Was suggested the video on YT's suggestions. Wasn't sure if I'd like the content but after 30 seconds I have to say I liked the intro. Reminds me of those "How it's made" videos back when I was a kid. :3 Got a sub from me!~
Please, take a look at the upper river part next to the oak trees, I believe there is a blockage there, you can have your builders demolishing it and getting more green graas land.
27:33 one way to speed up building the dams and floodgates is adding a small pile of planks and of logs next to the stairs and set it to obtain. It only costs 4 logs and a bit of time, but the builders will be building a lot faster (and you'll get those 4 logs back when you demolish the piles)
An observation, if your storage is far from the associated building (like a water tower is away from the pump) then the building’s productivity goes down. Meaning the building operating beaver(s) have to change roles and become a hauler. Its one thing if they can go next door and drop off their finished goods. But in a bad layout, they have to bound through the city to pick up raw goods or drop off finished goods from their work building. Thus they close shop. You can dedicate haulers to move goods to help keep the shop operating constantly (stocking and removing finished goods). However that can be a waste. Place local storage so farmers, water pumpers, higher tier of food processing, etc can all enjoy a larger buffer (than the micro buffer each building has).
Went from 39% productivity to 89% productivity. 228% increase, by increasing labor costs by 400%, doubling the costs of baked potatoes. I know the haulers are doing other things, but the solution is to move the stinking bakery from the other side of the map. Bakery next to input and output warehouses, next to houses.
I get where you're coming from with the labor cost argument, and you're correct that the best place for a bakery is close to storage and houses. I plan to address this later on (once we move towards having multi-step processed foods I'll end up reconfiguring the whole setup of likely the bakeries and the living quarters). My main goal in doing it this was way to demonstrate the basics of haulers, even if this isn't the most efficient setup the city could have.
Why are haulers coming to the grill if it is not prioritised by haulers?Btw new subscriber so don't know anything bout the series pls explain what happened till noww
18 дней назад+1
The haulers will haul anything anywhere if they don't have anything more important to do. It would be wise to prioritise these buildings as it really increases the productivity of the grills, but as long as the haulers aren't overloaded with tasks, they'll probably stay on top of this as they have enough wiggle room (stock of logs, potatoes and spadderdock at the grill)
Haulers will basically haul anything available they can if there is no priority set. In an episode or two I will go over setting priority for haulers, but at the moment with such a small colony with so few resources, just letting the haulers determine their own priority isn't going to negatively impact Tutopolis.
I think dams are around .66 - .69. setting sluices before a dam to .65 will prevent water from going through the dam, while setting sluices to .70 will flow over the dam.
Great video; however, your game sounds are way to loud. You need to increase the volume on your voice and dramatically decrease the game sounds.
Thanks for the tip!
Both sound good to me. Just sayin'.
Was suggested the video on YT's suggestions. Wasn't sure if I'd like the content but after 30 seconds I have to say I liked the intro. Reminds me of those "How it's made" videos back when I was a kid. :3 Got a sub from me!~
Please, take a look at the upper river part next to the oak trees, I believe there is a blockage there, you can have your builders demolishing it and getting more green graas land.
Don't worry- I'm about to take care of that!
27:33 one way to speed up building the dams and floodgates is adding a small pile of planks and of logs next to the stairs and set it to obtain. It only costs 4 logs and a bit of time, but the builders will be building a lot faster (and you'll get those 4 logs back when you demolish the piles)
I like this idea.
An observation, if your storage is far from the associated building (like a water tower is away from the pump) then the building’s productivity goes down.
Meaning the building operating beaver(s) have to change roles and become a hauler. Its one thing if they can go next door and drop off their finished goods. But in a bad layout, they have to bound through the city to pick up raw goods or drop off finished goods from their work building. Thus they close shop.
You can dedicate haulers to move goods to help keep the shop operating constantly (stocking and removing finished goods). However that can be a waste. Place local storage so farmers, water pumpers, higher tier of food processing, etc can all enjoy a larger buffer (than the micro buffer each building has).
Btw you can hold ctrl while building in dev mode to instantly put buildings without having to click finish now on each one
This is great to know!
Set that small logs pile by the grills to obtain and the haulers will keep it stocked.
I believe there is one.
love how peaceful your voice and your gameplay feels
Thank you for this I now know why I kept flooding my poor farms.
Beavers are machines that turn water storages into air storages
7:57 whether it helps or not, it does look cooler!
Went from 39% productivity to 89% productivity. 228% increase, by increasing labor costs by 400%, doubling the costs of baked potatoes. I know the haulers are doing other things, but the solution is to move the stinking bakery from the other side of the map. Bakery next to input and output warehouses, next to houses.
I get where you're coming from with the labor cost argument, and you're correct that the best place for a bakery is close to storage and houses. I plan to address this later on (once we move towards having multi-step processed foods I'll end up reconfiguring the whole setup of likely the bakeries and the living quarters). My main goal in doing it this was way to demonstrate the basics of haulers, even if this isn't the most efficient setup the city could have.
Great video.
In Dev Mode Ctrl-Click to build and place objects, for faster and less clicking building.
Why are haulers coming to the grill if it is not prioritised by haulers?Btw new subscriber so don't know anything bout the series pls explain what happened till noww
The haulers will haul anything anywhere if they don't have anything more important to do. It would be wise to prioritise these buildings as it really increases the productivity of the grills, but as long as the haulers aren't overloaded with tasks, they'll probably stay on top of this as they have enough wiggle room (stock of logs, potatoes and spadderdock at the grill)
Haulers will basically haul anything available they can if there is no priority set. In an episode or two I will go over setting priority for haulers, but at the moment with such a small colony with so few resources, just letting the haulers determine their own priority isn't going to negatively impact Tutopolis.
What map are you playing on?
Waterfalls- though the save was generated before Update 6, so lacks the overhangs the current version has.
29:30 i thought dams were 0.75?
I think dams are around .66 - .69. setting sluices before a dam to .65 will prevent water from going through the dam, while setting sluices to .70 will flow over the dam.
2.2 limitation on waterfalls...