Production Issues

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Kadphises
Posts: 25
Joined: Thu Apr 11, 2013 1:27 am

Thu Apr 11, 2013 4:30 am

I have done searches on this and could not find relevant posts, so apologies if this has been done before.

Lots of people have already commented on the issue with rum, bread and fabric, i.e. no dedicated storage, but I also noticed another issue when a workstation requires more than one resource.

I thought I'd be clever and give the people on those workstations traders backpacks to speed up production, i.e. less trips to fetch resources. This leads to them standing around after short periods. The issue is they fill the backpack with the first resource they need and although there is still space in the backpack they then do not fetch the second resource in most cases. They return to their workstations and when the second resource runs out they simply stand there instead of getting more.

So for the moment, I have to remove the backpacks from the workers and send someone around to pick up all the products if I want efficient and quick production. I am sure this will get sorted in future updates but thought I'd flag it.

Smiley
Posts: 233
Joined: Mon Mar 25, 2013 3:59 pm

Thu Apr 11, 2013 3:27 pm

yeah, ive had that problem to and i fixed it just like u, if they wear large bags there status changes
between operating... and aimless or idling...

i just take bags off store em and let em do it with inventory space alone.

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gamerphate
Posts: 62
Joined: Wed Mar 27, 2013 4:21 pm
Location: Central USA
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Thu Apr 11, 2013 7:37 pm

Yeah I have had this problem constantly in my rum factory. What I have noticed is that if you take the resource that is holding them up and offload it, then they will go and grab the next resource. And if they just have ONE stack of the item in their inventory, sometimes just picking the item up (IE selecting it into your hand as you would to move it to another bad or something) but this gets it OUT of the slot and your guy will go and grab more resources.

This does make manufacturing right now a bit tedious and micro mange orientated. But that being said, this is alpha, so what can you do. I don't mind it so much because HOPEFULLY by tomorrow the new patch will be out and we can make weapons. That is going to be awesome! I imagine he will address this issue in the next couple of patches since it deals with productions, research, trade and the like.
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Nesterus
Posts: 33
Joined: Mon Mar 25, 2013 3:37 am

Thu Apr 11, 2013 11:05 pm

a patch may be out tomorrow?

julina
Posts: 1
Joined: Thu Apr 11, 2013 8:35 am

Fri Apr 12, 2013 4:44 am

Nesterus wrote:a patch may be out tomorrow?
a patch its take a week.
to update.
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orly1861
Posts: 17
Joined: Thu Mar 28, 2013 7:11 am

Fri Apr 12, 2013 4:50 am

What I am usually having to do as a result is to birds-eye the whole outpost scene, moving frequently from one work station to the next. [ No use placing a well right next to farms and another much farther away. For whatever reason, they will run for the distant well and leave the fully-stocked and close-by one alone]. The solution was to place farms near all of the wells with the workers criss-crossing back and forth to get water, while I stocked up wheat , water, flour, and hemp in the inventory of the machines to the point where it takes a long time to use up the product before any ''standing around'' takes place. The four ''packers'' will usually have 5 fabric, 5 bread, and five rum, for about 6000 cats each making each town run worth 24 grand.

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