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I would if water was nearby -- which is another thing. :)
This is based on the fact that "raw food" now counts as half normal food (the colonist pick two rations instead of 1). This makes prediction useless, and means that, until you can cook food, you will suffer massive shortage. If you get early winter, your colony will be ♥♥♥♥♥♥, no matter what.
I haven't tried trappers or ranches with this build, yet -- mostly because I haven't had to. Fishing is that over-tuned.
We are looking into the balance with food - it seems like it is an either/or -situation - either you have too much or way too little. So any and all feedback on this is appreciated!
If you are starving, even with the trappers and such built, could you confirm if you have colonists working in there normally or are there only one worker in each building?
Thanks already for any information you can provide, and of course, thanks for playing!
Based on what I've seen in my games since the update fish still seems to be fine, I can't say anything about Trappers as I tend to not use them. I will say that the veggie side of the house is totally out of sync, in my most recent game I had berries, corn, cabbage and potatoes along with plenty of fish and had over half my population suffering from malnutrition. Malnutrition has been the main problem with almost every game I've attempted since the update, with the other games the tools and clothing situation being the game breaker.
I just opened my save game to give you exact numbers, 32 total population with 14 currently malnourished. fish-178, cockroaches-162, potatoes-109, corn-62, cabbages-21. I don't see how even if they are eating 2 raw food each time that the amount of food I have shouldn't be enough. Hope these numbers help.
@redbird27_98 - Heya! What is happening with them? Do you have colonists working there?
Fishing huts/Trappers, for instance have worker/carriers. The workers harvest the fish/venison, they drop the crate in front of the building... and then they immediately seem to pick the crate and carry it to storage, instead of working back. If you place the buildings too far from storage and miss making roads between them, they spend an excessive amount of time doing "useless" work, which cuts their productivity. Drastically so.
By comparison, fields are working "properly". The workers harvest the field, dropping crates next to it, until harvest's over. By then, most of the crates will have been picked by kids or carriers and brought to storage, and the farmhand can help. Try to imagine how it would work if every single crate of vegetables harvested, the farmhand would leave the field to carry it back to storage before coming back to harvest the next. That's what I see with fishermen and trappers.
Structuring your colony should be a boon to productivity, but as of this tuning, the tolerances are tight enough that it's a necessity rather than an advantage. Fail to organize your colony "correctly" (and you don't have enough pointers to do so) and the productivity falls down, without you understanding why.
1 It's not related to storage, I thought maybe it was since I do away with the food storage building and use a storage container for food, but I made the switch without malnutrition.
2 it's not the amount of food available since I had only half the berries in storage compared to colonists for some time and they still were fine. I hadn't built any fields yet and didn't have any other veggies in storage.
3 When I made the switch to growing veggies everything went to hell quick. I'm not sure if it started as soon as I built the fields or after the first harvest, sorry maybe will try again later to see.
So as far as I can tell it's something to do with the growing of veggies that's throwing a monkey wrench into the system, because the same amount of berries in storage no longer works once I add other veggies. It could be that it's the veggies themselves, ie the colonists prefer certain veggies first and those veggies aren't giving enough nutrition for some reason so even though they are getting enough veggies the system doesn't calculate it properly so they become malnourished? Well hopefully this helps because this is collapsing my colony again, 40 colonist with 18 malnourished.
Edit/update; I just did a test colony where I researched fields immediately and started growing corn and potatoes and stopped picking berries altogether. I had no malnutrition, although my radiation sickness was off the charts. I've given up trying to figure this out. Hopefully the devs can find something soon.
Since the last hotfix the colonists harvesting the venison and the berries too (before, only my specalists were able to do it)