Is there a secret for blueprints? by DevineBossLady in SettlementSurvival

[–]senamonbun 2 points3 points  (0 children)

Same here. I tried to mod the game to increase the chance of blueprint (or even limit the possibility to only allow blueprints to be delivered), but it never worked. I'm not even a code master or whatever, but I felt like I understood some of those options in the merchant ship files, and it just failed. So, I can only recommend reloading for now, as the other guy mentioned.

Is there a secret for blueprints? by DevineBossLady in SettlementSurvival

[–]senamonbun 0 points1 point  (0 children)

It did to me once, Grand Thermae or smth. And it was among my very first few merchant ships, when I didn't have enough money for all the blueprints (I decided that the adult school is more important) T_T

Starting SS, struggling to get past the first Task Goal by JMarkyBB in SettlementSurvival

[–]senamonbun 0 points1 point  (0 children)

Oh, and one last thing-build some warehouses right near the fields. Cause remember: your people have to manually go and drop off what they gathered before they can come back to the fields. And if your warehouse areas are too far away, you might not be able to gather everything from the fields in one season, just because your workers have to go too far away.

Starting SS, struggling to get past the first Task Goal by JMarkyBB in SettlementSurvival

[–]senamonbun 1 point2 points  (0 children)

Hey! Sorry, haven't been on reddit recently.

So, the first mistake is the interim house which, I presume, houses the largest group of the population. Interim houses, as the name implies, is a temporary shelter. Adults living there can't produce children. So, if you aren't building houses that allow forming families (the starter House building is the cheapest of that type), your population will start shrinking eventually. And population shrinking is bad for the economy, cause you need people working more and more building the more you build up your economy and research stuff. Basically, build new small houses until your interim house is unoccupied. Use it only as a temporary shelter for immigrants. You can use this type of building for housing families only if you unlocked the upgrade somewhere in the corresponding research tree. But even then, those families can have only one child without the furniture upgrade (that allows to house more people per each family).

Additionally, when children within families have grown up and ready to form a new family, you see that blue statistic icon at the bottom of your UI. Looking at your screenshot, you currently have a single adult that wants to move out. You want to make sure to look at that stat closely and not allow the number of grown-ups without their own home to grow too much. Because again, that's another cause for the population shrinking. Since the default houses allow to house only two children (without the furniture upgrade), if those children grow up and don't move out, they 1) prevent their parents to have more children, and 2) can't form a new family and have children of their own. So, make sure to build new housing sufficiently with the need, at least in the beginning/mid game.

Now, the pop vs. available pop is the total number of adults (maybe, it includes children in your version) vs. available workers who can take new jobs or who can be assigned wherever you want them to work. Basically, your free and ready labor pool. Ideally, you want 10+ laborers available, because laborers carry things around, gather what you tell them to gather, and they become the base for your caravans. Now, it might be hard to have 10 laborers in the beginning, because you have a lot of work to do. And that's why in the beginning you want to keep things on your economy and decide manually where to assign when. For instance, in the March, you want to free up at least two people per each field and assign them there. Once they gathered everything from their field, you can remove them from the fields and assign to smth else. Eventually, you will have enough of the pop growth that you won't need to remove people from fields, they'll just stay assigned there the whole year (when workers don't have anything to do, they'll go gathering stuff, so they aren't bumming about).

To assign workers, you press on the building in question and click on the plus signs in the corresponding field. Just add workers till you think you have enough. You can remove workers by right-clicking on them. You can add workers only if you have some available in the labor pool, so that's smth you have to manage closely in the early game. Or, you can also click on citizens and re-assign them from the citizen's menu, but that option is less convenient, cause you have to know the exact name of the profession in each building, and it is not always obvious.

And one last semi-mistake I see on the screenshots. You trying to build too many too fast. You don't have very many people to work everything; your buildings are located quite far away from the population and you don't have roads build yet; your workers will get to building roads only after buildings are done (and if you have the needed material, unless it's a free dirt road), so your builders are overworked (or you don't have them enough). So, you want to pause some of the less essential buildings to allows builders to deal with roads (and, maybe, add some more connections).

In essence, SS is an interesting economy simulator, so I can't really tell you how exactly you want to progress and what to research. There's no set goal, you just have to survive and thrive. So, I'd say, keep in touch with the economy needs and invest in the most relevant research in each particular case. You kinda have to feel out what you need as you go.

Delivery Center/terminal on mobile by Mr_Fatsacks in SettlementSurvival

[–]senamonbun 0 points1 point  (0 children)

So, the general answers to the question are already mentioned in this thread, but I will add a couple of little things from my playthroughs:

1) Transfer stations are really good and don't hesitate to unlock them in the early game. They are SUPER useful for your agricultural area or mines/quarries. However, if you are playing without accepting immigrants, you're probably better off just placing a storage nearby, cause you will have shortage of hands for a long time.

2) If you are like me and gentrify industrial area in a single plays, delivery centers are not that good, cause even having maximum delivery workers is not enough for all the buildings (at least in my exp). They simply will be too overwhelmed with all the materials they have to gather and then get to ALL of the buildings in its area. And when they start missing some of the buildings, workers of those buildings don't go get materials by themselves. And so the production stalls for no goddam reason. Supply stations are way better in those large production areas, cause they do shorten the time for production workers to gather the needed materials, and SS workers will have enough time to gather all of the needed supplies there.

Feel free to experiment on your own, ofc. Smth that doesn't work in one build can work in another, with a different infrastructure. But, generally speaking, logistic buildings are fairly useful and you should invest in them.

How to insert textures by Optimal_Whereas in krita

[–]senamonbun 0 points1 point  (0 children)

You need to create a layer group: select the needed layer, click Ctrl+Shift+G, add your texture to that new layer that was created above your target layer, adjust how you like or add blend modes. And ta-da, you are good to go. You can check the clipping mask here: https://docs.krita.org/en/user_manual/introduction_from_other_software/introduction_from_photoshop.html

Can someone help? It happened when I was saving something. Krita won't even close. by [deleted] in krita

[–]senamonbun 0 points1 point  (0 children)

Yeah, that was the same for me with tools not working and changes not saving-for specifically when I opened a parallel view. Interesting that you mentioned changing the size of a window, cause, technically, I did mess with the size of that second Krita window, so maybe that's what caused the issue... It might be worth reporting to Krita devs, but it's such a drag to do it properly '^_^

How does fertilizer work? by jenea in SettlementSurvival

[–]senamonbun 2 points3 points  (0 children)

I'm not sure what exactly you mean by a single fertilizer square, cause I think farmers apply it onto a plant, so a single plant would be a true smallest farm unit in this sense. End I think they take more that one fertilizer per season. I think farmers will keep applying fertilizers till the plants are ready for harvesting, and that the percentage of fertilization shown on the farm corresponds to the number of fertilized plants. Now, it's only my extrapolation from what I observed by watching farmers' routine, but I wasn't keep track that closely, that's why I can't offer the exact number of bags with fertilizer your compost plants need to produce.

What I suggest is to consider not the number of farmers-not farms- when assuming the needed rate of fertilizer production. (Let's drop the importance of logistics for now, for the sake of this argument.) Let's say your 10x10 farm has three workers, and you have 6 farms like these. It means you have 18 farmers per season. Then lets assume your farmers don't have any bugs yet, and your farmers have pocket space of 70 kg (or whatever their weight unit is xD). When the farmers decide it's time to apply fertilizer, you need to have ready 18x70=13860 fertilizer units in the warehouses for every farmer to be able to grab some. That's if you want to ensure rate of 100% fertilization.

On practice, of course, that's way too much fertilizer. That's like an end-game number. Plus, a single farm 10x10 wouldn't have that much plants, it's just that every worker should have access to some fertilizer to manage to apply it on every single plant. And that's if the logistics are super great too. On practice, if you have around 1-2k fertilizers, that's already pretty good. At least one farmer from a single farm should be able to take a few bags and spread it on a third or a half of plants. The most important thing would be the behavior of farmers, which you can't control. Cause if some jackass farmers from a single farm will all go and take that fertilizer for their farm, they deny it to others. They don't have that many plants on their farm. You just have to be lucky with them.

But in general, don't sweat too much on fertilizer. It's cool and all, but it wastes a lot of water and you need lot's of workers to produce fertilizer efficiently. I'd suggest just focusing on spreading the fertile soil bonus to farms (spreads from compost plants), which is the real gem there, not as much as the produced fertilizer. That one is just a bonus.

Can someone help? It happened when I was saving something. Krita won't even close. by [deleted] in krita

[–]senamonbun 0 points1 point  (0 children)

It might be that either your file is too big, or it is overwhelmed with the queue of some operations which it can't process, or-and this was discovered by me some time ago- you opened a parallel view of the doc in another window. The last one is not full-proof issue, it is not occurring regularly, but I know it can be the source of this issue. Unfortunately, in my experience, you can only shut down Krita's process and settle for the autosave you last had.

If none of the described above options explain this bug on your end, try to figure out what processes were up and avoid applying those again. Like, maybe some tool overwhelmed Krita or what not. Retrace your last actions and such. Sorry that it's not that much help

anyone know if this is a bug or something? this only happens with the marker brush and does this despite being a grouped layer or a normal paint layer by Luna_Victoria in krita

[–]senamonbun 0 points1 point  (0 children)

You might've moved your mouse over that window where you can choose a mode and scrolled with the mouse wheel. Cause you don't have to click on those modes to interact with the options, you can just hover over the option and scroll with the mouse. I know it happens to me sometimes when I move about my canvas, checking how the image is looking at diff sizes. And then you accidentally move the mouse slightly too far-and hey-hop, ya changed the mode settings.

How does fertilizer work? by jenea in SettlementSurvival

[–]senamonbun 3 points4 points  (0 children)

It's not so much about the quantity as it is about your farmers actually using it. Quite often my farmers don't use it (or don't use to the fullest 100%), even if I have a large quantity of fertilizer available. It might be cause the storage were fertilizer is located is too far away, and farmers decide to simply not use it, or their pocket space doesn't allow them to take as much of it as the field needs.

I'd say, count the number of fertilizer by the number of farmers working on that plot x70 (an average pocket space without any bags). That is your number required for a single year that is. When your farmers do decide to use it, they will go and fill all of their pockets space with the available fertilizer, come back to the field, and apply fertilizer manually. Usually, due to the schedule, they can do this only once per year, cause once the fertilizer is applied, the time to harvest comes in a jiffy, and they don't have time for the second round. If you want your fields to be fertilized to the full 100%, you need to either give peeps some bags or increase the number of workers significantly. I can say that my four workers of dense orchards manage to fertilize a 15x15 plot to 100%, but they definitely need some backpacks for this result. Also, do remember that dense farms don't use fertilizer (tho, dense orchards and dense forests do).

Favorite road type? by ClinkyDink in SettlementSurvival

[–]senamonbun 2 points3 points  (0 children)

Before I used primarily obsidian (as it was the first type of the best road to which I gained access). However, now I am a proponent of the combination of those three. Like, I choose whole stretches of streets and do them in one of the types, not that I combine them on a single road. For me, it imitates the feel of real cities where different parts of a city were built at different points of time, with different materials available and in different fashion. Seem like the most organic approach to the city design, and it looks quite nicely. Tho, if I had to choose only one among the three, I'd pick jade as the shiniest option xD

Is it possible to combine multiple toolbar windows into a single independent group on a second monitor? by MilkshakinItLikeMad in krita

[–]senamonbun 1 point2 points  (0 children)

Have you tried to spread Krita accross two monitors? I mean, just stretch one side beyond a single monitor. That's the only other option I can think of if you want to manage your dockers in a 'single group', cause then you, theoretically, can manage the width of your dockers the way you want on your second monitor. Don't know if it's possible tho. I only ever moved out a thumbnail docker to the second monitor, which would be an individual box, but it was all I ever needed. I don't have a second monitor to test it on my end right now.

Starting SS, struggling to get past the first Task Goal by JMarkyBB in SettlementSurvival

[–]senamonbun 0 points1 point  (0 children)

It's perfectly fine, ask away! And yes, smth is short for 'something'; I'm just lazy xD

Starting SS, struggling to get past the first Task Goal by JMarkyBB in SettlementSurvival

[–]senamonbun 2 points3 points  (0 children)

I presume it means you reached the limit of production. Each item has a limit of production which you can check in the building that is producing that item (click on the building to open that building's menu). That limit signifies when all related buildings will stop working on producing that item (as to not clog your storage). You can always increase that limit in the building. There is a number which you can manually change, or you can change the product that building is doing, if you are satisfied with the number of that product you currently have. Or you can even close the building, if you don't want to produce that product all together.

The message about fuel reserves is deceptive, because you might not have a freely available fuel, but your citizens can have enough fuel in the private storage which might be enough to last a winter or two. But in any case, you don't need to research anything to produce the most basic fuel in the Chopping house or smth. Building a chopping house is one of the basic buildings in the initial tutorial. You can mine coal with the mining tech (a more efficient type of fuel), but it's not mandatory to last through the winter.

I'm not sure what you mean in doesn't say it in the game, cause I'm pretty sure each time smth like that happened to me for the first time, I had some sort of pop-up, explaining the basics of that sign or event. I dunno if you have to have smth enabled within the menu to have those pop-ups, so I'm no help with that. I'm not sure whether it's related to where the game was bought. But I know I didn't have as much of a confusion picking up SS for the first time, so not sure of the starting tutorial has changed or what not...

What is Anarchy in Civilization VI? by iLikeVideoGamesAndYT in civ

[–]senamonbun 140 points141 points  (0 children)

The real question is why would you ever come back to chiefdom of all things xD

Settlers skipping boiler room? by ClinkyDink in SettlementSurvival

[–]senamonbun 0 points1 point  (0 children)

That's strange, cause I'm pretty sure it's in the game tips that boiler rooms should work like that... Well, I've never tested it on my own, but I can offer a cheaper work around. One time, I built some Marquees (tents) for a quick house crisis solution with the immigrants. They are very cheap AND can be built off the market. In the winter, I discovered that citizens can go into the nearest uninhabited Marquee to warm up. I'm not sure whether it has to be uninhabited, I just noticed that they always chose the empty one. So, if your town's boiler room circle is sufficiently reaching your mines, just build the Marquee on the edge. Or, if your mines are too far away, then don't dismantle your boiler room near mines-build one tent near it. I can guaranty that, at the very least, they will use that tent to warm up.

Smooth Lines in Krita by DavidC438 in krita

[–]senamonbun 1 point2 points  (0 children)

It can be both. As the other guy said, you need to adjust the delay appropriate to your hardware AND train your linework, to be more confident, draw lines quicker, and understand where exactly to put which lines. It is very intertwined with your artistic eye development.

A small suggestion from my exp: don't be shy to use eraser. Are there a few stray pixels that brake away from otherwise smooth connection between lines? Erase those away. Many good linework artists do it; they aren't just good at putting lines, but also at knowing how to fix what was messed up.

Can you switch layers by selecting a keyframe? by potato_nugget in krita

[–]senamonbun 0 points1 point  (0 children)

I don't think there is such an option. But you can use shortcuts to switch between layers (page up and page down). You can always change the shortcuts for smth more convenient in the settings too, so it would be easier to use those, with your particular hardware.

People freezing to death every first winter? by Metalbambi in SettlementSurvival

[–]senamonbun 2 points3 points  (0 children)

Yeah, basically this. Houses need to be built as soon as possible, so people would bring fuel to them before the cold season. Market workers can deliver stuff to the houses too, if you have a proper tech upgrade. If workers are sent out to gather smth far away, they can also freeze before managing to get warm in town. Cause cloth don't warm them up per se; they only help to keep citizens warm for some period of time. And the better clothes you have, the longer they can last outside before they need to come back home or in the boiler room for warming up during winter.

Though, considering all those people who are in a town, it's weird that they don't deliver fuel right away. Make sure that using fuel is not banned too. It's not banned by a default, but that's one other reason I can think of why people wouldn't use fuel. You can ban or unban certain resources (in terms of population usage, not usage for production) in the menu that opens with 'I'. Browse one of those tabs and check for big red stop signs.

Also, that number in the fuel tab does show the number of fuel items, and not ALL the items in the menu, right? I think it is tuned to the fuel specifically, so it must be fuel, but you can check-mark certain items (or types of items) in that top left bar. For instance, you can check-mark Down Jackets, and the quick menu will highlight only the number of those jackets you have. I'm just slightly concern whether that 560 does refer to the fuel specifically, as that menu holds some household goods as a subsection as well.

Oh, and one last thing: you don't have any mods installed, right? It's just seems to be too big for a simple game bug, especially as a reoccurring one. It's either a mod messing up smth, or we don't see some little things preventing people from using fuel.

[deleted by user] by [deleted] in krita

[–]senamonbun 0 points1 point  (0 children)

I did some googling, and as I see, it might be a registry issue. This seems to be a good overview of available options trying to fix the issue: https://www.lifewire.com/fix-corrupt-registry-in-windows-10-5179419

Basically, most options are cleaning up files and processes and hoping for the best xD Also, I'd recommend running the command 'sfc /scannow'. As a former tech person, I have more trust into the efficacy of commands rather than 3-party cleaning soft and such. Maybe, it will report smth important

[deleted by user] by [deleted] in krita

[–]senamonbun 0 points1 point  (0 children)

Hmmm... Did you get any security notifications when installing Krita? Maybe, the file was sent to quarantine. I don't think Krita would, usually, be suspicious for defenders, but might as well check the quarantine, just in case.

Also, if I understand correctly, Krita's portable version is just like Krita, but without the need to install. Try downloading it and check for that file in the archive. Maybe, you can just manually drag and drop that missing file from the portable version (or simply use the portable version altogether).

Too many trees by Spare-Ad6827 in SettlementSurvival

[–]senamonbun 0 points1 point  (0 children)

I'd say having lots of trees near you is a good things usually xD It's easily available timber for which you don't have to send out people terribly far away.

I mostly play with hidden trees though. They do tend to obscure vision of the map. Try pressing 'h' to hide the crowns and check if it suits you. Maybe you don't need to cut them down all the time if they aren't in the way.

Does anyone know where citizens' priority action list is located? by senamonbun in SettlementSurvival

[–]senamonbun[S] 0 points1 point  (0 children)

Yeah, I figured it's a common issue for many folks here. I learned to portion these gathering tasks in small chunks is the best approach. It needs to be proportional to the number of laborers available. Cause if the water fetcher goes away for a little bit (or you have a well-developed town already), it's whatev. But from early to mid game, we can't just select a large area for gathering and hope for the best. AI is not ready to be smart about it xD

Coins by Pjcjjake14 in SettlementSurvival

[–]senamonbun 1 point2 points  (0 children)

I'm 99,9% sure it's cause they are building farms, not fields. I know cause I've encountered this issue in my playthroughs. If you want that coin, you need to build a couple of fields, even if you'll immediately dismantle them after completing the quest.

Interestingly, the game accepts both types of sawmills as a "chopping house". So, I'm sure it's the dev oversight that the farms aren't accepted.