Switching track to Stonehearth, it would certainly be possible (I daresay even simple) to implement a “incinerate surplus resources” system, as Stonehearth is more aware of items and entities than Towns is (whereas Towns usually has to find an item after it’s been requested by a job, Stonehearth is able to assign jobs based on triggers coming from the item itself.) Stonehearth could even replace the idea of incinerating your surplus with, say, automatically loading it into trader stalls to sell to the automated merchants. changed them from buildings to items) but you’ll notice that when it comes to Towns’ vanilla mineshafts and farms there’s no limit to how much they’ll produce (well, mineshafts will eventually stop pumping out metals if they run out of space to place the item, but that’s an unrelated limitation – so long as you keep collecting the resource the mineshaft will keep cranking it out.)
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That also works the same way in, say, mods which changed how mines worked (i.e. By setting a production count, the game is able to give out orders to harvest crops and also to stop giving out orders once the quota is reached. Towns has explicit harvesting “orders” which can be automated from the production menu if you just place down crops they wouldn’t automatically be harvested. So it’s possible to reach a point where you never need to mine anything from the world, and can still build indefinitely, without even having to resort to buying materials off your neighbours (who presumably just mine in their own lands, undoing your good work of protecting the environment hahah.)įor now, manually summoning merchants via the market stall and selling them your surplus is the only way to efficiently clean out your storage.Īs far as producing the raw materials, the way Towns handles it doesn’t translate nicely to Stonehearth.
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A slight under-supply can quickly lead to famine, while a slight over-supply quickly leads to either a) a glut of food in storage, or b) a ton of rotten food laying around.Įven stone, ores, weapons, armour and other monster drops will accumulate indefinitely (unless you’re playing without enemies.) In the very late game it’s possible to “farm” quite a lot of resources simply using well-placed defences, a lot of archers and a couple of clerics to keep them topped off on health – the zombies will drop healing potions and spools of thread, the giant rock golems will drop stones and ores, and the orcish and kobold enemies will drop metal bars plus the hats can be sold for good amounts in order to buy in anything you aren’t farming from monsters. food) are very difficult to balance exactly with demand and I believe that’s more the sort of thing you’re talking about.
once you cap out your hearthlings you’ll eventually reduce your need for new resources to virtually nothing, after everyone is maxed out with the best equipment) so at that point you’re always going to have a net gain on things like wool/fibre, pelts and other auto-produced items unless you outright stop producing them.īut in practical terms, even in the resources you constantly consume and replenish (e.g.
Well, by definition you’re producing an infinite amount of goods while you’ll eventually reach a stable requirement (i.e.