![]() If the devs intend to limit micromanagement, then the crafting queue will be more of a problem as time goes on. The cook would be another good example of this. My blacksmith has to maintain all of the bar types if I want to make anything. For example, the blacksmith needs bars at hand at all times to make sure you can make stuff when you need it, because the game does not naturally support that kind of functionality. Well, you can start getting pretty close to the queue limit with some of the more complex crafters. ![]() Lastly, depending how these limits are coded in, it might - just might - be possible to override them with mods if all else fails. Though, again, how many people will actually pass that in normal gameplay? And for a game partially about resource and/or inventory management, is this really such a bad thing?Īlso, don’t forget the limiting the queue per type of crafter to 20. Mine’s at 1200 with 7 citizens (and I have less than 300 items.) This cap is “based on how many hearthlings a village has”, so it should be able to keep up with your town. I don’t know if it’s just a fluke from loading an old save or what, but the inventory cap is pretty far away for me. ![]() This current max cap may raise later if needed and able, but honestly, at least from the original plans, Stonehearth isn’t about having a city of hundreds or more anyways. Most people had to just reject new citizens or the game would become unplayably slow - now they don’t have to do that manually every in-game day. How many people were ever able to get past the max 50 citizen cap we have now before that cap was ever put in? I don’t think I ever saw someone pass 30. But I am sure the devs will fix this in near future, they already did an awesome job! Right now my building templates are horribly unorganized and some of that stuff isn't really buildable unless you build every stage extra.First a citizen cap, now an inventory cap. There are also some buildings that are missing windows that are build (The hole is there but the window isn't added) no matter what I do they aren't been added. There also is still a problem with scaffolding, for example at the watchtower, they aren't able to deconstruct the scaffolding if you aren't building ladders for them to reach it. Most of the blueprints haven't all that extra stuff because it seems like there is still a problem ingame with the game realizing which block belongs to the building and that stuff, so for example the baldachins count as extra buildings what is wierd because the roof over the blacksmith counts as part of the building, then there are parts where you put a blueprint on and start building and then they lose a few windows or furniture that was in the blueprint but wasn't coppied into the workingprocess. Ironically the blacksmith (wich seems most complex to me) was the easiest build. I am looking for a work around right now. There are also some moments were furniture can't block the windowframe placement, especially in my new healershut. I would recommend to place flowerboxes and curtains after the building is finished. I have a few houses in my settlement (Blue roofed ones probably because these were the ones I added flower boxes in the blueprints) that have empty holes and I can't find a way do animate my heathlings to place the missing windowframes. There also seems to be a problem with flower boxes and curtains, when they are placed before the windowframes are, the frames sometimes don't get placed at all, in some cases it helps to remove the flower box/curtains in others it doesn't help. There are also some things that seem to block the building mechanism, for example building a single free block at the top of a window normally blocks the placement for that window, thats why the watchtower got that decorblocks one block apart from the windows in the second floor. I need normally 2 or 3 times where I save the game when they stop building and then reload the map so they restart building.
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