got to sit down and play some stonehearth today, so I can actually get back to participating at least a bit for today.
now, I’ve noticed that one of the issues I had back at A10 or A11 is still around, one that makes hearthstone not very survivable past a certain point, or at least not growable.
currently, if you set 2 hearthlings to be farmers, the second hearthling will be wasted due to how job priority is set up. Example A: set 2 hearthlings to be farmers they start from roughly the same spot, and then set a 11x11 square to be tilled. at the same time, set that field to grow turnips. the hearthlings will set forth to till the field. Hearthling 1 (Misty) tills up a plant tile (the bump) while hearthling 2 (Raguna) tills up the tile next to it which is just empty space. Misty and Raguna till the tiles at roughly the same time, and so both tiles are tilled. Raguna then turns around and runs over to the plant tile Misty tilled to plant some turnips, while Misty runs to the next tile to be tilled (another plant tile). after finishing tilling, Raguna runs over and plants turnips there too, and this continues until Misty reaches an empty dirt tile, and Raguna goes back to tilling dirt. This seems like an increase in production.
Example B: Set Misty and Raguna as farmers, they start away from each other, and set up a 11x11 farm between them. Misty tills a plant tile on one side of the farm, Raguna tills an empty tile on the other side of the farm. Raguna notices the plant tile on the other side and runs over to plant turnips, delaying his actions by making him run over there. Misty then tills an empty tile before Raguna manages to finish planting turnips. Misty starts tilling a plant tile and Raguna finishes planting, and goes to till more dirt, but halfway through his tilling animation, Misty has finished tilling the plant tile, and Raguna runs over there to plant some turnips. The tile he was tilling is halted halfway through, and no tilling gets done. This is a minor setback.
Example C: Misty is already a farmer, and has completely tilled and planted a farm. In fact, the farm is almost done growing. Raguna comes into town and you make him into a farmer. The turnips finish growing, and Misty and Raguna go to harvest the turnips. Misty gets there slightly before Raguna and thus finishes harvesting her turnips just before Raguna does, leaving an empty plant tile. Raguna now stops harvesting his turnip because there is an empty plant tile. He runs over to the plant tile to replant a turnip and runs back to restart harvesting that turnip, as the animation has been reset. by the time he’s halfway through harvesting the turnip, Misty has finished harvesting another turnip, and Raguna once again runs over to plant another turnip. the efficiency continues to spiral downward until Misty goes to unload her bag full of turnips somewhere. dammit Raguna!
as you can see, although you have set 2 farmers, only 1 farmer’s load of work is managing to get done because of the downward spiral in example C. A lot of time spent in animation is being wasted by stopping mid-animation to do another job.
observably, this means that the job priority for farmers is Planting>Harvesting>Tilling. example C can be prevented by changing the job priority to Harvesting>Planting>Tilling. Preferably, all 3 could be prevented by making it so no job action (as in not building, mining, or hauling) can be interrupted by anything except for hunger, sleep, and danger. In this case, even though there might be a job of higher priority becoming available, a hearthling will not start doing it if they are currently in the middle of another job. This will prevent wasted animations.
also, +1 to anyone who gets the reference made in the example lol