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Messages - Warwood

#1
Ideas / Re: Your Cheapest Ideas
August 24, 2016, 11:07:11 AM
Quote from: CannibarRechter on August 24, 2016, 10:29:12 AM
>   I am not sure if this would be easy, but a great deal of time can start to be eaten up by a cook walking to a grow area, grabbing 10x potatoes of the 50x around them, walking back to the stove, and repeating.

The fix for that is already part of the game. You want to create a couple of relevant stockpiles next to your stoves.

That works until the stockpile is empty, in the instances you are trying to catch buck up on food production. It does not happen often, but when you are fighting to recover from massive food loss, it becomes frustrating to watch a cook or 2 walk to the grow area to only haul 10x potatoes.  I agree it is perhaps not a frequent problem, but it has hampered my post catastrophe recovery, especially with so many pawns unable to haul.
#2
Ideas / Re: Your Cheapest Ideas
August 24, 2016, 10:07:26 AM
Unsure if this was previously recommended, but:

Cooks hauling their complete allowed quantity of food when hauling from a non-stockpile.  I am not sure if this would be easy, but a great deal of time can start to be eaten up by a cook walking to a grow area, grabbing 10x potatoes of the 50x around them, walking back to the stove, and repeating.

Toggles for fueled items. It would be nice to have emergency stoves, generatos, etc without needing them to be constantly fueled.

Perhaps less cheap:  Toggles for growing areas.  I would like to have my non-plant cutting growers still harvest, but not waste time planting an area that will freeze before the crop can grow.  Maybe just seperating grow from harvest, and not allowing growers to be unable to "cut plants"   It seems odd that growers will harvest on time, or I can flag to harvest, but flagged won't be worked by the grower when manually directed.

Restricted areas.  Opposite of permitted, for when you will always/almost always want your people to stay out of an area.  Trap areas for example.