Worshippers of Cthulhu

Worshippers of Cthulhu

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Phobos172 Nov 1, 2024 @ 8:52am
New Bug? Re-educators not fullfilling townfolk's needs
I have a screenshot of a Re-educator building directly across the road from a house, and the house's Re-educator need is not being fulfilled. all other needs are at 100% but the Re-educator's is at 0%. IS anyone else running into this, or am I missing something? Do the re-educators not fulfill the needs of tier 2 and 3 followers?

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Edit:
Hey thank you for the help. Turns out I'm just an Idiot, Though I kind of suspected as much
Last edited by Phobos172; Nov 5, 2024 @ 7:58am
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Showing 1-12 of 12 comments
Its use radius based on road
Phobos172 Nov 2, 2024 @ 3:44pm 
So Does the radius include directly across the street from the Educator? Like I stated literally the first sentence. For clarity I have a straight road, With the educator of one side, (not end of the road but on the side) and Directly across from the house. The house that is not Benefiting from the effect is surrounded by ones that are. Yes it is connected to a road. Like I said, all needs are met, except the Re-educators.
Last edited by Phobos172; Nov 2, 2024 @ 3:45pm
maciejstruzyna  [developer] Nov 4, 2024 @ 3:38am 
Originally posted by Phobos172:
I have a screenshot of a Re-educator building directly across the road from a house, and the house's Re-educator need is not being fulfilled. all other needs are at 100% but the Re-educator's is at 0%. IS anyone else running into this, or am I missing something? Do the re-educators not fulfill the needs of tier 2 and 3 followers?

Hello Phobos172,

This sounds like a new bug. Could you share the screenshot, please?
Phobos172 Nov 4, 2024 @ 7:00am 
Yeah, I'd be happy to. How would you like me to get that to you?
maciejstruzyna  [developer] Nov 5, 2024 @ 7:04am 
Originally posted by Phobos172:
Yeah, I'd be happy to. How would you like me to get that to you?

Maybe you could send it to my email maciej.struzyna@crazygoat.games please?
Phobos172 Nov 5, 2024 @ 7:06am 
https://imgur.com/a/3h2ysfF

I hope this works?
Phobos172 Nov 5, 2024 @ 7:11am 
Originally posted by maciejstruzyna:
Originally posted by Phobos172:
Yeah, I'd be happy to. How would you like me to get that to you?

Maybe you could send it to my email maciej.struzyna@crazygoat.games please?


I managed to get it posted, but I sent it the email you provided. I don't know if you want to keep that up or not.
Phobos172 Nov 5, 2024 @ 3:32pm 
As a follow up, would it be possible to make the Temple's and Educator's road coverage a different colors? I think this would help some confusion. I think what I thought was happening, I thought the green highlighted roadways provided both benefits. instead of just the building I had selected.
Maybe tinge on of the cover area's a bit yellow to establish a distinction. But I dunno, just an idea.
Is there any reason that temples, re-educators, graveyard etc can't have their radius shown like a lumber mill? If you have roads down you can get the idea of their radii but is there really a reason to hide it? You could sit there and count out the radius by having a lot of roads down but at that point why not just show it when building it? It would make planning your islands so much better and require less demolition and rebuilding because one home might be a tile out of the corner's reach for that temple.

It feels like it would just be a small QoL improvement and help you optimize your planning. It definitely feels like I have to build way too many but that could be because of cases like I mentioned where the radius of the building is just out of the edge and if I had seen the radius and moved the building a single tile it could cover all the buildings I intended it to as an example.
maciejstruzyna  [developer] Nov 6, 2024 @ 7:26am 
Originally posted by Carl Brutananadilewski:
Is there any reason that temples, re-educators, graveyard etc can't have their radius shown like a lumber mill? If you have roads down you can get the idea of their radii but is there really a reason to hide it? You could sit there and count out the radius by having a lot of roads down but at that point why not just show it when building it? It would make planning your islands so much better and require less demolition and rebuilding because one home might be a tile out of the corner's reach for that temple.

It feels like it would just be a small QoL improvement and help you optimize your planning. It definitely feels like I have to build way too many but that could be because of cases like I mentioned where the radius of the building is just out of the edge and if I had seen the radius and moved the building a single tile it could cover all the buildings I intended it to as an example.

Hello Carl Brutananadilewski,

Currently, when you are building a building with a range like a temple before building it the game tries to show you what it's range would be if you connect the "ghost/template" to a road. The range is measured using roads because it matters for the cultists how far they need to go to reach the building, not how far the building is physically for them (and for example there could be no road). For better or worse road layout planning is a big part of this game
Thank you for the reply. Would there be a way to show 'ghost' roads? that reached as close to homes as it could? I know this might be visually confusing but some way to show the relation without the road present so you could build the roads to make the temple or other building accessible? Something like a shortest connection to the nearest road or something could be useful? I might be asking for a lot, Now I'm wondering if it's ideal to have a lot of roads or just smarter roads. Hm.
maciejstruzyna  [developer] Nov 7, 2024 @ 2:16am 
Originally posted by Carl Brutananadilewski:
Thank you for the reply. Would there be a way to show 'ghost' roads? that reached as close to homes as it could? I know this might be visually confusing but some way to show the relation without the road present so you could build the roads to make the temple or other building accessible? Something like a shortest connection to the nearest road or something could be useful? I might be asking for a lot, Now I'm wondering if it's ideal to have a lot of roads or just smarter roads. Hm.

Hello Carl Brutananadilewski,

We know it would help and we are thinking about it but currently have no good ideas to do so. Road in straight line can reach much further then a curved road etc.
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