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If hunters have gone out they bring back food always unless your buged but cant know that without screens. We cant take your word that the hunters are still going out hunting as people quite often report a bug or issue claiming x is happening still when that is exactly the issue is x was NOT happening.
Possibles are, and all of these screens would of shown us if was the case or not rather than making wild guesses:
hunters are sick so they din't go out you only thought they did.
Storm is happening so hunters dint go out .
You put them in to late so they never went out.
You don't have a cookhouse staffed + hungry people so people eat the raw as soon as it comes in before you see it. You even get a notification this is happening.
Hunter hut has no road so its not really open.
IF you have a cookhouse with at least 1 person staffed there people will only eat raw meat if they will die in a moment otherwise so its good to eat the raw in that case. As such if they where eating the raw the fix is to place and staff a cookhouse than you will be able to covert it to better use the materials. Thou they will will eat it fast you will get better use. Food is a pain as you have to stay ahead on it if behind hungry people eat twice as much food to make up or the missed meal and starving 3x as much to get to full state so you only fall further and further behind if you don't address food issues early ideally before there even hungry.
A basic Hunter Hut brings in 15 Raw Food per day. Upgraded with the first-tier upgrade they bring in 20 Raw Food per day. If you are going to use Hunter Huts as your primary food source this is a very recommended early and also easy and cheap tech to get, so I will use it going forward. Hunter Huts do not benefit from efficiency or work-hour increases.
Thus, a single Hunter Hut will bring in 20 Raw Food, usable for 40 Meals. Enough to keep a population of 40 people fed. This is also assuming no hunters are sick and miss a day of work. If your population is at 200, you need at least 5 fully staffed Huts to feed them just barely. If you are sitting consistently at 0 meals then you should probably build more food production. This can be difficult early on, as each Hut also requires a full 15 Workers until you get the Tactics upgrade.
If you are this behind on food production I would heavily suggest building a Hothouse. Not only do Hothouses provide 30 Raw Food per day, enough to feed 60 citizens before any upgrades, but they also benefit from Extended Shift, Emergency Shift, and efficiency increases such as Shrines, Foreman, or Agitator, all of which increase the production. A single unupgraded Hothouse with a Shrine/Agitator and Extended Shift produces 50.4 Raw Foods per day, enough to feed 100.8 people. And it only requires a crew of 10.
As stated by the previous poster, Food is something where if you get behind it is more difficult to come back from due to how it interacts with the citizens' behavior. Food production should be a priority until it is positive. You can check your daily production/consumption statistics in-game by clicking on the pie-chart button at the bottom.
Note that the food will be deducted from your inventories as soon as it is 'marked' by a citizen attempting to go eat it, not when they actually physically eat it. This means if you are already at 0 and people are already queued up to eat, it will show still at 0 until all currently-queued eaters are satisfied. The rations showing in your inventories are extras not currently being demanded.
One small correction thou I assume its a type-o sawdust meals is 2 raw into 6 sawdust meals. As a side note the sick rate from sawdust meals scale by difficulty making it so in easy-hard you gain more labor than you lose due to the sick via sawdust meals. On hard its comparable and extreme you lose labor for sawdust meals compared to soup. That being said soups discontent makes it so even on hard where its comparable due to not having a discontent cost sawdust is still favored. On extreme both have there pros and cons. As eg not having discontent means you can get more extended shifts to counter the lost labor in key areas allowing you to pick the areas you lose labor (aka a boost in tech + core production that is norm the most important thing for extreme anyways) in vs soups higher discontent is a global loss of labor that cant be mitigated but no stress on healthcare (and due to less healthcare stress can result in a better ability to boost tech as freeing eng). The better on extreme is based on build and playstyle.
Hothouses are def the way to go for food as you can boost with extended and than further with forman/shrine/adjcators as you mentioned. To net the best place to use steam cores of any industry labor saved per core wise. Its nearly twice the labor saved per steam core vs coal mines at the basic level. Thou this dose mean using thumpers for coal in most cases as not enough steam cores this is better labor savings overall. While stacking with child labor quite well due to hothouses and thumpers (via posts) being child safe workplaces.
You are correct and I did typo that. Oh well. I also dislike using either option are a negative, so I have not actually passed those laws in over a year of play. When I won on Survivor I did normal food meals the entire time and just used Hothouses for it, running Extended Shifts on every workplace just like always and keeping Discontent from spilling over using laws and public house/fighting arena.
Of the two, if forced to choose one, I typically go Soup because illness removes workpower more than Discontent does. In most cases I have seen where people fail it usually comes down to a loss of productivity to illness over a long time, rather than any single choice they made.