Banished Ventures

Gatherer Shelter

  • This topic has 3 replies, 2 voices, and was last updated 5 years ago by Strategic Sage.
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  • #4665
    Strategic Sage
    Participant

    I don’t know if this is game or mod related.  I had someone refuse to do anything for a Gatherer Shelter – sometimes they would just stand by their house and say ‘working’ but do nothing, most of the time they would idle.  I can manually tell them to gather stuff in the proper area and they’ll do it, but they won’t work ‘for’ the proper structure for whatever reason.

    I tried the remove-reclaim trick and it didn’t do any good.  I built a second Gatherer Shelter and they liked that one just fine … so yeah.  Curious if anyone else has had these things flip out on them like that.

    #4666
    Strategic Sage
    Participant

    Ok so I figured out what the problem is – I had another building right by the entrance to it, so nobody could path to the Gatherer Shelter or whatever.  That would make this NOT A BUG – but by way of suggestion, perhaps it should have the directional ‘don’t put anything here’ arrows like most of the other buildings including the houses etc.  or other small structures like the Smoking Shed do?

    I notice the Woodcutters Cabin at least doesn’t have them either.  People should definitely not be stupid like me and block off the entrance, but I do think it would be a beneficial enhancement to these structures.

    #4667
    Tom Sawyer
    Keymaster

    Yes, you found the cause. If the entrance of a building is blocked, people cannot use it  properly. The idea is to make special buildings as flexible to place as possible. For example a dairy hut right next to a pasture or a trappers cabin in the woods without a road. Problem is that the game doesn’t give a good feedback if the building is blocked. I will go through them and check if adding road tiles in front makes sense here and there. Thank you for the useful suggestion!

    #4671
    Strategic Sage
    Participant

    I do like the idea of flexibility, so that’s a good point as well.   It’s a small matter for me to get used to looking at where the entrance is – but how to best communicate that to other new players of the mod is probably harder.

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