月 29 日 下午 11:49 
Im 14 days into a settlers/freedom seekers game. I dont usually work them during dark hours, and the old soldier rarely helps because hes supposed to be on 'perimeter watch'. So I got 5 people doing nothing but wells/farms/oven/silo for as much of the day as I safely can (had 2 bandit and 2 raptor raids the first two weeks, more that came nearby). I wasnt able to get a wall up until day 14 because iw as having to spend all my money on dry meat and books and building food infrastructure. There havent been as many bandit vs dog fights as I expected in the region but it certainly helped a lot. I switched the workers every day so their stats would level close together because i didnt want to risk losing a specialist.

It is hard trying to keep people from starving and advancing the faction. Im sure it would have been a lot easier to get to this point of indefinite sustainability
had I had people stick to a single job (14 days in and the 5 people each have between 102-110 stats in labor/cooking/and farming which is the only one that got over 40 for anybody , Old Soldier only gained 50 since the start)

edit: (if you can get to 2 weeks with the freedom seekers start, no 'cheating' like aggrovating enimies into groups of guards or stealing, then i dont think you will have an issue with food after that point)

* i put limitations on my games for realism/challange like the old soldier only fighting/patrolling, characters sleeping as many nights as possible, everybody always carries a water bottle, etc
***The only reason i dont play with World Damage and Chance of Death maxed out is because the fights are so much faster that people gain skill points much much much more slowly (I'd guess they level up at most 1/2 as much because the fights are at least twice as fast). But i did really enjoy that any hit from any blade on any unarmored body part was a serious injury (not usually crippled on the first hit), so bandits were far deadlier for far longer but they also go down more easily (and if someone went unconcious in a fight they were almost always already dying of injuries). This also meant that you'd have to spend far far more of your money for armor thats going to make a difference (~~~~difference in the length of time a 1k shirt will keep you alive compared to the 20k at this difficulty is pretty neglible. So the pursuit of more money and better stuff is more fun for longer)

Edit: I''d be amazed (like FTL on normal or hard lol) if someone could make it 14 days with the freedom seekers start without stealing, guiding enemies into each other (standing behind guards and attacking bulls so they clash into each other), or buying food that isnt for building a farm, while making the characters sleep more nights than not, and with the hunger/production/research/whatever sliders at the minimum. I ended up running into town to buy food 2-3 times even with all the free dog meat i could see from my base, and i had to work them through the night once maybe twice

EditEdit: completely forgot that i also have the production/research/whatever sliders on the minimum too, so that makes a huuuuuuuge difference
最后由 Goweigus 编辑于; 2016 年 9 月 30 日 上午 1:24
Defektiv 2016 年 9 月 30 日 下午 4:47 
What are you making for food out of curiousity? I've got quite a few people tied up in the foodcube chain (2 cooks, bread baker, grain silo operator, farmers, water and storage runners) and cannot sustain my population indefinitely using four 75%/100% greenfruit farms that yield 49 crops each per cycle.
Kedrick7 2016 年 10 月 1 日 下午 2:15 
Right now, with all vanilla settings, I have 4 people in my food production chain, making Cubes, with a community of 7. They are (A) 3-VegFarm, Bread Oven, Well (B) 3 Wheat, Cooking, Well (C) 1 Cotton farm, Grain Silo (D) Fabric, 1 Cotton, Well. (all use the same well)

First two are strictly working food, second two do a little outside the food chain... *each is listed in will work-order-presidence (sp?). This crew is able to maintain not only food for all 7 community members, but also lots of overage that I use for income. I queue up 100 Cubes at a time, and then go to market with a full Trader Pack+.
The trick seems to be in keeping workers moving.. don't let the farmers stand idea between harvests, and try to keep direct chains from being on the same worker. (like doing wheat, silo, bread.. causes too many hiccups in priority.)
Also, don't put Resource storage RIGHT NEXT to production site.. (ie, wheat barrel next to silo). leave a short gap between them.. if they are too close, I've noticed that the worker will get locked up and load/unload the resource continuously.

For me the Hardest part was the River Raptors.. So I made a quick small wall, just around my starting Veg farm area, and slowly expanded it outward.
最后由 Kedrick7 编辑于; 2016 年 10 月 1 日 下午 2:20
cniht 2016 年 10 月 2 日 下午 4:54 
Food production is pretty badly balance right now. Wait until you get into 'trade goods' like rum. Nothing like using 40 water vanilla to make one rum bottle. It's purely regressive. The 8x increase in ingredient cost just kind of killed the entire hunger mechanic.
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发帖日期: 2016 年 9 月 29 日 上午 10:17
回复数: 23