Frostpunk

Frostpunk

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PSYKO Nov 8, 2019 @ 10:23pm
food supply ♥♥♥♥♥♥♥♥ in extreme endless mode huts and hot house
hi there,

ive been trying to do an endless run on extreme and ♥♥♥♥ just seems to be dumb in it

first off i had a completely full hunters hut and it never brought in any real amounts of food 1-5 raw food

figured it needed the upgrade... same issue, the most they bought in was 7

♥♥♥♥ it, ill start again and get the hot house as soon as i can, same ♥♥♥♥, for some reason its running at 20% even tho its full of workers, it randomly shoots up to 80% but then drops back down, again producing no more than 7 food in a day

i have failed due to too many starving people more times than i care to count.

i know ts supposed to be hard but it just feels like something is broken, everything else is manageable but no matter what i do i cant get them to bring in food.
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Showing 1-5 of 5 comments
Matty Knacker Nov 9, 2019 @ 12:13am 
Screenshots usually help a ton in these cases should post those aswhile
House Gnome Nov 9, 2019 @ 10:30am 
Are the workers healthy? If they are in treatment then they aren't going out and hunting or growing crops. They will still show as assigned to the building but won't produce anything. There is a tab on the building stat page that will show you the status of the workers assigned (if they are building something, in treatment, going to eat, going to rest, etc).
amordron Nov 9, 2019 @ 11:07am 
Need screenshots to tell as what your saying is not what happens in the game if the buildings are full with healthy workers.

What is the building efficiency and what the the resource tab in game show post screens of both as well as when your income comes in. I'm betting its either people are super sick so no one is working in the building. Or your people are super hungry/ your cookhouses are not staffed so there eating the raw food not that low amounts are coming in resource tab answers this.

What walter said btw is NOT the hunters eating the raw food but YOUR people. Your income of raw food is the same regardless but the people eat it before it gets to the cookhouse this is the same for hothouses. The income thou remains the same as shown in the resource tab. This will not happen with staffed and heated cookhouses unless people are about to die. This is clearly shown via a info popup about people eating raw food in the same spot as all other info popups.

Assuming healthy people a fully staffed hunters hut always brings in 15 food per day with upgrade it is always 20 food a day. Hothouses are 30 food per day that can be boosted to 42 food per day via extended shifts. These numbers can only be reduced if people are sick as than they are not fully staffed. OR you are moving hunters in and out to work in the hothouses after hunting. As when hunters return from the hunt they must rest and will not work elsewhere so even if you place them in another workplace it still is not fully staffed. You can thou move workers from any other building to hunters without issue just not vice versa. Hothouses not hunters can also be boosted by other effects like shrine (one of the reason hothouses are just better esp on extreme) but not reduced.

Should be posting the building workers tab screenshot to show everyone is healthy.





For extreme placing one hunter hut day 2 and staffing it fully that night while rushing hothouse tech than swaping and ditching hunters is what I have found to be the best open. hothouses just that much better than hunters due to extended shifts + boosts working on it. While being able to use kids there to free up labor. Place your cookhouse at the end of day 2 (so its built just before the end of the workday). Staff it right as the rest time starts with a single worker. This lets you pas a food law as 3rd law and get the max possible amount from your starting food without people eating raw food. This food will last you + the hunter hut till hothouse is done and placed assuming you have a good build for tech. If you don't you need two huts day 2 to buy more time (or waste some tech item for the hunter upgrade an option if playing hazards but not a good one as uses up tech time the most important thing).
Last edited by amordron; Nov 9, 2019 @ 11:17am
Waste Nov 9, 2019 @ 12:53pm 
It sounds like you've just got sick workers. A building's efficiency is the number of workers minus those in treatment or too sick to work, plus productivity bonuses (i.e. a foreman). Keep your workers healthy and they will be able to consistently work.

Also as somebody who plays endless extreme a lot; you should be avoiding hunters in favour of hothouses anyway and only keeping them around (without workers) in case you get the random calamity that damages hothouse production. They are far more labour-efficient than hunters in the early game which you need to be maximizing.
Last edited by Waste; Nov 9, 2019 @ 12:53pm
snuggleform Nov 9, 2019 @ 12:54pm 
Here's my order on endless that makes sure food is not an issue (it is not the only way that works, but it is one way that works).

Sign 24 hr -> 14 hr -> sawdust law (do not cook any of your original 80 food until sawdust is signed; if you take a different law path that delays a food law then you will be forced to cook some food precisely you should cook 42 of your original food leaving you with 38 raw food if you choose to delay the food law, or they will eat some raw I do not recommend this but that is the precise number from my countless experiments; with my recommended timing of the food law you maximize your original food supply thus giving you leeway in not having to have people work in inefficient hunter's huts for a little bit longer).

Research: faster gathering -> beacon -> sawmill (if on rifts) or heater if not on rifts, then you should have enough wood to do a tech up, head to hothouses. Roughly the time you are teching up, you should build 1 hunter's hut and fill it with 15 workers to tide you over until the hothouse finishes. Notice that this is actually a very short window like 1 day or 2 of this hunter hut being in operation, and this is actually a good thing way better solution than what I used to do (i used to build 2 early hunters huts and get better hunter's hut efficiency but this hugely cuts down on your harvesting other resources and is frankly not necessary). If on rifts, blow all steam cores on hothouses as soon as hothouse is finished and then look to do heaters/steam hub to ensure they function during the temperature falls. If not on rifts, use 2 steamcores on hothouses, 1 on wall drill which really just blows sawmill out of the water (rifts you're forced to use sawmills due to the bridge system blocking you off from a wall drill location for quite some time as your first bridge almost has to be to a steel location).

If you have at least 2 functioning hothouses on extended shifts with full, or roughly even 60-70% efficiency healthy workers and you are cooking them into sawdust meals, food should immediately become a non-issue, in fact you should be storing enough food naturally at this point to survive the first storm.
Last edited by snuggleform; Nov 9, 2019 @ 12:55pm
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Date Posted: Nov 8, 2019 @ 10:23pm
Posts: 5