Yeah, nice update. Happy to see those fixes!!
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In my experience the game currently works the best if you start your base from the starting position the games give you. So if you don't like your starting position, look for a nice one by restarting some times. That is what I do. Than you can have a spot 'close' to water and the mountain. Also each spring new settelers will go to your starting resource zone/location (at the moment). So its just good to start from there. Dwarfs will do a task that is close by. So give them a order far a way can take time before they do it. I hope this will help.
Thanks for all the answers! And I am happy to help. I have made a list with items that need some reproduction, I will give it a try in December. Can I do this with 2.7 or not? This will be easier for the one with settlers working on the same task because I can continue then.
Settlers will try to do the same task at the same time
That shouldn't happen, is this just the miners mining the same tile or are there others like this?
|My question||Your answer||My Answer|
|The new settlers don't chop/mine..||Were they assigned to these jobs when they arrived? If not, it's due to a lack of tools which I need to make clearer. Some of the points here and elsewhere are convincing me to put in a tutorial sooner rather than later.||This was after the first year settlers where not mining.. I think the tools where not the problem.. I think this will be fixed with "Hopefully this is also because of the assignments bug that I'm currently working on."|
|Dwarfs will go to the river to drink water even in there is water in the feasting hall. I seems it will pick the closed water source in bird view and not walking distance..||Yes to avoid pathfinding from every dwarf to every water source they use "as the crow flies" distance for the nearest water source. I could make it so they always prefer a barrel over the river even if its further away?||Yes, because normally they drink and then eat. I have water and food always together. So it make no sense to go to the river end then to the feasting hall. |
So maybe you can join this with the ration/feasting hall. If there is one just move over there and eat/drink. If there is not drink out of river and eat a ration.
|If you have 2 metalwork's I expect that they do work within one metalwork's but they don't. They can bring a 'bloom' from one to the other at moments you don't want to.||Great suggestion! I'm going to change it to work this way. It should have been obvious but I haven't played with complex settlements enough :)||I am happy to do that and give some input :)|
|It seems that bringing plank's is a low priority task.||Hmm, almost everything is about the same priority right now. Perhaps they were further away than everything else? I'll look into it.||Yes, I started a sawmill at the river and then working into the mountain.. So it was further away. |
It is a idea to first look from jobs close by. Then have some counter on jobs and when they haven't been done for some days give them higher prioritization.. Or say that there range is bigger so it seems closer so it will get done. I would like it if settlers do jobs, eat/drink and sleep in a region if possible. I think it will need some different approach for assigning jobs.
I think that looking from the settler current location each time and have different list to pick work from would be great. So not assigning a rock to zone #7 at the moment it get mined. But give it a pickup task. Then the settler makes a decision where to bring it. Let a zone next to a stonemason ask for 10x rocks as it has tables etc. If it is full just drop it to the closed location. This way a settler can drop its item anywhere if its getting hungry/tired etc and it will be picked op at a later time again.
I am looking forward to some of the improvements you have in the queue, like the work within one smelterworks, the underground pipes etc.
I played the game the last weeks and I am at the end of year 6 now. The game is still enjoyable.
The game can use over 3 gig of ram at some point, but it is good to see that the ram size will decrease again after some time for some.
First talk about the population grow:
- Year 1, 7 starting settlers
- Year 2, 6 new settlers (13 total)
- Year 3, 9 new settlers (22 total)
- Year 4, 9 new settlers (31 total)
- Year 5, 12 new settlers (43 total)
- Year 6, 17 new settlers (60 total)
Oké, lets talk about food production. Wheat, potato and carrot will grow in the winter, tomato and corn don't. So you have to harvest tomato and corn before the winter starts. In the winter (day 2) they still try to harvesting plants that are in 'rot/remove' state (first image). This can be hard because the farmers will remove pest instead of harvest good crops at the last day of autumn.. (second image)
I tried to produce alot of food and that worked with the problem of keeping it stored ofcaurse. I use about 50% of the settlers with a farm skill. So I adjust some new settlers to my needs. I like to play with lesser miners then the game gives because that task seems to have a really high prioritization. The next images will so my food stockpiles:
Winter year 2:
Winter year 3 (the zones are full):
Winter year 4 (I created a second story in the little mountain close to the fields):
Winter year 5:
Winter year 6 (added zones between the 2 kitchens and already had zones close to the second kitchen in year 4, close to the second farming area on the right side in the forest):
Now I will list some things that seems strange
- "Crafts items.." will not go away untill a reboot. I don't know who to reporduce but I have seen it more then once
- Dwarfs will go to the river to drink water even in there is water in the feasting hall. I seems it will pick the closed water source in bird view and not walking distance..
- With more Dwafs it happens more that they get on the same spot, start walking slowly and do so for a long time, until they are in the
feasting hall for example, there is a lot of space to take an other path, or
just wait so they can both can walk faster.. In year 2/3 it seems odd, but in year 6 it can be like 6/9 dwarfs getting to gather because if you have some walking slow the odd are getting bigger with more settlers that one will catch up.. Note that I am making hallways 2 or 3 wide to minimize this problem.
- If you have multiple miners they will mine the same spot. In year 6 I even have seen them mine a mined spot.. So I think there is something with the alocation of the task going wrong:
- The resources viewer is realy handy to see the count of the block's and it type. I fount out that it is not working well for the cauldron's somehow they get mixed up:
- If you have 2 metalwork's I expect that they do work within one metalwork's but they don't. They can bring a 'bloom' from one to the other at moments you don't want to. As you can see in the next screenshot the settler is extremely tired and even picked up a bloom and is hauling it the the order metalwork's which is a long walk.. Luckily they haven't died on me:
- The same problem will heapon with the kitchen and feasting hall if you have 2 of both. I want them to work with the adjacent one and not the one on the order side of the mountain. The hole point is that I want them to spend less time walking around. You can see them walking cauldrons around:
- It seems that bringing plank's is a low priority task. At least if the planks are not close by. I started with a sawmill next to the river. So after I build my second kitchen/feasting hall I wanted a second row of bedrooms next to it. But the beds where not created. So I removed my sawmill, created one on the right close to the forest and started creating beds somewhere else. That did use up some planks and new one's where created in the new sawmill. Now the planked where in a close-by zone to the beds where made:
- cauldron allocation seems of if you have multiple metal types of cauldron's. My kitchen in waiting for 4 silver cauldron but there are iron and bronze cauldron's available in the resource zone next to it:
This is what I have at the end of year 6 (I will make extra bedroom's in the winter for the newcomers because spring and autumn in farming time):
Final note, I think it I am getting to the maximum side of the settlement. At least now I have used all the content (almost, I haven't make a mushroom farm because I found few) and got to a size where some problems occur:
- If you have more then one metalworks, kitchen and feasting wall the settlers are not working optimal
- Water consumption seems odd. I have seen 3 of 5 water allocated and then some dwarfs drink and the water stays at 5. That seems incorrect but fixes the first point. Because they settlers will try to refill the water barrels a lot, even when on 5 then putting a bucket with water in a resource zone. Then when they want to refill again then don't use the water in the bucket but walk with it to the river to refill. It would be nice if you can build a aqueduct or something to transfer water from the river into the mountain.
- Settlers will try to do the same task at the same time
- When the walk close to each other they are walking slowly, that is fine but they don't try to avoid it so you can get hordes of dwarf walking long distances together.
- Once you have boulders that aren't picked up because of different reasons they will stay in place for the rest of the game.
@Rocket Jump Technology, I am really interested in your next Devlog update. I have you like my posts on your current version and you can use some of the feedback.
Keep up the good work!
Nice that you have seen eating them raw vegetables, I haven't.
You will need to place a cauldron in the feast hall, so they can move the prepared soup to the feast hall. Then they pick soup and put it on the table and eat. If you bake bread that will be served on the serving table.
For reference see my screenshot:
Thanks Bofferbrauer. I found out the Iron plates will be used in the metalworks to make a cauldron if i am not mistaken. The anvil needed in the metalworks was a starting tool from one of the dwarfs.
I almost played a new full first year and this are my findings:
- When you make an order to build something and you cancel it because it is the wrong thing, wrong type of stone or something the cancellation is not correct. It seems as the building is still on the stack/queue so the parts will still be delivered. If you build one thing and there are resources in place and then cancel it and build the correct thing the new resources arrive before removing the old one's. I got a deadlock with that, the new parts where delivered on the barrel rings see below. Because the spot was not free the new boulder (limestone in this case) could not be dropped and returns to the zone, then de dwarfs picks up the next boulders and repeats the process.. I had to cancel the second building and wait to get all resources returned to the zone before building the furniture again.
After seen the problem, it worked:
In this screenshot you can see the same problem with a annoying effect, I order a table with chairs and some pillars without selecting the stone type. Because it is in my shale area I like to have the furniture from dolostone. So I cancel and order it correct on the same spot. And now look to the backlog of assigned shale blocks.. They are assigned to the dolostone items.. So the dwarfs pick them up, bring them to the spot and then bring them back, after that is done they try to fetch the correct blocks..
- One more assigned bug, I made a new resource zone close to the mountain I started making rooms. But then I didn't want them because I wanted the boulders close to the masonry workshop. So I removed the resource zone. As you can see in the next image the boulder assigned to the removed zone will not get a new assignment, event after reboots and days of game time. A rock with gems mined later is handled correctly so I can go on :)
- Chairs seems always before the dwarfs, I thing it is niceer to do it on the chair position, so the upper one is wrong the lower one is correct:
- My tomato's where harvest in 2d day of winter, or not. Because it didn't work or they are lost, they are gone, I didn't get the tomato's or seeds.. To bad..
- And now some good news, I make the Metalworks work and have created some iron ingots :)
This is it for now. I will start to play the second year and will see what that brings, with more dwarfs and so more work done :)
So I did a second run, I have to stop at the start of the second year because of a own mistake.. Lets sum it up:
I saw that I have some fishing rods. How can I use them?
- Gunborg Ironbeard one of the first 2 miners stopped mining. I can't fix it. Even after give him an other job etc. The dwarf continues to work by walking goods.
- I don't know how to create a bronze anvil?
- At the start of year 2 I got 10 new dwarfs so that's great!
- After the blacksmith buildings aren't build I figured out that it needs barrel loops. But all my barrel loops are transformed into water barrels.. So I am stuck and have to try again.
- I found out the normal purpose for the 'Iron/tin plates', it is needed in the blacksmith. This building has a bug, the placeholder is not replaced with the correct value:
- Also the name is not correct, it seems the tooltip is shown:
To bad that I have to start over, because I had a nice stop with some nice caves. So I have some tip for players:
- Build a blacksmith early, I guess before or at the same time as the carpenter.
- Mine slowly, don't let your resource zones get flooded with boulders.
- Start farming from the start of the game
- Give the dwarfs large single rooms
I guess this will get me more playable years with the basics running.
Some additions to point 4:
- I started a bridge to be build, will not be constructed
- I ordered some chopping, they will not
- In year 2, I got 5 new settlers. The new settles build the bridge. The new settlers don't chop/mine..
So it seems my game got stuck..
Hey Rocket Jump Technology,
Winter is coming so I am looking to your work over the last 6/8 month. I am running 2.7 and came from 1.15. First thing that I encounter is that the save game is not valid anymore, sounds reasonable. So I left my save games with some test scenario's (big camp) and started over.
The first thing I noticed is the resource and settlers tab, great. The one thing I miss is to prioritize things. At the start that can be come in handy. Like cutting rocks into stones. The food harvesting automatically gets prio so that's good.
The game also still runs smooth so that's good.
I saw some strange things:
- At the start you get Iron plates, I haven't seen that before. What is the 'normal' purpose?
- Dwarfs carrying a rock walking in some circles in the resource zone before bringing the rock to the stonemason. I saw this multiple times on different spots. Note: I was running on full speed, it seems like a waste of time.
- Order a door to be build on a spot with a rock on it is valid. But when the stones for the door arrive and the rock is not picked up yet the dwarf will return to the resource zone with the stone. In my case this is a huge wast, because I had this with 2 doors on the same time and saw 4 dwarfs (out of the 7) do the same trip at the same time. Also the distance was long. I suggest a easy fast fix to not allow the build because the space is not empty.
- My miners do not mine any more (still year one), see screenshot. For days the miners do not mine even when Idle. I think the cause is that I planned some mining but saw the stockpile of rocks. So cleared the mining and start over to only mine out one room for the carpenter (I need barrels for the feasting hall). I will keep the save game for if you like it. I will run it to year 2 to see if order dwarfs will start mining also. Then I will try again :)
- The bedroom comfortable size has increased from 12 to 13 spaces, why? I like some symmetry so 15 or 16 spaces will be optimal then.
- What was the max room-size in the mountain again, like then to use pillars?
- How to cancel more then one ordered wall builds? I tried a outside building but found out that the space was to small. I had to cancel each space at a time, that seems wrong.
- What is the purpose of the Earthworks? Oké, for building a large room outside the mountain.. but.. can you explain? I had some out door kitchens and a feasting hall 'outside' by building a square with walls.
- Is it possible to add the feature for exclude or include resources in a resource zone. Even in the first spring it you can have some large spread for resource zone's. One close to the forest near the sawmill, one close to the stonemason, the start zone, one close to the mountain. Now I see that new stones are stored by the forest (the zone most away) then collected again to get turn into a block. If you can make a zone only for some type's of resource that would help allot. (Note: this is from my second start).
For the fun of it, this is a image for what I have created:
Keep up the good work!
I have a lot of dwarfs now (going to 100 I guess), I have ton's of food in stock, even a lot more new dwarfs will soon, but there is a problem now with the size of the settlement. I have multiple kitchens and feasting hall's. It looks that the breads from all kitchens are served in the last created tables. I expect that they are served close by. And that there is much more prioritation to fill the water barrels, so the chefs will make soup (almost no soup is made) again.
With the current standing dwarfs are drinking river water again, only eating bread and a lot of time is wasted running around. Even from kitchen to kitchen instead of using the tools in one.
Do you know of this issue? Do you want my save game oid?
Thanks for your response! I will check the mushroom logs then, if they are still going on and not wearing down as I thought.
Nice to have the information about the stockpiles but that is not what I was asking. The boulders are hauled (as in picked up from the mining site and stored in the stockpiles), but they stay there as boulders and are not cut/processed into stones. I have idle dwarfs that have the right skills but don't go to work.. I think this is because I have plenty of stones in the stockpile, I like to have the boulders processes because a lot of stones can be in one square of stockpile where otherwise only one boulder can be. Do you understand my question?
Thanks anyway, I am looking forward to a new feature release, keep up the good work!
1) I got 29 new settlers now, so a big spare food bonus :). I see some problem now with preparing food, the cauldron's in the kitchen have food ingredients but don't all go to soup. With the result that the feasting hall's are not full with food any more..
2) Also it the boulders in the stockpiles are not processed, ofcourse I have a stockpile of stones, but I like them to be processes so it saves space. I have idle dwarfs that can do the work, so it seems there is some limit to store?
3) The mushroom farm is not working as expected, it seems you have to collect new spores in the mountain after each harvest in the farm, but I can't find them. Also the mushroom logs are gone after one or 2 harvest? What are the rules with it?
I see the save game is not stored in the game folder, so I tried to go on, but the population was to fare gone, atleast to much where already unhappy. I just started a new game and it seems much better with 1.15. The second group of new dwarfs where only 5 settlers and not the 10 I expected. What are the rules with newcomers?
1) Also I have a Hematite ore that is still lying around for more then a year now. Didn't have a dead or something so I had expected to get it handled..
2) the lantern's for now they seems to be for your own visibility when deeper in the mountain and with granite. I suppose there will be some bonus when using the lanterns? To have enough light you will need a lot of iron/copper, what is the plan with this?
Thanks for your reply, yesterday I found out that they are broken due unhappiness. I was some years in and everything was working fine. Until I expended a lot at once. The rocks stopped to be processed to stones and I saw the water barrel problem in action, that probably is fixed in 1.15 so will test then my next run because I will start over :) The water problem made a nice chain reaction, because of dehydration some past away, then that triggered -50 unhappiness for seeing a dead body, so more become broken etc.
What do you mean with the following from the change log? From A1.13
- Made pillars navigable so they have a benefit over leaving walls un-mined
Also does a separate room for the pantry, granary matter? Or just make a large space with some pillars with different stockpiles?
I am getting a good supply of food, making dinner etc. I do see dwarfs eat. But then I see one die, or is going to, with it food bar close to zerro and 50 rations still in place.. Is there a special need or is this random? When you implement the dwarfs view it would be grade if you can get a warning or sort the list to see if there are problems..
What is inside? A room inside the mountain with a door? Is a room inside that is part in the mountain and part not but with walls surrounding it inside? When you build a wall around grassland will it count as inside? I ask this for the happiness of sleeping inside.
Work rooms better inside then outside of is it just my feeling for esthetics to do that?