10/17/2023 0 Comments Frostpunk automaton build![]() ![]() Builders are not productive when they are walking to the building site but if they are first walking to their workplace, later dismissed when the builders are near the worksite, the builders would have produced resources while walking. Building : 'Builders' can be manipulated to walk near the building site by assigning them to gather from nearby resource pile first.This delays, about 24-36 hours, the time that they eat raw food from recently hungry to when they are about to die from starvation. Similarly, during day time, it can be staffed with an employee "in treatment", or building alone a building (takes a long time), to prevent starving people from eating raw food. Use regular shift for cookhouse, extending it is rather useless. They will refrain from eating raw food if there is a cook, even if nothing is actually cooked. Cookhouses : at night, always have one guy at work to "protect" the raw food stash from starving people.Always have cooked food while doing so, else starving people will eat raw food (never ever a good idea). Cookhouses : a common trick is the "close the cafeteria" to prevent the "going to eat" guy who do nothing the whole day.My technique is having one guy preparing the stuff for others: when they bring back food, you can unstaff the hunter houses, and restaff with one guy. As long as a hunter enter the workplace at night, the 12 hour hunt will begin, even though the rest of the hunters are still far from workplace hence, staffing for hunters can be done at about 2330 after the hunters are mostly done building. ![]() Hunters can be staffed at night, and work on a partial day shift from 1500 onward.It's a godamn red cross tent, not a hospital. This is using medical posts for their intended purpose: emergency relief. Even infirmaries can be used that way as with high efficiency it takes less than a night to heal a sick (but factor in the delay of "going to treatment", which can be very long). This technique allows you to delay "actual healing" when you get infirmaries. Staff 3 engineer at medical posts gets you 100% (+bonuses) efficiency from 8pm to 6am. This would keep your engineers and sick people working in the day, and use the less productive night time to heal. You can operate night-only medical facilities.Of course you can remap it, but R works fine. Use the R button to rotate between all building of the same type : it is really usefull to use building abilities, turn on/off heaters or extended shifts, staff/unstaff buildings, etc.Like with 2 workshops and 5 engineers, alternating emergency shift and engineers between the 2 workshops to research 24/7. You can use the buildings abilities, like emergency shift, more frequently by having more of the same buildings and moving the people.Note that big resource depots are mostly useless, it is only to reduce the number of building for very advanced cities: it reduces the load on the PC. Cancel these scaffolds for 100% refund when you need the resource.Īfter stabilizing the city, you should build them resource storage. Place buildings, like resource storage (steel+wood), medical post (wood), or steam hubs (steel), and pause their construction when your wood or steel is reaching storage limit. You can place building scaffold to bank your resource. Keep track of the meter though, you might need your overdrive for real in a few days. As long as overdrive is off, the generator is recovering from it and thus "generating resource". Higher heat level means less discontent, less sick for the cost of. There is no more coal consumption or damaging the generator as it would happen in real life. Turning on the overdrive in Frostpunk is getting +1 heat level (+2 with research) for free. When you're 80, it is difficult to produce enough of everything. Your best asset is your people : when you have 600+ people, you're set. Wood and Steel allows you to reap the benefits of research (and paying for the research). There are 3 economy resources : Wood & Steel obviously, and "research time". It is linked to heat, which is a soft requirement linked to sickness, and hard requirement to food and medical facilities : all but hunters requiring chilly conditions to operate. There are 2 needs : Food, and medical care. If there are raw food for cookhouse to process on day 3, raw food production can be delayed in favor of more wood and steel.If people are only going to start eating raw food on day 3, cookhouse only needs to be built on day 2 night instead.If heating technology like Steam Hub is not needed, economy technology like steelworks can be researched instead.If the needs can be delayed, it should then be delayed in favor of a stronger economy. Otherwise, focus on your economy įrostpunk is a game of priority. Overview Build or tech only if you need it. 1.2 Overdrive : a free renewable resource.1.1 Build or tech only if you need it. ![]()
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