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*如果mod“坚果、浆果和蔬菜”( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1142210554)也很活跃。为了使其工作,必须将其列在修改列表(加载顺序)中此模块的上方
*可选:在酒馆烹饪。这也增加了酒馆的最大员工人数。
*其他在该模组激活时提供烹饪食谱的模组建筑:
-米德大厅(改装“长屋” https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1142210554 )
-城堡厨房( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1142210554 )
为了使其工作,必须在修改列表(加载顺序)中在该模块下方列出相应的模块
*可选:注意-实验模式-在厨房和酒馆用餐
当此选项处于活动状态时,厨房和酒馆
I recommend trying it out on a new village to take full advantage of the features and the changes to the logistics that are possible - for example you can build production outposts without houses: as long as there is an eatery near the production sites, the workers will not have to return to their homes all the time (unless they get cold, or there is noone else to tend to their house).
If you try it out and encounter any issues, or you have any input, be sure to let me know :-)
Thank you very much Megadori for your time fixing this :)
***
Update - Ein Bug wurde behoben, durch den die Arbeitsmoral von Holzfällern, wenn der expermentelle Modus aktiv ist, sehr stark gelitten hat. Jetzt sollten sie nicht mehr streiken. HINWEIS: Wenn der Mod "Fantastic Four" von dominuskevin aktiv ist, sind dessen Änderungen am Code der Holzfäller nicht kompatibel mit den Änderungen die dieser Mod vornimmt; dieser Mod wird dies automatisch erkennen und die Essen-Funktion in den Küchen ausschließlich für Holzfäller deaktivieren.
There is only one mod (to my knowledge) that changes the foresters behaviour, it is one by dominuskevin that lets you chose the tree type that foresters will plant. As I don't know how many people are using it, I'm adding the compatibility code that disabled this mod's functionality in case the forester mod is active, but I will make it so this mod detects the presence of the other mod autocatically.
I am at the moment impelementing the patch :-)
So, if i disable the replant trees function, foresters will properly cut trees, and use bakeries if the need to eat?
I suppose i could live without them replanting trees... or micromanage it
The weird part is, as far as i know, i have not a single mod that modifies foresters behaviour... i just have alternative forestry buildings (one of yours i think, and one from eien)
So, as far as im concerned, i suppose my prefered option would be to have foresters not using eateries, and doing their job properly. If you can do it, i would be very pleased (cause i can restart using eateries option that i would love to use ♥ )
To be honest I have absolutely no idea why it plays out like this. This mod works by inserting a hunger check at the beginning of the worker function, and unless the worker is hungry the work behaviour should be absolutely identical to the base game because the mod executes the base game work process after the hunger check.
So as I don't understand how this weird problem comes to be in the first place, I am sadly unable to solve it so that this mod is comaptible with other mods that change how foresters work. What I can do is add an option to either load an incomaptible version where foresters can use the eateries and work normally, or to disable the foresters from eating out, making them compatible with foresting mods.
(Sorry for the delayed answer)
Tbh, i noticed foresters cause of the constant lack of logs. I didnt push my investigations further (but can if you want some more help on this)
As another example, my logs stock just go down, and i had to manually gather trees to keep up with the demand.
With eateries disabled, im permanently capped to my maximum stock
I noticed that the eperimental mode (eateries) was causing a huge mess with foresters IA.
Normally, they keep chopping down/planting trees till the area is completely empty (and they have to wait for new trees to grow)
With experimental mode, they can just stay iddle in the forester camp for long time doing nothing, even if there is clearly trees to cut/plant near.
I tested this in new game, enabling mods only 1 by 1, then comfirmed issue was coming from eatearies option.
I know this is experimental, i just wanted to report this as i didnt see that in the discussions
The profession for the kitchen is the innkeeper (same profession as in the tavern). Could you increase the number of innkeepers in your global profession list and see what happens?
What your caravaners are likely doing is visiting a tavern during work (often while on the donkey), which they do so they don't starve during work, because to eat at home, they wood first have to return their donkeys :D
I'm making oat porridge and people like bakers and farmers who went away from the village to help chop down trees head back to their house and even though they're hungry they ignore the kitchen as they pass by
Oddly enough, there are people like caravaners who live and work right next to the kitchen that ignore their own home and eat at the kitchen
Fixed a bug where homeless workers trying to eat at an eatery could cause a crash
*******
Update:
Fehler beseitigt, durch den obdachlose Arbeiter beim Versuch in einem Restaurant zu essen einen Absturz verursachen konnten
I tend to use pavement because I like the geometric structured look. It makes my cities look like actual cities. It also helps me measure things. I tend to worry about that house on the hill during a heavy rain that washes the dirt out from under it and into my backyard. (hehe)
Improved the functionality of the "Eateries" mod option.
- All workers in professions who typically work a fair distance from their homes will now prefer to use a kitchen/tavern to eat, if it is nearer.
Those professions are: Gatherers, herbalists, hunters, foresters, fishermen and fish farmers, farmers, gardeners, apiary workers, herdsmen, donkey riders, and the taverners themselves.
- If workers eats a rich meal at a tavern, they gain the dunkenness buff. (Rich meals are available with the "Trade Eimpire" mod, as well as with the "Dairy" and "Vineward&Winery" mod)
Funktion der Modoption "Restaurants" verbessert:
- Alle Arbeiter in Berufen, die üblicherweise ein Stück von zu Hause entfernt arbeiten, könne jetzt Küchen und Tavernen nutzen um dort zu essen. Das sind: Sammler, Kräutersammler, Jäger, Förster, Fischer und Fischfarmer, Farmer, Gärtner, Imker, Hirten, Eselreiter, und die Wirte selber.
- Arbeiter, die in einer Taverne eine Reichhaltige Mahlzeit essen, erhalten den Alkohol-Buff. (Mahlzeiten mit dem "Handelsimperium"-Mod sowie mit den Mods "Weinberg&Weingut" und "Molkerei")
A new option has been added to this mod that makes kitchens into eateries.
!! This is an EXPERIMENTAL functionality and there are cases when it may not work. Use with Caution !!
The mod option is deactivated by default.
If activated, kitchens will always keep a certain amount of the food that is being produced in stock to serve to citizens.
If a citizen gets hungry during work and they are closer to a kitchen that is serving food than they are to their house, the citizen will go to the kitchen and eat there; this is also possible when there is no food at home.
This also applies to taverns, if the tavern can produce food (other mod option).
All surplus food that is not eaten still gets delivered to barns.
Neue Mod-Option, durch die Küchen als Restaurants fungieren können.
!! EXPERIMENTELLE Funktion - Es kann sein, dass sie nicht immer funktioniert. Vorsicht bei Benutzung !!
Die Mod-Option ist standartmäßig deaktiviert.
Wenn aktiv, halten die Küchen eine gewisse Menge des gerade produzierten Essens vorrätig, um es den Bürgern zu servieren.
Sollte ein Bürger während der Arbeit Hunger bekommen, und er befindet sich näher an einer Küche, in der Essen serviert wird, als an seinem Wohnhaus - oder in seinem Wohnhaus ist keinerlei Essen verfügbar - dann sucht er statt dessen die Küche auf und isst dort.
Das Gleiche trifft auf Tavernen zu, sofern in diesen Essen produziert wird (andere Mod-Option).
Alles überschüssige Essen wird nach wie vor in die Scheune eingelagert.
Additionally, villagers will not eat the stews and porridge as quickly later; it is normal that they looove all new foodstuffs at first, but eventually they will get used to it and get themselves an apple or some potatoes again :D
As long as your villager is quite small, processed food is not as much of a necessety as it becomes later, when the village grows and the wlak ways for everybody become longer, then you want you calories to be concentrated in as little weight as possible so that supplying houses doesn't take up 2/3 of your combined man-hours. But while the houses are next to the barn, it's not as bad when they have to go two or three times.
Especially for wood and stone collecting it is therefore best to build foresters and a mine fairly early, because then you don't have to add jobs to fell trees and mine stones to the queue :-)