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Blaccraw

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Jan 31, 2020
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Even if i have the right ressources (water, woodfire), 7 carriers, the Saunas always lack ressources, so every citizen of mine gets dirty.
Is it a bug or am I doing something wrong ?

saunas.png
 
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Click on the sauna itself, what does it show is missing?
 
@Blaccraw I had a similar issue, and reported as a bug in game. I had 200+ logs and more than 15 free carriers and the sauna still would not get logs. It took maybe 10 game days to get the logs and then when it ran out again it has not started since. On top of that to get it working the first time I had to clear all crates from the colony using my specialists, and had to switch my chickens over to pigs, not build any new roads or buildings free up every possible soul and then I got wood in the Sauna. After the second time I decided just to build more outhouses. It was not worth it to build more saunas.

I tried switching workers, replacing water towers, turning Sauna on and off. All to no avail.

It seems as though it is really low priority. Even lower than Egg crates from a Chicken ranch, which drives me bonkers and are an absolute pain at the moment but are a completely separate issue.
 
Click on the sauna itself, what does it show is missing?

I have the same problem as Najmir. When I click on it, nothing is missing, and for days / weeks the saunas will not work, so I have to continue using the toilets (A solution I'd rather not use when advanced in the technology tree)
 
Heya!

We are aware of the sauna not getting firewood quickly enough (and other similar issues with other buildings in the game). We are working on improving this however as it is quite a big balancing problem as well as a programming problem, it is going to take some time to find the best solution. Please bear with us while we work on it!

Thanks for the post and of course, thanks for playing!
 
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Heya!

We are aware of the sauna not getting firewood quickly enough (and other similar issues with other buildings in the game). We are working on improving this however as it is quite a big balancing problem as well as a programming problem, it is going to take some time to find the best solution. Please bear with us while we work on it!

Thanks for the post and of course, thanks for playing!


how is it considered a balancing issue though if we have the materials? I get it might be a progamming issue but where does game balance come in to play on a feature that SHOULD be working if we have the required materials? Is it only supposed to function once every ten days? is this functioning normally and just wasn't worded correctly?
 
@Kalmnir So it is a balancing issue as at the moment, the game is designed to work in a way that the carriers bring in the resources to these sort of buildings for them to work but in this case, the carriers are not prioritizing this task well enough - so there comes the balancing issue. We need to find the magical "number" that would bring perfect balance to how often they carry these resources but also how often do they gather resources from deposits, carry resource boxes from the ground to the storage, carry resources to construction zones and build them - and all other tasks they have and possibly will have in the future. And of course, they are only humans, they still need to eat, sleep, wash, get treated and have some fun too!

And that is why we are still working on it, trying to find whatever would be the best solution for this. Please do keep in mind that as we are still in Early Access, these sort of issues are going to exist for a while as we try different ideas on how to best fix it.
 
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Here's an idea: a dedicated carrier role.

The effectiveness of a carrier depends on a ton of factors, such as
  • Building location
  • Storage location
  • distance between buildings
  • RNG involving illness, entertainment, etc
  • Layout of a colony
How about an optional dedicated carrier role, like a guy who is dedicated to bringing (firewood) to a (sauna) and nothing else. If the post is not filled, random carriers do the job as "needed"

Swap (firewood) with (resource) and (sauna) with (building), like (metal) and (toolshop) respectively, and you could dedicate carriers this way too.
 
@Kalmnir So it is a balancing issue as at the moment, the game is designed to work in a way that the carriers bring in the resources to these sort of buildings for them to work but in this case, the carriers are not prioritizing this task well enough - so there comes the balancing issue. We need to find the magical "number" that would bring perfect balance to how often they carry these resources but also how often do they gather resources from deposits, carry resource boxes from the ground to the storage, carry resources to construction zones and build them - and all other tasks they have and possibly will have in the future. And of course, they are only humans, they still need to eat, sleep, wash, get treated and have some fun too!

And that is why we are still working on it, trying to find whatever would be the best solution for this. Please do keep in mind that as we are still in Early Access, these sort of issues are going to exist for a while as we try different ideas on how to best fix it.

thank you for the clarification, for some reason I thought it was something like fixing it would cause a balance issue in game, not that it not working is because of a balancing issue.
 
@Ps2nic Good suggestion, and actually a little similar to some of our possible solutions. Unfortunately all solutions that we have require so many other things to balance out or completely change, so not that easy to fix :(

@Kalmnir No problem at all, I can understand the confusion and that is why I wanted to clarify it :)