How to Avoid 2 HUGE Efficiency Killers in Going Medieval

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  • Опубликовано: 7 сен 2024
  • Going Medieval has a ton of jobs, but a surprising one just might be the most universally important role within your growing colony. Or maybe I'm just too much of an efficiency nerd...
    Music is from Streambeats: www.streambeat...

Комментарии • 69

  • @JustDontDie
    @JustDontDie  2 года назад +8

    What kind of topics would you want to see similar videos on? I'm planning to do one on efficient base design and efficient base defense already, but I'd love to hear some more ideas to add to the list.

    • @7heavenfist572
      @7heavenfist572 2 года назад

      Before making tutorial, please research the subject entirely.
      Animal husbandry is new feature, that my interest many. Is it worth? How to do efficiently? One advice already - don't use dog for defense, it has has hitpoints for just few hits and best friend of settler is dead.

    • @JustDontDie
      @JustDontDie  2 года назад

      @@7heavenfist572 I did! This video was published over a month ago before there were any details on taming animals and their potential use as haulers. I have a video on the new animal husbandry system here: ruclips.net/video/_eClAWc1R1k/видео.html
      I'm planning to make an updated version of this video with the new information once I've played the current patch more to get a feel for how strong animal haulers are in the late game, but my initial impression is that they're amazing and can take over for human haulers later on.

    • @Jwsponky
      @Jwsponky 2 года назад

      It may just be me being an idiot and not finding the right button, but perhaps you could explain how to brew cider in the game? I did quite a bit of trading to establish a seemingly fairly sizeable apple orchard, only to be completely unable to find the button to make it on any of the alcohol stations...

    • @JustDontDie
      @JustDontDie  2 года назад

      @@Jwsponky I'm like 99% sure that you can't brew cider and that any kind of apple booze will become wine or whatever mash becomes. I think that Cider is a variant only available for trade, kind of like how you can't make some of the weapons you can buy via trade.

    • @Jwsponky
      @Jwsponky 2 года назад

      @@JustDontDie Well... darn. I haven't encountered it in any merchant's wares yet, but I had found out that 'fermenting fruit juice' made solely with apples still turns to wine...

  • @lordstewpot975
    @lordstewpot975 2 года назад +9

    Love these vids! You deserve way more than 20 subs for how well-made and helpful they are

    • @JustDontDie
      @JustDontDie  2 года назад +3

      Reading this put a huge smile on my face. Thanks for the kind words!

  • @danielamerica-gasse2182
    @danielamerica-gasse2182 2 года назад +1

    Brother this is gonna take me to the next level! Cheers and keep on slaying!

  • @Ashley-cb8lw
    @Ashley-cb8lw 2 года назад +4

    With the new animals update having dogs set to haul makes it 10x quicker

    • @JustDontDie
      @JustDontDie  2 года назад +1

      Yeah, in the late game, it's feeling like you barely/don't need to have anyone set to prioritize hauling. I'm planning a new video on the topic once I have a little more experience with it.

  • @justincronkright5025
    @justincronkright5025 8 месяцев назад

    The efficiency problems are Villagers following Game Timer & Personal Tasks before completing projects - i.e. the task was stopping part-way through, where for example a tree would not be planted at 99.9% completion (and what's worse the task would need to be started over again fully... with even the walking time, loss of growth time, etc. having to be added in).

  • @EinherjarLucian
    @EinherjarLucian Год назад +1

    A huge help is to train all your animals (especially dogs, donkeys, and cows) and give them the haul job once they're pets.

  • @travisdams7065
    @travisdams7065 Год назад

    That really clears things up. Excellent video!

  • @Banana28
    @Banana28 Год назад

    This is very helpful!!
    I think it took so much time to edit the video.
    You'll soon become a famous Medievalist!!👍

    • @JustDontDie
      @JustDontDie  Год назад +1

      Thanks! It did, but I'm happy with how it's turned out.

  • @danielk.english6004
    @danielk.english6004 2 года назад

    I've just started playing this game. It's pretty fun I guess. Overlaps a lot with Rimworld. Thanks for these tips!

    • @JustDontDie
      @JustDontDie  2 года назад

      Oh definitely. Medieval Rimworld in 3d, which is a game I didn't know I needed but absolutely love.

  • @sleepyBear33
    @sleepyBear33 2 года назад +5

    What would be even more efficient would be to have one person cutting wood, one person hauling it to a stock pile, and the other person building

    • @robert9595
      @robert9595 10 месяцев назад +2

      Or just coding the game intelligently so that the people fill their inventory.

    • @sleepyBear33
      @sleepyBear33 10 месяцев назад

      The games logic is actually very intelligent, I am sensing maybe you just couldn't quite get the hang of it, its ok though, its not for everyone @@robert9595 😉

    • @dzanderallison
      @dzanderallison 7 месяцев назад

      ​@@robert9595 or you can play the game intelligently and see wrinkles like this as puzzles the devs are leaving in for you

    • @HappyH4x0r
      @HappyH4x0r 7 месяцев назад +1

      ​@@dzanderallisonhahaha the pathfinding and Inventory system need to be overhauled, if you run a colony with 10+ people is agonizing to watch them do anything so inefficient, haul before build works in this simple example, but remember they will haul anything thats outside a stockpile and not forbidden, so sometimes your woodworker decides to haul stone that a miner just "created" they run around like headless chicken, it need a range check if it makes sense to haul something so far away when there's somebody else closer that could do it quicker and more easily.
      This problem is usually the reason I stop at a certain point with a big colony.
      If you have multiple builders they usually block each other from doing their job, place 5 walls with 3 builders, a job one builder could easily do, no the two other builders block segments from across the map to build.
      In rimworld it's better, and even more with mods.

    • @dzanderallison
      @dzanderallison 7 месяцев назад

      @@HappyH4x0r management is hell

  • @TheDevil-mp6bn
    @TheDevil-mp6bn Год назад

    This my friend, earned you a new sub😊

  • @tompowell91
    @tompowell91 2 года назад

    Nice work. Good luck with the channel mate.

  • @oceanny-rabbit
    @oceanny-rabbit 2 года назад

    Nice! And these tips would be more effective with the animal update.That's really fun.

    • @JustDontDie
      @JustDontDie  2 года назад +1

      Oh definitely. I want to play around with animal haulers a little more so I can give a more informed opinion, but they're shaping up to totally replace hauling colonists in the late game.

  • @phearedphantom
    @phearedphantom 6 месяцев назад

    Utilizing stockpiles, very dwarf fortressy

  • @boops1312
    @boops1312 2 года назад

    these videos are very well made, good work.

    • @JustDontDie
      @JustDontDie  2 года назад

      Thanks! I'm glad you like 'em!

  • @Quintzal
    @Quintzal 2 года назад

    Excellent video - thanks for posting!

    • @Quintzal
      @Quintzal 2 года назад

      Anther topic that would be helpful would be efficient early game defense in relation to the economy and housing.
      I usually default to underground colonies until I have enough followers to focus on a perimeter...

    • @JustDontDie
      @JustDontDie  2 года назад

      Thanks for the kind words and suggestion! I have a video on defense that includes covering the early game, though it might not be quite what you're after. ruclips.net/video/RxQqATBvYJQ/видео.html

  • @StarlasAiko
    @StarlasAiko Год назад

    Once I get my fifth settler, I set up one as the dedicated hauler and steward

    • @JustDontDie
      @JustDontDie  Год назад

      I tend to have 2 villagers doing half time work, like cooking/hauling, where they don't actually cook all day. It's so helpful though.

  • @siliciaveerah9327
    @siliciaveerah9327 Год назад

    this trick works as well in similar games!

  • @gaetan5161
    @gaetan5161 2 года назад

    Nice vid, i just sub to your chanel.
    It is indeed counter intuitive to set haul max priority. And i am agree with you for the most part. The problem is for the harvester (wood, metal, limestone, etc.). Because once they harvest 1 piece of product, they will haul it in the base. So they lost alot of time traveling back and forth.

    • @JustDontDie
      @JustDontDie  2 года назад +1

      Thanks! Yeah, I don't like to set them to high priority hauling. I'll generally put it on the builder early on, and only after the harvester finishes getting a chunk of wood/clay ready. Then I'll have a high priority hauler or two when I have more colonists. By the time they get out to the patch of trees/limestone/whatever, there's more than just the one chunk to take back.

    • @jeffwilliams3924
      @jeffwilliams3924 Год назад

      @@JustDontDie My general approach is to set hauling priority in between each settler's primary and secondary sets of tasks. So if all primary tasks (e.g., botany and tailoring) have priority of 2, then when they invariably run out of those, they do some stewarding and hauling (also priority 2) before moving on to their secondary tasks (e.g., animal handling and mining), which I set to priority 3. If things get busy, then I'll manually increase hauling priority to force some out of them, but I always set it back as quickly as possible.

  • @namingsway
    @namingsway 2 года назад

    Been a while since a seen good content for this game .

  • @___fokker___974
    @___fokker___974 2 года назад

    Have a sub and like Sir, I see you put alot of work in this, and other, video`s! GL on your YT endevour! (Fun rimworld-alike game, havent played it yet but on my list though)

    • @JustDontDie
      @JustDontDie  2 года назад

      Thanks, that means a ton to me! I was skeptical because it's still pretty early access and lacks a lot of what makes Rimworld so charming, but the vertical building, art style, and resource management all give it a ton of charm. I'm so excited to see where it is when it releases.

  • @-whackd
    @-whackd Год назад +1

    What is the fastest hauling animal to get up and breeding a lot, dogs?

    • @JustDontDie
      @JustDontDie  Год назад

      Goats and Dogs. Dogs breed a tiny bit faster, but they both take the same amount of time to train up.

  • @caphalor08
    @caphalor08 Год назад

    This might be useful. I keep freezing to death on Lone Wolf

    • @JustDontDie
      @JustDontDie  Год назад

      Oof, yeah. It's nice to build a small shack they can sleep and do research in with a brazier. Anytime they get too cold from wandering around, stick 'em inside and let them warm up some.

    • @caphalor08
      @caphalor08 Год назад

      @@JustDontDie the small shack is not the problem, their winter clothes desintegrating is a bit of an issue though

    • @JustDontDie
      @JustDontDie  Год назад

      @@caphalor08 They can stay safe even while naked if they're inside with a brazier burning. It'll be a nice and toasty temperature!

  • @IvorySnowOfficial
    @IvorySnowOfficial 3 месяца назад

    Lmao
    “I like word play”

  • @mattford3627
    @mattford3627 2 года назад

    i needed this info

  • @KiithNaabal
    @KiithNaabal Год назад

    Your crafter don't need to be the one hauling. Set on settler on hauling for 4 others or train a bunch of animals and you never need to deal with hauling again.

    • @JustDontDie
      @JustDontDie  Год назад

      Yup! I use it as an example. And early on when you only have a few people, it can still be useful when building your first buildings.

  • @TheLukio
    @TheLukio 3 месяца назад

    How do you tell a pawn to haul all material before building?

    • @JustDontDie
      @JustDontDie  3 месяца назад

      You can make hauling a higher priority than building but then they'll do all hauling on the entire map before building. As in to haul all the material they'll need to build before starting? You can't. They'll haul material for 6 spots (Or at least would, that number may have changed) then build all six, then go back for more hauling. You need to have separate workers, one assigned to high hauling prio and one to high building prio.

  • @EyeOfEternity3
    @EyeOfEternity3 6 месяцев назад

    I’m so guilty of this…. This will help lol

  • @hardiz91
    @hardiz91 2 года назад

    Hey! Great vid. May i know how to get that Dev Tools? Thx.

    • @JustDontDie
      @JustDontDie  2 года назад +1

      Thanks! There used to be a mod here: www.nexusmods.com/goingmedieval/mods/2
      I know it was broken at the start of update 4. I'm not sure if it's been fixed or not yet. Make sure to follow all the instructions for installing or it definitely won't work.

    • @hardiz91
      @hardiz91 2 года назад

      @@JustDontDie thanx so much for your fast response.

    • @JustDontDie
      @JustDontDie  2 года назад +1

      @@hardiz91 My pleasure! Could you let me know if it does/doesn't work in case someone else asks?

    • @hardiz91
      @hardiz91 2 года назад

      @@JustDontDie ok. I'll let you know if i have tried it. Haha. 😁

  • @R173N
    @R173N 4 месяца назад

    The biggest efficiency killer is going medieval low performance...

  • @ianlinares333
    @ianlinares333 2 года назад

    needs update with new animal haulers

    • @JustDontDie
      @JustDontDie  2 года назад

      Definitely. I need to play around with the update more to see how many animals you can get and how much hauling they actually do, but my initial impression is that they do a ton of it and you can go without haulers in the late game once you've got some pets.

    • @PTCgangsters
      @PTCgangsters 2 года назад

      @@JustDontDie very correct, great guide though