This shows up some of the mechanics and features that the developers already have planned for the future of the game. The roadmap for the game can be viewed in-game. That being said hold on tight because the developers are definitely planning on adding the feature in. This guide will stay updated once one become available and show you exactly how to do it.Īs aforementioned there is currently no trading in the game as of yet. In Going Medieval you are not the only colony on the map.Īs of the current version of the game’s Early Access there is currently no trading mechanic in the game. The vikings even often traded with travelers from Asia and Russia. With so many different cultures with different materials trade agreements often helped groups of people get rid of surplus materials whilst providing them with some other things they needed. But the situation is that even when told to do so manually they refuse despite having no real impediment to it.Trade was one of the most important parts of medieval times. maybe that is why I don't have food hauling problem: even if there are problems/bugs hauling raw food to storage, the haulers will just do cooking which will haul the food directly into production. the cooks only need to start the process, and the workstation will take a long time to finish production on its own without manpower), I am able to handle all that with just 2 dedicated cooks (some more haulers have cooking enabled at lower priority to hauling, and should only cook if they cannot find things to haul). And because most of the production are passive (i.e. ![]() ![]() Originally posted by sf:job priority issue? Did you have any villagers with priority 1 in hauling and only hauling?ĭue to my large production stations (1 cooking hearth, 9 pickling hearths, 1 butchering table, 12 breweries, and 6 smokehouses), the raw food are usually fed into the system quite fast, so even if not hauled to storage, they usually get hauled directly to production. It's already not efficient and it will be even less the further down I go. I can go deeper, not sure it will help to go even deeper but then again, I'm not in love with having to go 3 deep already because travel time between the kitchen and the storage increases. I need to make sure the storage won't go into a too high temperature either. So I want to find a way to make sure they always will haul the food into storage. Then on top of that you can't really do anything about meals spoiling due to temperature other than making packaged meals but then lose the mood boost from a good meal, you need twice as many packaged meals which means more food wasted and you also waste cloth. Pickling vegetables means needing an extra resources to pickle thus time to mine it or produce with crops and then on top of that you are pickling them which takes time from your cook which also needs to be making drink and meals. I don't want to add extra steps that take more people and time to get the same thing done. I need to figure out why it bugs with hauling and doesn't hauls food in.Īs for preserving food. The hauling issue there is nothing that can fix it. Yeah I've seen many advice but none of it really works, not the way I want it to work anyway. Why not start on Valley map on easy settings? You don't really need that much defense anyway and digging clay is way faster than limestone in hillside/mountain. Originally posted by sf:Those are more gameplay issues though. That way you can keep your cellars closer to surface (where it can be accessed more easily), but also controlling the temperature (not cold enough, just dig more space at the lowest levels). And to join up all your cellars to the ones at the lowest level (just don't separate with walls or doors, staircases is ok), and dig extra empty caverns to keep temperature down. ![]() ![]() Personal suggestion is to go pickled vege, which can withstand higher temperature than normal raw food (which is why you'd notice that majority of my food is "meal" not "raw"). Why not start on Valley map on easy settings? You don't really need that much defense anyway and digging clay is way faster than limestone in hillside/mountain.įor food, check out many of the other existing posts, which have excellent suggestions. Now I just want a stable platform to test stuff and see if there is a way to make 100% sure that temperature always stays stable and hauling doesn't bugs out. in fact my last I had 60 meals rot in storage which shouldn't have been higher than 2c or higher than 4c if there was a heatwave (which there wasn't) but for some reason the temperature shot to above 7c. With the exception of the first learning game, all of my games were waylaid by those 2 problems. Sometimes the temperature rises abnormaly in the underground storage despite nothing changing. Sometimes settlers won't haul food despite having space and everything being set up properly.
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