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in a recent run i also realised that the transporters are very focus on a distance, so if you have a monastery making berries but is way farther then your harvesting camps, the granery guys will mostly only collect the huts nearby
in this same run i also realised that the merchands are buying from the storage according to the fact you "own" X amount in total, witch basicly empty your storage while your goods are inside the prod buildings
hope that helps
Thank you.
Yeah I knew about the "total amount" vs "storage amount", I was used to that.
Also, I should take care of the "amount of work" around the granaries and warehouses, I might do so non-optimal setup sometimes, but I usually can fix that up quite easily.
I don't know about the "3d option" in warehouse, I'll check that next time I'll play.
Not saying that I "always play well", but epsilon the variability in my way of playing, it seems that something has change "profoundly" with resources transport lately. Maybe it's something we need to know so we can adapt, or some kind of "bug", or, of course, a bias that makes me feels this way, but I tried to work on my biases first so... :)
Bests.
Transportation is my number one issue with this game. Without the ability to control which production sites a transporter will transport between, as well as the ability to cap the amount of items per warehouse/granary that will be sold. There is no way to control larger villages.
Transport Algorithm Improvement
In addition to the three functions that have just been discussed, we took this opportunity to include our newest improvement with the transport algorithm. You may have noticed that previously, transporters would reserve specific amounts of resources before reaching their destination. The problem, however, was how this reserved quantity never adjusted to take into account fluctuations in availability.
From now on, transporters are able to dynamically adjust how many resources they carry before reaching their destination, all synced with workplaces. You will notice an immediate effect on productivity as transport becomes even more responsive.
Yep, I recall having red that on the "news" too. And I agree, although I'm not into hardcore micromanaging, having a way to prioritize or give some goals or limited routes (with maybe only "one way" of transport, could be great).
You're right with the merchants, both from other villages, but within our own village, sometimes they fill their stall with like 50 items, and the stock is gone in seconds because villagers all buying at the same time, then it takes ages to refill the granary, and so on.
But my recent concern were with warehouses, empties, while some lumberjack camp was not working because being full and never (or almost never) flushed to warehouses. Where the transport was apparently focused on an always empty lumberjack (because constantly flushed)... Maybe a simple trick they might do is to also take in account the stock of the worker places, and prefer flushing the higher stocks before the other places.
And I'm not sure about the pause: because I used to pause an "old" lumberjack so it flushes its stock before deleting it so workers are free for a new one. And last times I played, the "paused" lumberjacks stayed full (or with some resources) and I had to delete the lumberjack with its valuable stock EACH TIME. So I suspected that the transporter ignored the paused workplaces, which would be a PITA for me.
Sometimes too storage reaches its maximum in the granary/warehouse so nothing gets picked up, the source fills up and production sort of stops.
Ensure you have plenty of space between placed items, you aren't filled to max would be my suggestions. I've personally not experienced what you are describing in recent updates.
If you have any mods be sure to uninstall them too.
All the best - let us know if/when you have it working again!
They can keep warehouses for selling only. Or am I wrong and workers do this already?
This was NOT the case before, and I really don't understand the "incentive" behind. A paused WORKspace should just not work. Blocking its stock is stupid.
Where do I find my save games?
You can find your save games here:
• Non-Cloud saves
%USERPROFILE%\Documents\Polymorph Games\Foundation\Save Game
• Steam Cloud local repository
\Program Files (x86)\Steam\userdata\ YourSteamID \690830\remote\Foundation\Save Game
...Where YourSteamID is your unique Steam ID number
I place a granary close to my berry pickers. This has worked well the past 2 years. Now, with the granary well open to stock, the transporter takes the items "miles away" to a full granary. Passing several empties along the way, careful NEVER to PU the full pickers berries, but the guy next to him with 5 berries, not 50. I understand there are 4 granary settings of general, do not store, store it full and send it off. So, when by a gathering source, be it berries or stone, etc., the granary or warehouse has a setting for general and a setting for stock so I can send off and still stock when full. It seems I have to monitor the granary/warehouse far more than in the past. It had been more "self" intuitive.
The mining transports... and yes even the wood does not seem to have the same issue.
It appears to be only the berry pickers and the granaries.... now that I think about it. My wheat fields, flour and bread works fine. Odd isn't it.
If you agree, please leave a comment so it gets more visibility.
Please could you send us your save file to support@polymorph.games quoting this thread? Or if it is too big for email via a link to a file-sharing site. Cheers